Output Formats
What file types can you output?
We have a few types:
FBX Non-Retargeted = this is the raw extracted data of the actual performers skeletons
FBX Retargeted = this is the performance data retargeted to the skeleton of your mapped rig
Blender file = this is the raw skeleton, the mesh and retargeted skeleton within one file
Maya HIK file = this outputs your rig with your uploaded Maya HIK controllers applied
For further details, take a look at the Using Your Data section of the knowledge base. 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.
Blender File:
- Blender Mocap is the richest data output.
- The motion capture in this file will be targeted to the chosen rig.
MAYA HIK Pre-Retarget:
- Maya HIK is the animation retargeted to HIK
What is MAYA HIK?
Definition from Autodesk:
- Autodesk® HumanIK® (HIK) animation middleware is a full-body inverse kinematics (IK) solver and retargeter. HumanIK tools in Maya provide a complete character keyframing environment with full body and body part keying and manipulation modes, auxiliary effectors and pivots, and pinning. HumanIK also provides a retargeting engine that lets you easily retarget animation between characters of differing size, proportions and skeletal hierarchy.
Not today but it is in our roadmap for 2022.
Not today but it is in the Roadmap for 2022.
You can! You have 2 options:
- Download the JSON file for camera positons and load it into the 3D software of your choice
- The BLEND file has all camera positions in the file itself
Yes: the position of the performers and the cameras are true global measurments in metres.
Wherever the calibration subject started their calibration sequence. This is why we reccomend the calibration starts in the middle.
Yes! Our output is compatible with:
- Maya
- MotionBuilder
- Blender
- Cinema4D
- Unreal Engine
- Unity
- Houdini
Our output files are the same framerate as the video they're captured in - so an animation with video input at 120fps will be at 120fps.
Not today but it is in the Roadmap for 2022.