(New in version 1.05.02)
'File' menu -> 'Rig Mocap Tester'
The 'Rig Mocap Tester' tool facilitates quick testing of various motion capture (mocap) animations on your rig.
Viewing your rig in motion is an effective method for identifying potential issues with the rig or its skinning.
For the tool to function correctly, your rig must be in a built state and have the 'HumanIK' attachment on six different nodes: the head, spine, left arm, right arm, left leg, and right leg nodes.
If you are used an Arise biped preset, preferably 'CA_Biped_Game', or you've constructed your biped rig using the designated nodes for each body part, simply add the 'HumanIK' attachment to the mentioned six nodes and build your rig. This will automatically define your character for HIK. For further guidance, consult the documentation for the 'HumanIK' attachment.
Attributes:
- 'Character' - A dropdown menu containing all defined HumanIK characters in the scene. If you have added the 'HumanIK' attachments to your rig as instructed above, this attribute should display your rig character.
- 'Mocap Library' - This dropdown menu is populated with mocap animations from the Maya mocap library folder, which is available in most Maya versions, though not all (Maya 2018 does not).
- 'Custom Mocap File' - Enter the path of a custom FBX mocap file if you prefer to use one.
- 'Load Mocap Animation' - Click this button to load the specified mocap animation onto your rig.
- 'Remove Mocap Animation' - Click this button to remove the mocap animation from your rig and reset the rig to its bind-pose.
Notes:
- To create a custom mocap animation file: Use a rig with an HIK definition on the joints (e.g., an Arise rig with 'HumanIK' attachments), bake the animation onto the joints, and export the joints and their animation as an FBX file.
- By default, the 'HumanIK' attachments will use the IK ctrls when defining your character. If your rig is in FK, you might not see the animation correctly.