Skin bones translation does not align with the global unit system
When moving a motion bone 40 units this aligns with the unit system compared with other objects. However, I only need to move a skin bone about 10 units for the same distance. I compare this using the same character, one rigged as non-human and the other as non-standard. If this is an expected behaviour , how is the relation of the skin bones to the global unit system in terms of the translation XYZ?
Hi Martin,
Thank you for your feedback.
I agree that the retargeting mechanism confuse users sometimes, there should be a more intuitive design.
I will mark this issue as suggestion and pass it to the dev team.
Thanks!
Irving
Reallusion
elMartino
Hi Irving,
Thanks for your response.
I've tested this and the positions align when using the factor. It is however confusing when you add 100 to the X axis of a non-human and non-standard character that they move different distances when just looking at the regular front end and entering this in the curve editor though.
You might consider applying this factor when entering values in the curve editor for people who can not extract this value.
Cheers,
Martin
Feedback Tracker Admin
Hi elMartino,
The root translation of skin bones is the root translation of motion bones multiplied by the retargeting ratio.
There is a new API GetRootPositionRetargetingRatio() in RISkeletonComponent.
You can try the following sample code although the API page is not updated yet.
skeleton_component = avatar.GetSkeletonComponent()
xyz_ratio = skeleton_component.GetRootPositionRetargetingRatio()
print(xyz_ratio.x)
print(xyz_ratio.y)
print(xyz_ratio.z)
Irving
Reallusion
1
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