Dear @kkantiev, good news. After many tests I have managed to make the wrnch Ai Pose app work with its own character. The example is with the Unreal Engine 4 manquin. To inform the community, I have done the following experiments;
1-
Rename the bones of the mannequin from cinema 4d, with the same names of the character “Generic” of machinima example:
omniverse: //localhost/NVIDIA/Assets/Machinima/BannerlordII/Characters/Imperial_Legionary.usd
I discard this formula because it requires many modifications in the character and once imported into machinima it deforms, etc. We would have to study the poses, the weights, the pivots, etc.
2-
Change the names of the bones in the configuration file of the wrnch Ai Pose application. That is, a retarget of the bones name of the new character in the file “wrx_xform_generic” located in
C: \ Users \ XXXXX \ AppData \ Local \ ov \ pkg \ machinima-2021.1.0 \ exts \ wrnch.engine.wrx_decoder \ wrnch \ engine \ wrx_decoder \
This formula works, but requires position adjustments, which are reversed. The Character has his legs crossed and when he walks he goes upwards. Z, Y, Z reversed … Another problem is that the configuration is lost with the generic example characters.
I wish in future versions, you can contemplate the correct configuration for compatibility with other skeletons or that the user can make a retarget from machinima with any type of skeleton.
3-
The fastest formula with optimal results has been;
Import the sample character Imperial_Legionary.usd into Cinema 4D and bind the skeleton with the mannequin. I have very easily adapted the bones to the new figure, I have exported in fbx and then from Omniverse converted to USD.
Only I have to finish adjusting the pose, the weight of some parts of the mannequin and it would be perfect.
The attached video of the movement test is with formula 3.
Note: It is also necessary to better calibrate the camera and use it in a larger space to improve movement.
Automatic weights from C4D; (adjust very little)