Vertex Pusher, thanks for the reply.
By custom I meant different from the BVH skeleton. I’ve been trying to take BVH and apply it to a human skeleton that doesn’t match on a bone for bone basis. I’ve also been trying to come up with a straightforward way that works for using multiple mocap files to export animation data on a separate skeleton.
For instance, suppose I had a rig for a video game, and I had all this BVH data that I wanted to generate animations for, using the game’s skeleton and its exporter. The trick is finding a way to export all those anims without repeating a complex setup every time.
I tried what you suggested with adding more keyframes. I had been adding some already, but only a few to kick off the baking process. Basically it was the same result. I manually added a key to every bone in the custom skeleton, every ten frames. In each case, these keys displayed no rotation data, they were all flat.
Looking at the transform properties for the bones, the ones with the Copy Rotation constraints all display a rotation of 0,0,0 all the time. The corresponding bones on the BVH skeleton display appropriate rotation coordinates, I’m guessing world space.
So apparently when I add a key for the constrained bones, it goes in at 1,0,0,0 (quat rotations, 000 xyz) regardless of its actual rotation. It’s totally flat. Perhaps I’m missing something obvious or fundamental. :spin:
Thanks again for the reply. I’ll take a shot at the empties setup you mentioned. Perhaps I can adapt this just as easily. :yes: