Shogun Post's full retargeting pipeline enables you to create and solve motion capture data onto any custom FBX/USD biped.
You can use the resulting VSR file in Shogun Live and stream it to a game engine, or solve and export from Shogun Post for use in a CG app.
Retargeting is an integral part of many VFX and games animation pipelines. We therefore make iterative improvements to performance, functionality or usability with each release, to help you quickly and easily drive custom characters with your Vicon mocap data.
- Source skeleton: Solving skeleton
- Target skeleton: Retargeting skeleton (game skeleton)
- Map pose: The pose that is used for mapping (creating constraints between the source (solving) and target (retargeting) skeletons and setting the offsets). For more information, see Map pose and best rig practices in Getting more from Vicon Shogun.
- Base pose: The pose of the skeleton when all keys are deleted and the rotation channel for all bones is set to zeros. It's defined by the pre-rotation, which is known as ‘joint orient’ in Autodesk® Maya®.
For more information, see: