(3.18-3.22)
Unreal On!
The new dancing motion capture data has been processed. In between the point of receiving mocap data and the application on the metahuman dancer, there is a complicated journey for our technical animator to go through.
![](https://projects.etc.cmu.edu/flow/wp-content/uploads/2024/04/IMG_3982-1-edited.jpg)
![](https://projects.etc.cmu.edu/flow/wp-content/uploads/2024/04/IMG_3984-1-edited.png)
![](https://projects.etc.cmu.edu/flow/wp-content/uploads/2024/04/IMG_3985-1-edited.png)
![](https://projects.etc.cmu.edu/flow/wp-content/uploads/2024/04/IMG_3986-1-edited.png)
![](https://projects.etc.cmu.edu/flow/wp-content/uploads/2024/04/Screenshot-2024-04-12-190251-1-edited.png)
![](https://projects.etc.cmu.edu/flow/wp-content/uploads/2024/04/Screenshot-2024-04-12-190517-1-edited.png)
![](https://projects.etc.cmu.edu/flow/wp-content/uploads/2024/04/Screenshot-2024-04-12-190551-1-edited.png)
![](https://projects.etc.cmu.edu/flow/wp-content/uploads/2024/04/Screenshot-2024-04-12-190607-1-edited.png)
- Clean up
- Fix overlap issues
- Apply root motion:
- Remove the first frame horizontal offset between Hip and Root
- Extract horizontal movement from Hip into Root
- (Since making keyframes for every transformation between each dance movements could be difficult and complicated, especially with complex choreography.)
- Modify poses
- (For loop animation, the first and the last keyframes need to be identical.)
- Retarget
- Retarget animations to metahuman skeleton
- Modify the results
- Overlap
- Scale
- Stretch
- Apply
- Sequencer with animation blueprint
- Root Motion
- No camera cut
~ ~ ~ ~ ~ ~ ~ ~ ~
Plan for Next Week
- Scene 5 & 6 finish
- Refine scenes & prepare demonstration for special guests & faculty consultants