Skeletal Point Tracking Source

Skeletal Point Tracking Source

The Skeletal Point Tracking Source allows the joints of a skeleton to be controlled using tracked points from a marker-based tracking system. It can be used in conjunction with tracking drivers such as:

Setting up a skeletal point tracking source to control a skeleton

  1. Set up a suitable tracking system and driver to receive tracked points in Disguise.

  2. Create a rigged mesh with joints at each tracked marker position, export as FBX and select in a skeleton.

  3. Under Hierarchy in the skeleton, click Create Reference Points to create a reference point for each joint.

  4. Create a new SkeletalPointTrackingSource and set it as the skeleton’s tracking source.

  5. In the tracking source editor, add points to link each tracked point to its corresponding reference point.

  6. Points can be sorted into groups. If a point stops receiving tracking data, its position will be estimated based on a rigid body transform from other receiving points in the same groups.

  7. Each point can also have an offset applied relative to the fixed point and can have Twist ticked to calculate the twist of that joint based on the positions of points within the same group.

  8. Adjust the Rejoin velocity limit to change the speed at which points catch up with the tracked position when tracking is received again after being lost.