Hey Guys,
Recently I have started a motion capture project in Godot
I did all the all the measuring and tracking staff but there is only one problem :
i cant relate any rotation and moving parameters to different body parts of my 3D model to move it as i move in real world.
Here is what I'm doing to produce my 3D model :
1. downloading a 3D body mesh with .obj format
2. importing it to blender
3. rigging the mesh with blender (i tried to rig manually by adding single bone in waste and extruding in for all moving parts also I tried rigify addons too)
4. exporting boned 3D model with .fbx and .dae formats
5. importing boned 3D model to Godot
also here is what I'm doing in Godot (when i do these steps to Godot demo project that I will mention down below , its okay and I can move different parts smoothly , but i cant figure it out what is the different between robot model in this project and my own build model):
1.adding 3D node
2. importing model file
3. adding camera as a child
4. adding another special node as child
5. adding ik lookat node
6. assigning the skeleton to that
7. choosing the bone that i want to move
8. change the rotation values
but yet i cant move separate parts after changing values
link for Godot demo project :
https://github.com/godotengine/godot-demo-projects
also i attached my own model too
I don't were is the problem but i will be grateful for any guide