(1) Model asset import

The model asset import function supports the import of FBX and HTR files. After the 53-point human model is created in real-time mode, click the "File" button at the lower right corner of the software and click "Import model asset". The model asset import window will pop up (as shown in Figure 84).Click "Import" in the model asset import window to select the FBX model file or HTR model file to be imported, and click "Open" to import the model file (see Figure 85);

After the model file is successfully imported, the name of the currently imported model file is displayed in the "Model Name" option box. If multiple model files are imported, you can select the model file to be bound through the drop-down box on the right. When multiple model files are imported, the focus will be located in the new model file.

After the model is successfully imported, the skeleton and skeleton name of the imported model will be displayed on the left side of the window. Click the skeleton name to expand the display of sub-bones, and click "-" to collapse. After importing the model file, select a bone, and the global displacement and rotation information, parent segment name, and bone length information of the selected bone will be displayed in the middle area of the window (see Figure 86).

If you import UE and MotionBuild models, the model import window will automatically match the automatic binding of model bones, without manual binding.

Hover the mouse over the bone position in the right-most human bone diagram, and the name of the bone to be bound in this bone position will be displayed. Select the corresponding bone in the left bone tree diagram, and select the corresponding bone in the right human body diagram (as shown in Figure 87). Click again to deselect this bone segment (the selected bone will be highlighted).After the model is bound, hover the mouse over the bound bone. The interface will display the name of the model bone corresponding to the bound bone. (Figure 88);

If the bone is incorrectly bound, you can right-click the wrong bound bone and click to cancel the binding (as shown in Figure 89). The human bone will be correctly bound one by one, and the bound bone will turn green. After all the binding is completed, click "Model Redirection" at the top.The software will pop up the prompt "Binding Success" and click "Finish" (as shown in Figure 90). At this time, the FBX model has been successfully bound to the human Markerset, and the model asset import window will be closed.

Click the "Clear Bind" button in the upper right corner of the model asset import window (Figure 91), and the software will pop up to prompt you. Click OK, and all bones on the binding will be cleared with one click.

After clicking the "Clear" button at the top of the model asset import window (as shown in Figure 92), the model file currently in use will be removed, and the model file in the "Model Name" option box will also be removed after the model is removed. After the removal, click "Model Import" from the lower right corner of the software and choose to import the model file that has just been removed.The software will automatically load the last bound bone and perform model binding;

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