1. Importing Model Assets

The model asset import function supports redirecting human data by importing FBX and HTR files in Live and Edit Modes.

Live mode

  1. In Live mode, after creating a fifty-three-point human model, click the "File" button in the upper left corner of the software, then click "Import Model Asset." The software will display the Model Asset Import window. In this window, click "Import, " select the FBX or HTR model file that needs to be imported, and then click "Open" to import the model file (15.1.1).

  2. After successfully importing the model file, the "Model Name" option box will display the name of the currently imported model file. If multiple model files have been imported, you can select the required model file from the drop-down box on the left. The focus will be on the newly imported model file when importing multiple model files.

  3. After successfully importing the model, the left side of the window will display the skeleton and its names. Click on a skeleton name to expand and show the sub-skeleton, and click "-" to collapse it. After importing the model file, select a skeleton segment. The global displacement and rotation information of the selected skeleton, the parent segment name, and the skeleton length information will be displayed in the middle area of the window (15.1.2).

  4. If UE or MotionBuilder models are imported, the model import window will automatically match and bind the model skeleton without requiring manual binding.

  5. Hover the mouse over a position on the human skeleton diagram on the far right; it will display the name of the skeleton that needs to be bound at that position. Select the corresponding skeleton in the skeleton tree diagram on the left and on the human diagram on the right (15.1.3). Click again to deselect this skeleton segment (the selected skeleton will be highlighted). After the model is bound, hover the mouse over the bound skeleton; the interface will display the name of the model skeleton corresponding to the bound skeleton.

  6. After selecting the skeleton, right-click and click "Bind." If the skeleton is bound incorrectly, you can right-click to select the incorrectly bound skeleton and click "Unbind" (15.1.4). Correctly bind each human skeleton one by one. The correctly bound skeleton will turn green. After all are bound, click "Model Redirection" at the top. The software will display a prompt saying "Binding successful." Click "OK" (15.1.5). At this point, the FBX model has been successfully bound to the human MarkerSet. Close the Model Asset Import window.

  7. Click the "Clear Bind" button in the upper right corner of the Model Asset Import window. The software will display a prompt. Click "OK, " and all bound skeletons will be cleared with one click.

  8. After clicking the "Clear Bind" button at the top of the Model Asset Import window, the current model file will be removed. This action will also clear the model file in the "Model Name" option box. To re-import the model file, click on "Model Import" in the lower right corner of the software and select the previously removed model file. There is no need to re-bind the skeleton, as the software will automatically load the previously bound skeleton and perform model binding.


Enabling Redirected Data

  • To use the SDK to obtain redirected human data, open the settings panel, select "Other Settings, " and enable "Redirected Data" (15.1.6). Then, turn on "SDK" in the lower right corner of the software. The redirected human data will now be broadcasted and sent out. You can receive this data in UE. If "Redirected Data" is not enabled, the SDK will send out the original human data.

Note:

When using the SDK plugin to get redirected hybrid human data, if the "Redirected Data" button is unchecked, you need to reconnect the SDK plugin, otherwise it will cause the motion capture data obtained by the client to be original human data;


Edit Mode

  • In Edit Mode, import the model for skeleton redirection. Enable "Redirected Data" and "SDK" in the settings, then click the "Calculate" button in the Edit menu bar to re-calculate the human skeleton. This allows you to use the SDK plugin to obtain redirected human data. This is the difference between Live Mode and Edit Mode.