|Table of Content Zone|
To key constraint weights over time:
To fine-tune keyframes, you can use the controls in the Graph view. For example, you can now use the right-click (context) menu in the Graph view to to cut or insert sparse keys. You can also change the time of a key by clicking and dragging on the Graph view.
Interactive solving and retargeting
You can now see changes that you make to the solver in real time.
To use the new interactive solving feature:
Note that you can use interactive solving for both solving and retargeting skeletons. To use interactive solving for a retargeting skeleton, use the same procedure as above, but click the Retargeting tab and on the toolbar at the top, ensure the Enable interactive retargeting buttonis selected (green).
For information on the relevant HSL commands, see New HSL scripting commands.
You can now use a new mirroring option, Mirror Weight Changes, when you're adding or editing weights.
To mirror weight constraints:
To make the creation of retargeting constraints faster and less error prone, you can now choose to mirror the changes you make to one side of the source and target skeletons onto the other side.
The same option enables you to mirror edits to retargeting constraints.
To mirror retargeting constraints:
Mirror joint manipulation
When posing a target or source skeleton during retarget setup, you often need to make the same adjustment to each side. To speed up pose adjustments, you can now automatically mirror the change you've made to one side to the other side. You can use the same mirroring option when setting up a solve to mirror changes to the pose or bone length. A new button in the manipulator toolbar enables you to do this.
To mirror changes to the pose or bone length of a skeleton:
MOV to MOV batch-processing
You can now batch-process auto compressed MOVs in Post to un-distort the video and add the timecode as an overlay.
For information on batch-processing video files, see Transcode video files in Getting started with Vicon Shogun.
Maya video workflow improvements
Shogun 1.5 introduces several improvements to the workflow for exporting an FBX file for use in Maya® software.
If a timecode is used in Post, the FBX export now writes out a JSON file to the same location as the exported FBX file.
In the Preferences dialog box, the Export data starting at timecode offset frame option for FBX export also enables you to choose whether the exported data starts at the timecode start or from frame 1.
When the option is selected, the exported data starts at the timecode start.
To use the FBX in Maya:
In total, the script does the following:
Scrub timeline with middle mouse button
In the Cameras view, you can now scrub the timeline by holding down the middle mouse button.