Game Development Community

Standard names for bones?

by Justin Woodman · in Artist Corner · 11/18/2007 (1:57 pm) · 4 replies

I've got a few animals that need to be rigged. The problem is that I'd like to be able to import mocap data at a later point. I can't seem to find a reference sheet or similar that lists what the name of each node should be. I'm not ever sure if there are standards, but I just want to make sure I have enough bones (but not too many) so that any other animation data will work with my models.

#2
11/19/2007 (5:18 pm)
Hmmm. Actually that does help a bit with exporting the model correctly, but I'm not quite there yet.
I'm talking about naming the joints (like left knee, right elbow, etc.) I'd just like to know what the pros use for naming conventions.
#3
11/19/2007 (5:53 pm)
MoCap animation data...usually BVH format indeed has a namingConvention....let me try to find a hierarchy to show it...

hip
abdomen
chest
neck
head
rCollar
rShldr
rForeArm
rHand
rThumb1
rThumb2
rThumb3
rIndex1
rIndex2
rIndex3
rMid1
rMid2
rMid3
rRing1
rRing2
rRing3
rPinky1
rPinky2
rPinky3
lCollar
lShldr
lForeArm
lHand
lThumb1
lThumb2
lThumb3
lIndex1
lIndex2
lIndex3
lMid1
lMid2
lMid3
lRing1
lRing2
lRing3
lPinky1
lPinky2
lPinky3
rThigh
rShin
rFoot
rToe
lThigh
lShin
lFoot
lToe

...that's a hierarchy from MoCap and/or POSER I've seen...and it's usually in Tpose, with hip at 0,0,0 with all joints zeroed out to rotation coordinates 0,0,0 as well. Also, I think the *Collars are parented to the Chest node and not the Neck like a Biped....good luck! MoCap can be fun....sometimes you have to clean up the sequences quite a bit...very long framecounts and whatnot, and apply an offset to get it running right in your modelling program and Torque. We at BrokeAssGames.com offer a Torque ready MoCap compliant rig in both male and female versions...Product Page.
#4
11/20/2007 (9:20 am)
I don't know what exactly you plan to do with these animations in TGE , but it will be more easier if you export both animations and shape in one DTS file