### Problem Often, motion data and skin data use different basic poses for the underlying skeleton. Usually Frankenstein pose for the motion and DaVinci pose or T-pose for the skin. Additionally, bone lengths are often not the same between the two skeletons. This requires manual editing (or hacking, in the case of my first project) to fix. ### Short-term Goals (April 7th) Create a piece of software that automatically modifies the skin data to make it usable with the motion data by reconciling the two skeletons. ### Bigger picture: where the project may go For the third project I will likely either: 1. Explore how noticeable certain types of "interpolated" motion are compared to the real motion. For example, is it necessary to have a motion of a character running to the left or is it good enough to have a motion walking straight ahead and simply rotating the motion about the Y-axis? If we have two running motions at different speeds (e.g. 2mph and 6mph) is the interpolated motion (4mph) a good approximation of a real running motion at 4mph? 2. Attempt to use normal, flat surface motions for navigating over uneven terrain. In many video games, you will notice that a character's feet will simply stick through the terrain if they stand on a hill. I wish to explore using a footskate solver along with the known terrain height to orient the feet in such a way that this does not happen. ### Plan of Attack 1. Analyze the old code that did this to find out what was done to get the data to work together. 2. Determine a way of solving for the orientation parameters that will put the dress pose skeleton in to the motion's zero pose skeleton configuration. 3. Test several skins versus several motions to make sure the system works. ### Intended Readings I don't know, yet. This I will need to find out about.