Hello everyone,
I’m having some difficulties properly transferring old humanoid animations (+150) that are non-biped onto a biped mesh/skeleton (coming from CC4).
The retargeting itself works fine (after isolating the correct bones), but depending on the imported clips, I still end up with some issues where a joint "jumps" on certain frames of the clip. These only occur on the target skeleton (after retargeting).
I’ve managed to fix some of them via rig pose, but that’s not great and far from optimal given the number of animations to transfer. It’s probably a Gimbal/Euler issue, but since I’ve never really touched that part in Houdini, I’m a bit lost in front of all the possibilities the software offers to modify them!
Would you have a clear workflow on how to fix these rotation issues or joint/bone jumps on certain frames post-retarget (or even before)?
Thanks everyone.
Retarget kinefx non biped to biped- issue
95 0 1-
- TDy
- Member
- 3 posts
- Joined: 4月 2022
- オフライン
-
- Quick Links