Skeleton
Skeleton
The Skeleton object is the starting point for mocap and skinned mesh workflows in Disguise. A skeleton consists of a rigged structure of bones, which is either provided by a tracking source or imported from a rigged FBX mesh. These bones can be moved to deform a skinned mesh within Disguise or sent over RenderStream to control a Skeleton in an external render engine.
Creating and editing a new skeleton
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In the stage editor, under Skeletons, click the + button to add a new skeleton with a default bone structure.
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Use the Mesh field to select an FBX rigged mesh for the skeleton. In this example, a flag mesh has been used.
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In the Appearance separator options can be set to control the rendering of the skeleton in the visualiser, for example showing or hiding the bones and the mesh.
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In Joints separator allow the skeleton to be posed manually by adjusting bone offsets and rotations.
Setting up a skinned mesh for a projection surface
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Find or create an FBX file which contains a single rigged mesh and copy this into the project’s objects/Mesh folder.
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Create a new skeleton and select the FBX mesh in the skeleton’s mesh field.
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Create a new projection surface and select the mesh named after the skeleton (not the original FBX mesh).
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Try moving the skeleton’s bones using the manual posing controls in the skeleton editor. The mesh should deform in both the skeleton and the projection surface.
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To align the projection surface exactly with the skeleton, add the projection surface as a child of the skeleton and set the surface’s offset and rotation to zero.
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If you want to hide the skeleton mesh, set the Display mode under Appearance to Hidden.
Please note: FBX files containing multiple meshes are not currently supported.
Controlling a skeleton using tracking data
To use tracking data to control a skeleton’s bones, you will need to create a skeletal tracking source or driver. Available tracking sources include: