Google Drive Folder
I suggest you mark as onlinbe tyo make sure all assets are local bewfore you begin.
( or downlaod the whole fodler but this defeats the purpose of storinbg the folder on Driver and data beinbg upadted live )
Double click on drp. To Import project.
It will show errors as files needto be re referenced.
Right click on Master Bin and “ Relink media”
Point it a root folder of my Google drive “Resolve” Folder.
It will find all assests.
No assets should be marked as red in the media pool.
View through camera not renderer
First time viewing you need to allow 3d assets to load and it will be slow.
Once loaded it will playback in realtimer in Edit.
To ensure realitme playback make sure renderer node is set to Hardware ( Not Software) all my fglow are set to Hardware by default.
I have tried tried to group the nodes in the Fusion tab to make iot as clear as possible.
Character animations are alembic caches ( .abc)
The diagram below represents the animation pipeline.
Mocap data is imported in a format compatible with a HumanIK rig.
This data is retargeted to the Metahuman Rig after being filtered with Butterworth to get rid of most of the noise.
After strugling with Human IK and the Metahumna rig though all of the initial animations I set up a system where both HIK and Advanced Skeleton can be used.
Advanced Skeleton works much better with animation layers. This does add a layer of complexity that I do not think Paul will want deal with.
Refining animations involves changing the Character/Source relationships in the HIK setting, (AS/HIK in the scenes oin google drive) baking to the appropriate control rig and refining further. rinse and repeat.
I am thinking of baking all of the mocap data to the Advanced skeleton rigs and removing the HIK entirely. This would simplify things grealty but remove some of the data redundancy.
This is represented by the second diagram below.
p.s If you find the rigs slow to respond set a key on any IK handle and perormance should improve.