This document will describe common errors and corrective actions. A MakeWalk error refers to this page.
It may happen that MakeWalk fails to retarget an animation to a given armature. In that case an error message is displayed.
The error message consists of the following:
- Mocap error
- Category
- Detailed error message
- A link to this page
MakeWalk errors are grouped into the following categories:
- Load Bvh File
- Rename And Rescale
- Identify Target Rig
- Automatic Target Rig
- Manual Target Rig
- Identify Source Rig
- Retarget
- General Error
Load Bvh File
Rename And Rescale
Identify Target Rig
Automatic Target Rig
The most common problem is probably that MakeWalk fails to identify the target rig automatically. There are several possible reasons for this:
- The character is not oriented correctly. In the rest pose, the character should be standing with up being the positive Z axis and facing -Y.
- The armature is complex with extra bones not corresponding to a standard biped rig.
- The armature only has IK arms or legs. MakeWalk retargets animations to the FK limbs, so if no such bones exist, the program will not work.
It is rather common that an armature has a reverse hip. In a normal hip setup, the armature root is the hip or pelvis bone, and the thighs and the rest of the spine are children of this bone. In a reverse hip setup, the first bone in the spine has been reversed. There is a separate root bone, and the two lowest bones in the spine are both children of thise root, whereas the thighs are children of the reversed hip.
The advantage of such a setup is that the upper and lower body can be posed independently. However, MakeWalk failes to identify the bones, unless the Reverse Hip option has been enabled.
If automatic bone identification still fails, bone mapping has to be made manually. How this is done is described in this document.