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Question by danielskovli · Aug 13, 2013 at 06:44 AM · characterrealtimemechanim

Retarget character animation with realtime input

We're using a couple of different realtime inputs to animate a character in Unity 4.2. One is a Motion Analysis motion capture system with some proprietary plugins that update transforms/joints from a network stream. The other method is using a Kinect.

I was hoping that mechanim or something along those lines would let me retarget a character's movements onto another character, but all the information I can find on this seem to rely on animation files.

Any suggestions on how we can retarget/transpose movements from one character onto another (with appropriately defined muscle spaces, etc) using the above methods for animation?

All help is good help at this point! :)

Cheers, Daniel

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avatar image dood2 · Aug 13, 2013 at 06:56 AM 0
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Huge subject! If you haven't already, take a look at this page: http://adammechtley.com/2011/04/an-automated-pipeline-for-generating-run-time-rigs/

avatar image danielskovli · Aug 14, 2013 at 02:24 AM 0
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Thanks dood, that looks very promising! Now all I need is a week to read it through ;)

avatar image Gmora7 · May 20, 2014 at 12:00 AM 0
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Hey $$anonymous$$! Did you ever figure this out? Did the info in the link dood2 posted work?

avatar image danielskovli · May 21, 2014 at 03:46 AM 0
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Hi Gmora,

I wasn't able to solve this unfortunately. The link didn't seem overly relevant to what I was trying to accomplish, but to be honest our production moved in other directions pretty quickly so we had to abandon the quest for the time being.

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