Showing posts with label retarget animation. Show all posts
Showing posts with label retarget animation. Show all posts

Monday, 20 January 2025

retarget animation clip from one rig to another + use within agent setup

 

This is the general layout for retargeting one rig's animation to another.

you can also add multiple retargeted clips to the agent clip sop by Packing the Inputs in the Motionclip sop. Then in the agentclip sop there is a "treat packed primitives as inputs" tick box, that you'll need to tick. Also the clips need to be "named", use a "configureclipinfo" to add a clip name.

Above in the screenshot, there is a jointdeform sop - it is only needed to preview the animation on the target character. Also, I had to bring in the fbx of the default pose of the target character, I couldn't figure out a way to access the skeleton directly from the agent sop. Maybe unpacking? Also the timeblend is potentially unnecessary, I had it there to force some subframes.

UPDATE - 
Just an update of the setup! In the rigmatchpose, I move the SOURCE skeleton around to match the target skeleton, as best i can. This is all done on frame 1 at the T pose. I then blend into the animation at >frame 1 with the skeleton blend.

Using the configureclipinfo node, we can specify the looping clip range eg(2 - end)



And then you can put several clips into the motionclip sop as packed clips nicely.