Website logo
Navigate through spaces
⌘K
Welcome!
How To Get Started
What's New?
Move.ai Academy
Shoot Prep
Equipment List
Shoot Considerations
Capture Volumes
During Your Shoot
iPhone Setup
Capturing Your Calibration
Recording Your Takes
Uploading Your Shoot
Processing Your Shoot
Creating a Calibration
Process Your Takes
Using Your Data
Exporting Your Data
NVIDIA Omniverse Extension
Blender
Maya
MotionBuilder
Unreal Engine
Character Creator 4
Unity
Rigging
Common Questions
Exporting and Mapping
Retargeting
Experimental Mode
Create a Project and Session
Renaming Files
Batch Video Uploading
Processing the Data
FAQs
Your Shoot
iPhone App
Web App
Contact & Support
Usage Terms and Conditions, Privacy Policy
Fair Use Policy - Annual Subscription
Fair Use Policy - Monthly Subscription
EULA
Privacy Policy
Acceptable Use Policy
Docs powered by Archbee
Rigging

Common Questions

9min

What the pose of the uploaded rig should be?

The rig should be orientated to the FRONT view with its face, along the UP axis with its spine, standing on the floor: Blender: looking along the -Y, +Z is up, the floor is X, Y Maya: looking along the +Z, +Y is up, the floor is X, Z It doesn't matter if the rig is A, T, or any other pose as long as the conditions above are met

Do you transform uploaded rigs in any way?

We preserve the rest/bind pose of the uploaded rigs so they're back-compatible, i.e. you can apply the animation directly in the 3D app of your choice.

What's the difference between the rigs with the move.ai_ prefix and all others?

move.ai_ rigs are scaled to proportions of the actor, i.e. if the actor's height is 1.8m move.ai_ rig will also be 1.8m in height. That's the case for all the limbs as well (0.3m move.ai_ rig's forearm length will be equal to the actor's forearm length of 0.3m)

How to choose the Hips bone?

Hips should be the bone that is located between the heads of RightUpLeg and LeftUpLeg. Translation will be applied to it. Do not confuse this bone with the Root you may have in your rig which is usually located between Feet bones! However, if your Root is located between RightUpLeg and LeftUpLeg heads, feel free to use it.

Do I need to map all bones?

Yes, make sure to map all bones (including fingers) so they become green. We do not have the option to bypass any of the bones yet but the ability to bypass finger mapping is in our TODO list.

I don't have all 5 finger bones in my rig, what to do?

Let's say you want to create a missing pinky. Duplicate the ring finger joint chain, and move it a little bit to the position where the pinky finger should be. Rename the bones to something which makes more sense, like pinky_1.L, etc And that's it. Double-check if the first Pinky joint has the same parent joint as the first Ring joint.

What's the difference between Pre-retarget and Retargeted .fbx?

Pre-retarget is our internal rig exported directly from the system. It always has the same bone names and bone hierarchy. The initial pose is always the T-pose. However, the placement of the bones (proportions, bone lengths) is adjusted to the rig selected on the run creation step. Use this rig if you want to retarget yourself in 3rd party apps (in that case, use it with move.ai male/female/child rigs for the best user experience) Retargeted contains the animation retargeted to the rig selected on the run creation step. You can apply that animation directly to the rig you selected on the run creation step in the 3D DCC/game engine of your choice.

What types of data stored in .fbx do you support?

We don't support transformation nodes (e.g. Maya's locators) in the .fbx. Just bones (or as it's called joints in Maya) and meshes. Plus embedded textures.

How many rigs and objects there may be in the .fbx?

There should be just one rig (tree of joints) in the .fbx and as many mesh objects as you like attached to that rig. Mesh objects should be bound to the rig.

May I upload the already animated .fbx?

Try to avoid uploading the .fbx files with animation data stored in them. We accept clear .fbx rigs with their bind/rest pose. Avoid keyframed transformations

Why is my rig pink on a preview?

That's because there are no textures provided in the .fbx. They should be embedded into the .fbx

Do you export meshes?

No, we export only the animation, i.e. bones (or joints) of the rig.

What's the FPS of the output results? It's exactly the same as the FPS of input videos. We'll have an option of upscaling/downscaling the FPS in near future.

Can I delete uploaded rig(s) I don't need? Unfortunately, not yet. But we'll have this option in the near future.

Can I use the move.ai system just to retarget animation without reprocessing the take? Unfortunately, not yet. But we'll have this option in the near future.

What are the output formats? Currently, we support only .blend and .fbx formats. .USD, .GLTF, .BVH, .C3D will be added soon.

Do you support rigs of any height? We can guarantee the result for rigs from 0.25m to 3m. Other heights should work too but keep in mind that they can be either too small or too large for the web preview (out of the frame/too small). Also, very small rigs ~0.01m-0.10m are unpredictable sometimes.

Updated 05 Apr 2023
Did this page help you?
PREVIOUS
Rigging
NEXT
Exporting and Mapping
Docs powered by Archbee
TABLE OF CONTENTS
What the pose of the uploaded rig should be?
Do you transform uploaded rigs in any way?
What's the difference between the rigs with the move.ai_ prefix and all others?
How to choose the Hips bone?
Do I need to map all bones?
I don't have all 5 finger bones in my rig, what to do?
What's the difference between Pre-retarget and Retargeted .fbx?
What types of data stored in .fbx do you support?
How many rigs and objects there may be in the .fbx?
May I upload the already animated .fbx?
Why is my rig pink on a preview?
Do you export meshes?
Docs powered by Archbee