Quick Start – Create New Capture
To start using Motion AI, follow the steps below:
Setup
Motion AI provides the motion capture for the LH armature or your own armature.
a. Create New LH Armature
If you need a standard LH armature, simply click the “Create New LH Armature” button.
b. Use Existing Armature
- Properly import your own armature using Blender Import Backend.
- Select your armature and go to setup tap.
- Click the “Use Existing Armature” button.
- If your armature follows the standard of mixamo, arp, ue5 mannequin etc., you can click the “Load Bone List” Button and load the corresponding bone relation. If not, please fill the bone list manually.
- Click the “Transfer to LH Armature”
Head | Select the bone that controls the movement and rotation of your character’s head. In your rig, this bone typically handles the head’s motion. |
Hips | Select the bone that manages the full body’s motion. This is usually the root bone of the character, controlling the overall movement and rotation of the entire body. |
Left (Right) Shoulder | Select the bone that controls the movement and rotation of the shoulder and the arm. This bone is typically connected to the upper arm bone. |
Left (Right) UpperArm | Select the bone responsible for controlling the upper arm, from the shoulder to the elbow. This bone should be connected to the shoulder bone and influences the entire arm. |
Left (Right) Forearm | Select the bone that controls the forearm’s movement and rotation. |
Left (Right) Hand | Select the bone that controls the rotation of the hand. This bone is usually connected to the forearm. |
Left (Right) Thigh | Select the bone that controls the movement and rotation of the thigh. |
Left (Right) Leg | Select the bone that controls the lower leg’s movement and rotation. |
Left (Right) Foot | Select the bone that controls the rotation of the foot. |
Left (Right) Toe | Select the bone that is responsible for controlling the movement and rotation of the toes. |
Rig
- In Object Mode, select the armature you want to generate the rig for.
- Click the “Generate Rig” button to create the rig controller for your armature. PLEASE uncheck the keep animation.
Capture
- Select the input type: video, camera or image
- Select the file path.
- Select the capture type: pose or face. For face capture, please make sure the armature has the ARKit shapekeys.
- Select the target armature.
- Adjust advanced settings. Please view parameter explanation.
- Click “Start” Button.
Parameter Explanation
- Input Type: Motion AI supports input formats including video, camera, and image.
- File Path: The file path of the input.
- Capture Type: Pose or Face.
- Smooth Coefficient: The larger the smooth coefficient, the smoother the animation will be. Recommend Value: 0.3 – 0.8.
- Horizontal Transform Coefficient: The larger the horizontal transform coefficient, the greater the horizontal transformation of the animation will be. This is typically used to control movement along the x-axis.
- Vertical Transform Coefficient: The larger the vertical transform coefficient, the greater the vertical transformation of the animation will be. This is typically used to control movement along the z-axis.
- Frame Step: the interval of inserted keyframes. Recommend Values: 2 or 4.
- Start Frame: The start frame for inserting keyframes.
- Enable Hand Rotation: Currently, the leading AI motion capture technology has limitations in accurately capturing hand movements. However, you can enable the hand capture feature as an experimental function to test its capabilities.
- Enable Shoulder Rotation: Not every armature can achieve optimal results in shoulder rotation due to variations in geometry. You can enable this feature to evaluate its performance.
- Target Armature: The armature you want to apply motion capture
- Record Keyframe: whether record animation.
Tune
- Tune the animation using IK/FK control system. It usually involves spending time on manual finger tuning.
- Set a reasonable ground height to optimize foot and toe automatically.
- Click “optimize” button for foot and toe.
- Bake animation.
Parameter Explanation
- Ground Height: The z-axis value of the ground
Export
- Select the armature and the mesh you want to export.
- Click “Export FBX” or “Export GLTF” button.