Hello All. I’ve recently been working hard to get several animations from Mixamo.com working on some meshes created in Blender. The animations import just fine, but it turns out a simple biped “walk” animation which was originally created for a normally proportioned skinny human needs a little tweaking for my mesh needs which is a heavy-set monster. Notably, when the arm swings during the walk cycle, my monster has a wide girth to his lower body, so the arms swing right through the sides of his wide body.
I want to simply rotate the shoulder bone out a little in front view but otherwise keep the animation of the walk cycle the same. I figured I could just adjust the IPO curve corresponding to the rotational axis of each shoulder bone, but when I shift the curve (in my case the Y rotation) I find that the bone rotates along other axes and the result is not what I expected. Upon closer inspection I realized there are 4 parameters for bone rotation (instead of 3) and I’m quickly learning that it has something to do with this Quaternion coordinate system?
Does anyone have a suggestion for me to pursue? I could certainly step through all 350 keyframes of this animation and rotate the arm by the same amount each pose (R then Y then -20) but that’s not very efficient and I can’t believe there’s not a more elegant solution?