I’m currently working on a project where I’m using motion capture (mocap) data to animate a character, and I need to simulate the effects of gravity and other external forces (like rigid body physics) on the animation. However, I’m encountering a challenge in ensuring that the rigid body physics or gravity effects don’t override the mocap animation, but rather modify the movement based on these external forces.
Here’s what I’ve done so far:
I’ve imported mocap data (BVH/FBX) into Blender, and it is working fine for driving the basic movement of the character.
I’ve applied rigid body physics to the bones in the armature, but the physics simulations seem to override the mocap animation, causing the character to lose its pre-recorded movement.
I want to keep the mocap data as the main driver of the animation while allowing gravity (or other forces) to influence the bones' behavior.
What I’m trying to achieve:
The mocap animation should remain intact for the main movement, while the bones or body parts should still react to gravity or physics (e.g., bones becoming heavier in hypergravity or lighter in microgravity).
I need to modify the movement trajectory based on external forces without losing the mocap data's integrity.
So far, I’ve tried parenting the armature to an empty and adding physics to the bones directly, but it seems like the physics is overriding the animation.
I would greatly appreciate it if anyone could help with:
The best method to combine mocap data with gravity and physics simulations in a way that doesn't overwrite the original animation.
Any tips on constraints or drivers that can be used to achieve this blend between mocap and physics.
If anyone has successfully done something similar in Blender, I would love to hear about the steps and approach you used.
Thanks in advance for any help or suggestions!