Comments (8)
@schroef I stated that you need to adjust the pose of the target armature, never the source. The said pose alignment must be done directly after clicking "Set up"; If done outside of this mode, the addon will not interpret the poses correctly. If you hit "Apply" without making any changes, the addon mistakingly assumes this step has not been completed, so until I have fixed this, rotate one bone ever so slightly ;)
from blender-animation-retargeting.
Yes, that was incorrect, my bad.
from blender-animation-retargeting.
Upon clicking on "set up", the source armature is supposed to go into the rest pose. The point of that is that you then adjust the target's pose to match the source, then save it by clicking apply, so the addon can calculate the delta transforms. Reading your post it seems that you have given the source a pose beforehand, what were the intentions of that?
from blender-animation-retargeting.
Assuming you mean the poses in the Scene Collection view, those existed upon import already for both.
EDIT: It seems that the "reset" pose I described is in fact the pose that is coming from the MoCap file.
from blender-animation-retargeting.
I have the same exact issue as described above. BVH files come with the weird rest pose where all the bones point down. I already had my source posed correctly before. hitting the setup button. What would really help would be to say "Use current poses to calculate deltas" or something.
Because resetting the rest pose on an armature that already has animation will destroy the animation... so that's not an option either. It probably complicates the script but it would really make it usable.
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I also see this happening. The source actually goes into rest pose and my target as well. Hitting apply it keeps showing no rest pose, i dont see any error output.
You state we need to edit the source pose right? The panel will disappear then, is that correct?
PS in your description it is stated the otherway around. At point 5 its states this
Next you have to set up the rest pose alignment. Click on "Set up", then change the pose of your target armature in a way, that it optimally fits your source armatures rest pose. When done click 'Apply'.
from blender-animation-retargeting.
Perhaps I didn't get this line correct, but to me it sounded like we needed to adjust the source
It was a couple responses back upwards
"The point of that is that you then adjust the source's pose to match the target, then save it by clicking apply, s"
from blender-animation-retargeting.
Closing as it seems stale. Please reopen if it is not resolved.
from blender-animation-retargeting.
Related Issues (20)
- Is the add-on compatible with 2.9? HOT 2
- Apply button is missing at "Rest alignment" step. HOT 7
- Error on blender 2.91 HOT 7
- No Rest Alignment in 2.92 HOT 2
- Could you add option which can count correction future drive for baking? HOT 1
- Add option to bake keyframes for mapped bones only? HOT 1
- Could you show code example to change target bone rotation order and driver expression?
- Add Support for Library Override Linked Skeletons ? HOT 1
- Bake issue on Blender 3.1.0 HOT 4
- [Feature request] Add button to automatically match the names of bones that match HOT 1
- Original animations cannot be seen after retargeting due to euler rotation mode HOT 2
- getting the animation baked results in a error HOT 2
- old .rtconfig file doesn't work by renaming it to .blend
- New Bone Mapping Controls
- Seeking Assistance with this Plugin Integration Using in Unity HOT 16
- Mapping Presets
- Option to have the retargeted animation over another animation HOT 2
- Inconsistent retargeting after initial bake
- How do you bake multiple animations at once? HOT 1
- Retargeting Addon stuck HOT 1
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