Zero Joints with Animations

Community Forums/General Help/Zero Joints with Animations

RustyKristi(Posted 2016) [#1]
I wonder if anyone has some sort of solution on how to zero all joints of a model with existing animations.

Thanks.


Matty(Posted 2016) [#2]
Not sure what you mean but in b3d you can alter joint positions and orientations after the updateworld command.


RustyKristi(Posted 2016) [#3]
Thanks Matty, I mean in 3D editors or modelers, outside and not in B3D.


RemiD(Posted 2016) [#4]
You can probably do this using Fragmotion, there is a way to create a script to then automatically perform some actions (that you would have to do manually otherwise)


RustyKristi(Posted 2016) [#5]
Thanks RemiD. Do you happen to know where I can get some info or the script on this?


RemiD(Posted 2016) [#6]
I haven't tried, but here is an answer to a similar question that i asked a few months ago, which may help : http://www.fragmosoft.com/forum/index.php?topic=1138.0

Else, read the documentation, then ask on the forum.

Good luck.


RemiD(Posted 2016) [#7]
I have just read your post on the fragmotion forum.

What do you mean exactly by "zero" joints.

Each frame of an animation has the orientation (pitch,yaw,roll), position (x,y,z), scale (sx,sy,sz) of each joint.
For a character animation, only the orientations and positions are useful.

So you can't set all orientations and positions to 0 of all frames, it would delete the animation...


Kryzon(Posted 2016) [#8]
Deleting all keyframes of all joints should bring them back to the bind pose.

Depending on your program, you might have a menu that just does that automatically:
https://knowledge.autodesk.com/support/maya/troubleshooting/caas/sfdcarticles/sfdcarticles/How-to-create-a-new-bindPose-s.html

https://blenderartists.org/forum/showthread.php?102907-How-do-I-reset-bone-positions-in-pose-mode&p=927912&viewfull=1#post927912


RustyKristi(Posted 2016) [#9]
@RemiD

Yes my nick there is scottyp. :-) By zero joints I mean resetting, in fragmotion it's transform->zero joints. I forgot the steps in Blender but I'm sure it has this feature as well.

@Kryzon
Thanks for the input. The problem here is I need to use the animations as well. If I delete them then it's just best to start from scratch and reanimate them with the zero joint setup.

I know this is a bad setup from the start. I happen to use a model+animation which is oriented lying down. Is there a way to fix this by using some conversion or export tool?

In fragmotion if I fix the rotation and make it stand up and correct its position, the rotation is obviously screwed up. What I need is to fix the rotation and maintain zero join/bone roll.

I hope that made sense.


RemiD(Posted 2016) [#10]
I have no idea what you are talking about with your "zero joint", what is it supposed to do and why is it useful ?

Do you mean that your animations are ok but the model is not oriented properly ?
If yes, there is certainly a way to automatically recreate the animation with the wanted orientation in Fragmotion with a script or maybe in Blitz3d with code.


RustyKristi(Posted 2016) [#11]
Actually orient joint or zero joint has been a clean way of doing animation stuff, afaik. Some articles.

https://courses.cs.washington.edu/courses/cse460/05sp/links/Rigging/orient_joints.html
http://www.riggingdojo.com/2014/10/03/everything-thought-knew-maya-joint-orient-wrong/

Probably a small issue but then again if someone has other solutions, I'm all ears.

Thanks RemiD.


RemiD(Posted 2016) [#12]
Seems useless to me, also what if you want to have your skeleton (joints) compatible with ipisoft or perception neuron ? it will probably corrupt the resulting poses...


RustyKristi(Posted 2016) [#13]
yes it depends on the problem presented. thanks for the input anyway RemiD


RemiD(Posted 2016) [#14]
I still don' fully understand the necessity to use this approach, when i animate in Fragmotion, i rotate the limb around the selected joint on one plan (not axis) to match the pose that i have captured with my motion, and this always worked well...


RustyKristi(Posted 2016) [#15]
Probably one example would be animation retargeting when exported to other tools such as Blender, Maya, 3DSMax, etc..