Model Asset Import

The model asset import function supports redirecting human data by importing FBX and HTR files in Live and Edit modes.


Live mode

In Live mode, after creating a fifty-three point human model, click the "File" button in the upper left corner of the software, click "Import Model Asset". The software will pop up the Model Asset Import window. In the Model Asset Import window, click "Import", select the FBX model file or HTR model file that needs to be imported, then click "Open" to import the model file (15.1.1);

After successfully importing the model file, the "Model Name" option box will display the name of the currently imported model file. If multiple model files have been imported, you can select the model file that needs to be bound through the drop-down box on the right. When importing multiple model files, the focus will be on the newly imported model file;

After successfully importing the model, the left side of the window will display the skeleton and skeleton names of the imported model. Click on the skeleton name to expand and show the sub-skeleton, click "-" to fold. After importing the model file, select a segment of skeleton, the global displacement and rotation information of the selected skeleton, the parent segment name, and the skeleton length information will be displayed in the middle area of the window (15.1.2);

If UE, MotionBuilder models are imported, the model import window will automatically match the model skeleton and automatically bind it, no manual binding is needed;

Hover the mouse over the skeleton position on the human skeleton diagram on the far right, it will display the name of the skeleton that needs to be bound at this skeleton position. Select the corresponding skeleton in the skeleton tree diagram on the left, and select the corresponding skeleton on the human diagram on the right (15.1.3), click again to deselect this segment of skeleton (the selected skeleton will be highlighted). After the model is bound, hover the mouse over the bound skeleton, and the interface will display the name of the model skeleton corresponding to the bound skeleton;

After selecting the skeleton, right-click and click Bind. If the skeleton is bound incorrectly, you can right-click to select the incorrectly bound skeleton and click Unbind (15.1.4). Correctly bind the human skeleton one by one. The correctly bound skeleton will turn green. After all are bound, click "Model Redirection" at the top. The software will pop up a prompt saying "Binding successful". Click "OK" (15.1.5). At this point, the FBX model has been successfully bound to the human MarkerSet. Close the Model Asset Import window;

Click the "Clear Bind" button in the upper right corner of the Model Asset Import window. The software will pop up a prompt. Click OK, and all bound skeleton will be cleared with one click;

After clicking the "Clear Bind" button at the top of the Model Asset Import window, the currently used model file will be removed. After the model is removed, the model file in the "Model Name" option box will also be removed. After removal, click on Model Import from the lower right corner of the software again, select to import the model file that was just removed, there is no need to re-bind the skeleton again, the software will automatically load the skeleton bound last time and perform model binding;


Enable redirected data

If you need to use the SDK to get redirected human data, select other settings, turn on "Redirected Data" (15.1.6), and turn on "SDK" at the lower right corner of the software. At this time, the redirected human data will be broadcasted and sent out. You can receive the redirected human data in UE. If "Redirected Data" is not checked, the original human data will be sent out by the SDK;

Note:

When using the SDK plugin to get redirected hybrid human data, if the "Redirected Data" button is unchecked, you need to reconnect the SDK plugin, otherwise it will cause the motion capture data obtained by the client to be original human data;


Edit mode

In Edit mode, after importing the model for skeleton redirection, you need to click the "Calculate" button for Edit to recalculate the human skeleton. Enable "Redirect Data" and "SDK" in the settings, then you can use the SDK plugin to get redirected human body data. In Live mode, you only need to bind the model, enable "Redirect Data" and "SDK", and then use the SDK plugin to get redirected human body data. This is the difference between Live and Edit modes.

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