I’m new when it comes to animating/rigging/skinning in Blender, so please excuse my ignorance here, as I am coming from a 3ds Max Biped background.
I have a BVH Mocap file which I cleaned up inside Blender, but I want to retarget that animation to a skinned model (humanoid).
From all methods using the Rokoko Addon worked the best, and I had to copy the imported BVH Rig and adjust it to my humanoid mesh (bone placement) for skinning.
This makes it so that the bone structure and naming is 100% the same, the only difference being that some bones are slightly shorter or at a different rotation (feet slightly outward instead of straight forward).
When retargeting the animation i’d say about 80% of the animation get’s transfered correctly, but there are a couple of big issues.
Mainly the fingers and hands are in different positions and have completely inaccurate rotations almost compared to the original animation.
Even the feet are not pointing straight forward, I tried editing the bones in the feet to see if it changes the outcome in the animation but it did not.
This is how the hands + fingers is supposed to look like
This is how the retargeted animation looks like in the hands + Fingers
Rotations are off aswell as they have different positions warping the hands/knuckles
Here are the original feet rotations
Here are the retargeted feet
At the moment I am completely stuck and have no idea how to fix it, and I do not want to fix this by manually in the animation itself.
Blender workflow regarding character animations is completely new to me…
If anyone can point out to what I am doing wrong or missing or point me in the right direction, that would be great!
It my imported bvh has a different scale (it’s still 1.1.1) but is bigger in size than my target RIG.
If I make my source RIG the same size and apply the scale, than the retargeted animation becomes “floaty”. I don’t know if this info is important or not, hence why I put it in here.
Here are some better screens regarding the hands