I’m attempting to drive a skeleton with bound skin exported from Maya from the kinect tracked positions.
I wanted to use single bone ik chains (what gets created using the “forward kinematics” mode when creating bones), and constrain the ik goal to the tracked positions, however importing the fbx model create nulls in Touch and not bones, and the inverse kin chop only wants bones.
I don’t want to do rigging/binding in touch, is there any way to have an imported fbx turned into bones?
I guess the other option is to use the bone rotation, though I’m wondering what the initial pose should be like.
I tried a simple chain like this :
If I plug the values from the kinect chop with a straight bone chain and original angles at 0 I’m not getting good results. I tried adding 90/180 offsets to some of the bones but I’m not getting super close.
Would be great to have an example skeleton ready to go shipped with touch.
Going to do more research, but appreciate any input!
Thanks a lot