Map bones
Wire tracked landmarks to an armature instead of shape keys.
Armature detected
Auto-Detect + Map Head
Bones mapped
Why use it
For armature-driven characters (rigged with bones, typically via Automatic Weights skinning), tracked motion needs to become bone rotations rather than shape-key values. This step covers head rotation/position and any remaining bones.
Steps in Blender
- 1Requires a mesh with a linked armature (e.g. skinned via Automatic Weights).
- 2Open panel 5, "Fallback Bone Mapping", and click Auto-Detect to auto-map tracked landmarks to bones.
- 3Open panel 6, "Map Head", and click Map Head to bind head rotation/position.
- 4Open panel 7, "Manual Bone Mapping", and click Add Mapping for any bones you want to map by hand.