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Arm rotation is incorrect unless T pose is applied as the rest pose

Open MrMargaretScratcher opened this issue 1 year ago • 4 comments

In order to maintain compatibility with existing mixamo animations, I want to retarget data I've got from an xSens suit onto the generated mixamo skeleton which has an N pose as the rest pose, but has a T pose.

The instruction seem to suggest that having the skeleton posed the same way as the source should work, but for me it only works if I apply that T pose as the rest pose, which will mean that all my existing animations which are based on the N pose will not work.

I've uploaded a blendfile here - http://kontroversi.co.uk/Uploads/reNim_Retargetting_Rest_Pose_Issue.blend

Unbind and rebind to the N-Pose armature to see what i mean. Then, unbind and apply the N-pose as the rest pose and rebind, and you'll see it works correctly.

MrMargaretScratcher avatar Jul 16 '24 17:07 MrMargaretScratcher

From shoulder to hand, change mix from after original to before original. You can select node from shoulder to hand and press alt on your keyboard and change the mix, the result is applied to all selected nodes. Now you can start tweak the bone target to match the source.

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anasrar avatar Jul 17 '24 08:07 anasrar

image

Hello, thanks for looking at this - There's still something strange going on with the rotations - if you scroll back to frame 72 you can see what I mean

MrMargaretScratcher avatar Jul 17 '24 09:07 MrMargaretScratcher

@MrMargaretScratcher sorry I can't help you further more, this add-on does not offer 100% same animation. You can clean up using NLA.

anasrar avatar Jul 17 '24 11:07 anasrar

Thanks for your reply, the animation matches exactly when I apply the T pose as the rest pose, so maybe the documentation needs updating to reflect that the rest poses need to be the same.

MrMargaretScratcher avatar Jul 17 '24 15:07 MrMargaretScratcher