Though mocap cleanup may at first seem to be a relatively easy task, if the wrong approach is applied, estimated times to clean up rise beyond practical limits and the end results look poor. The most important first step is to make sure the approach is correct from the beginning.
Each take usually has its own special requirements, but there are some global rules, which apply to a majority of the work that needs to be done. The first rule is not to delete keys just because something doesn't look right. This should only be employed when the data cannot be fixed in any other way.
Sample File: combat_toProne_rifle_01.bip
Important Note 1: General workflow is when completing a motion using IK, to resave the bip file using "a keyframe per frame" option and turning off "save max objects". This will save the motion with a keyframe for every frame, but will disengage the IK setup in the motion. This is to avoid issues with loading a bip file on a max file that has another IK object selected, ruining the motion.
Important Note 2: When working with layers on large files, collapsing a layer can take a long time if the time configuration is set to encompass the entire range of the animation. A collapse, curiously, is much faster when setting the time configuration to something small e.g. 0-10 rather than the animation length e.g. 0-1300.
The first step is to cleanup the mocap as closely as possible to the original capture without pasting any game poses.
This completes the first step to cleaning the mocap data. These steps are valid for all capture takes. The next few steps will take a more specific capture (combat_toProne_01 transition) and find what the best approach is for that particular motion.
For animation that requires large amounts of keys to be re-planted, a script was created to do this automatically. This way ranges of keys for the feet or hands can be locked down solidly over a specified range of time, while retaining the original angle of the knee or elbow from the raw mocap. This helps avoid using the more brutal method of deleting a range of keys and planting only the first and last frames, removing any trace of the original angles of the knee and elbow.
This is extremely bad and usually ends up in the animation being rolled back to an earlier state to start the cleanup process from the beginning. This is why it is extremely important that you don't delete keys.
See documentation on CryAnim Tools.
As mentioned in "Specific Approaches", when the time comes to plant/align many keys over a range in time to stop small (or larger) drifting of the arms and legs, this script becomes invaluable. Detailed information is located at the bottom of the AnimTools branch in the "tutorials" section. General workflow is as follows:
This completes part 2 of the cleanup for this specific file. These principles can be used on many capture takes such as vehicle enter and exit animations and other types of motions. The next section will deal with a more generic finalization of this particular file, but is a technique that will be used on all takes in order to make them "game compatible". you need to paste your game poses on these motions.
This is one of the most important steps of the process. Even if all of the previous steps were handled perfectly, if the next step is not handled in the correct way, the motion can be almost totally destroyed, adding many unnecessary hours of additional work.
What you have done in this case is to blend from our game pose, into the underlying mocap. You have blocked out a section in time from frame 17 to frame 68 which preserves the mocap data after its initial cleanup stage. From frame 68 you then blend back into the game prone pose which finalizes the major section of cleanup. After this, some minor corrections may be needed to hands and feet using the align to snapshot tool, a part of AnimTools.
For motions which have the character end in a rotated state, an additional step is necessary. Select the body rotation function, select world coordinates and rotate the character from its normal game pose direction, to the rotation that the mocap ends in. This will preserve the rotation of the mocap without too much additional editing required.
Again, these steps use one motion capture file as an example. There are many other types of files which have different needs.