MHX Animations


  • Remove Frame Zero: Remove all keys from frame 0. The BVH retargeter creates a T-pose at frame 0 which can be removed with this button.
  • Remove Unused F-curves:  Remove F-curves with a single key, or all keys equal.
  • Clear Animation: Clear Animation for FK or IK bones.
  • Set Constraints: Add aggressive constraints to the feet.
  • Enforce Constraints: Keep all rotations within constraints.
  • Bend Limbs Positive: Ensure that the limb's X rotation is positive.
  • Shift Animation: Shift animation globally for selected bones.
  • Keep FK Feet Above Floor
  • Transfer FK => IK: Transfer FK animation to IK bones.
  • Transfer IK => FK: Transfer IK animation to FK bones.
  • Keep IK Feet Above Floor:


Remove Frame Zero

The BVH Retargeter adds a T-pose at frame 0. This is use by the Retargeter to calibrate the rest pose, and has no use once the animation has been loaded. This tool removes all keys from frame 0.

Remove Unused F-curves

Both the BVH Retargeter and the DAZ Importer  can create F-curves without keyframes, or F-curves with a single keyframe at the default value (0 for translation and rotation F-curves, 1 for scale F-curves). This tool removes such F-curves from the the active action.

Clear Animation

This tool removes F-curves for the limbs. The options lets use choose to remove F-curves for FK arms and legs, and IK arms and legs. This is mainly useful to removed unused F-curves once the animation has been transferred to IK or FK.
With the setting above, all F-curves associated with the FK legs are removed.

Set Constraints

 Add aggressive constraints to the feet

Enforce Constraints

Keep all rotations within constraints


 

Bend Limbs Positive


 

Shift Animation

Sometimes the poses are bad throughout the animation, because the rest pose of either the source or target mesh were not identified properly. This can happen both with the BVH Retargeter and with the DAZ Importer. This tool provides a simple way to fix that problem.

  1. Select the bones that have to be corrected at some frame.
  2. Pose them correctly and press Shift Animation.
  3. Now the poses are fixed in the entire animation.

 

Keep FK Feet Above Floor

In animation it is often important that the feet interact precisely with the floor. This tool achieves this by moving the hip along the z axis so both feet are always on or above the floor. Move the hip bone so the bottoms of the feet are just slightly below the floor (z = 0) plane, and Shift Animation. The bottom of the feet is defined by the marker bones on the Extra layers.

 Now press Keep FK Feet Above Floor.

  • Left: Keep left foot above floor.
  • Right: Keep right foot above floor.
  • Hips: Adjust the location of the hip bone (center of mass)
  • Markers: Use the marker bones to determine the foot location.
  • Start Frame: First frame to adjust.
  • Last Frame: Last frame to adjust.

Now the hip location has been corrected so the feet are on or above the floor at all times.


Transfer FK => IK

This tool transfers an animation from the FK bones to the IK bones. It thus does the same thing as the Snap FK tools in the FK/IK Switch panel, but not just at a single frame but for and entire action (or for a specified frame range). 

  • Include Arms: Transfer animations for the FK arms to the IK arms.
  • Include Legs: Transfer animations for the FK legs to the IK legs.
  • Rotate IK Foot: Rotate the IK foot with the foot, or keep it perpendicular to the Z axis. This option is explained in the FK-IK switch section.
  • Start Frame: First frame to transfer.
  • Last Frame: Last frame to transfer.

With the options selected above, the animation is transferred from the FK bones to the IK bones.

Since Rotate IK Foot was off, the IK foot bones are parallel to the XY plane.
 

Transfer IK => FK

This tool transfers an animation from the IK bones to the FK bones. It thus does the same thing as the Snap FK tools in the FK/IK Switch panel, but not just at a single frame but for and entire action (or for a specified frame range). This is useful e.g. if you have transferred an animation from FK to IK, adjusted the IK animation is some way, and want to convert it back to FK.

  • Include Arms: Transfer animations for the IK arms to the FK arms.
  • Include Legs: Transfer animations for the FK legs to the FK legs.
  • Start Frame: First frame to transfer.
  • Last Frame: Last frame to transfer.
 

Keep IK Feet Above Floor

This tool is also intended to stick feet to the ground, but it works on the IK feet and must be used after the animation has been transferred to IK.

Here are the IK feet after the animation has been transferred to IK. Note that the marker on the right heel is in contact with the floor.

To make sure that the feet are not floating slightly above the floor, move the Z location F-curves slightly up in the graph editor. This will move the feet slightly down in the viewport. Then use the Keep IK Feet Above Floor tool.
  • Left: Keep left foot above floor.
  • Right: Keep right foot above floor.
  • Hips: Adjust the location of the hip bone (center of mass)
  • Markers: Use the marker bones to determine the foot location.
  • Start Frame: First frame to adjust.
  • Last Frame: Last frame to adjust.
  • Glue Feet:
  • Ease In/Out:
The IK animation is now adjusted so the marker bones stay on or above the floor at all times.

Even if the feet are stuck at Z = 0 when the make contact, the feet may still slide in the XY plane. Such problems may be addressed in the graph editor. The F-curve for the Y location is stair-shaped, where the foot makes contact with the floor in the horizontal regions.

Although the stair steps are approximately horizontal, there is a slight slope, which corresponds to skidding in the viewport. We can fix that by scaling the vertical position to zero, and then adjust the endpoints to avoid any discontinuity. Or we may remove the keyframes on the step and only retain the points where the foot should start to move again.

Finally repeat this process for all other stair steps, for the X location, and for the other foot. The feet should not be skidding anymore.