*Studio Legacy is no longer supported. Please click here to download the new Rokoko Studio.*
Studio can export your recorded data in different formats. Currently we support fbx, bvh, csv and c3d.
Requirements
Exporting to FBX, BVH and CSV formats are available on all Rokoko Studio subscriptions although some specific settings require a paid subscription.
Exporting to C3D requires a Rokoko Studio Pro subscription or above.
Queue recordings and batch export
With studio you can export one or more recordings at the same time. The queued recordings appear in the top list in the Export Options panel. You can add a file in the queue with the following ways:
Right click on the file, in the explorer panel on the left, and click Export option. This will clear the queue, and add only this file in the queue.
Select multiple files, or a folder, right click and select export again. This will add all the recordings selected and the ones that belong to folders that are selected.
When a recording is open in studio, it can be added to the queue by clicking on the Exporter button in the bottom right. This will clear the queue and add the open recording.
With the export panel open, you can drag and drop recordings from the explorer panel on the left, to the list.
Export formats
Studio can export data to FBX, BVH, CSV and C3D files.
FBX
Body, face and Virtual Production data can be exported in FBX format. The body data will be generated based on the skeleton chosen. The face data will be exported as 52 blendshapes as defined by the ARKit.
Body:
includes skeleton character animation in the recording. This file will always be generated and cannot be disabled at the moment. This FBX file will also contain the Face animation and virtual production animation if they are available.
Trackers:
if this is checked, Rokoko Studio will generate a recording only with virtual production data.
Face:
if this is checked, Rokoko Studio will generate an additional FBX only with the face animation data.
Body Mesh:
if this is checked, Rokoko Studio will also generate a body mesh in the FBX.
This feature is generally used for Unreal Engine user cases and people who don't have a specific character.
Data Format
choosing ASCII or Binary, will produce an FBX file in the chosen format.
Version
The version of the FBX file that will be produced. Rokoko Studio currently supports 2011, 2012, 2013, 2014 and 2016 versions.
Skeleton
Rokoko Studio provides 4 different skeletons. The user can choose the one that fits better with their workflow.
FPS (Pro Plan or above - This will be unlocked for Plus Plan customers in October) - This value will change how many frames per second will be exported. This value can be between 1 and 100.
BVH
BVH exports only body data. Face and virtual production can be exported only in FBX format.
CSV
The CSV exported from studio follows the Joint Coordinate System (JCS) recommended by the International Society of Biomechanics (IBS). The bone segments included are: Pelvis, Upper Legs, Lower Legs, Feet, Chest, Shoulder, Upper Arm, Forearm, Hands, and Head. The joints included are: Pelvis(in relation to global space), Thorax(in relation to global space), Hip Joints, Knees, Ankles, Scapulae, Shoulders, Elbows, Wrists, and Neck.
Timestamp - The timestamp of the frame expressed in milliseconds.
Orientation - The orientation of the joints as defined by the JCS in degrees. The orientation for each joint is represented with three columns as rotation about two body fixed axes and one floating axis.
Position (Pro plan or above) - The position of the body segments' center of mass in world space. The value is described in meters.
Velocity (Pro plan or above) - The linear velocity of the center of mass of the joints. The value is described in meters per second.
Acceleration (Pro plan or above) - The linear acceleration of the center of mass of the joints. The value is described in meters per second per second.
Angular Velocity (Pro plan or above) - The angular velocity of the joints, to calculate this measure we use the over time orientation (as defined by the JCS) evolution.
Angular Acceleration (Pro plan or above) - The angular acceleration of the joints. We calculate this measure by using the evolution of angular velocity.
FPS (Plus plan or above) - this value will change how many frames per second will be exported. This value can be between 1 and 100. To edit this value you need pro or enterprise plan.
C3D - (Pro Plan or above)
The C3D file exported from studio contains positional data of each joint along with an averaged time stamp.
FPS (Pro Plan or above) this value will change how many frames per second will be exported. This value can be between 1 and 100. To edit this value you need pro or enterprise plan.
Skeleton Options
Rokoko Newton
Rokoko’s own skeleton, based on our sensor placements and anatomy. This skeleton contains 4 spine joints and finger joints (including metacarpals). Sample bone names:
- Hips
- Spine1, Spine2, Spine3, Spine4, Neck, Head
- LeftShoulder, LeftArm, LeftForeArm, LeftHand
- LeftFinger1Metacarpal, LeftFinger1Proximal, LeftFinger1Distal
- LeftThigh, LeftShin, LeftFoot, LeftToe, LeftToeTip
Maya HumanIK
Maya’s HumanIK system is used for retargeting, skeleton definition, and working with mocap data inside Maya and Motionbuilder. It is highly customizable in its amount of joints and names, so our HumanIK template matches the “default” HumanIK skeleton.
The skeleton contains 3 spine joints and finger joints.
Sample bone names (these all have the prefix “Character1_” when exported):
- Hips
- Spine, Spine1, Spine2, Neck, Head
- LeftShoulder, LeftArm, LeftForeArm, LeftHand
- LeftUpLeg, LeftLeg, LeftFoot, LeftToeBase
Mixamo
Mixamo is Adobe’s popular online rigging system. Here you can upload custom models and Mixamo will autogenerate rigs. Mixamo has 2 different skeletons it uses, our “Mixamo” export option matches the skeleton you get when using the generated rig, not the skeleton from the characters already on the website.
The skeleton contains 3 spine joints, eye joints and finger joints.
Sample bone names (these all have the prefix “mixamorig:”, when exported):
- Hips
- Spine, Spine1, Spine2, Neck, Head
- LeftShoulder, LeftArm, LeftForeArm, LeftHand
- LeftUpLeg, LeftLeg, LeftFoot, LeftToeBase
3ds Max Biped
3Ds Max’s Biped system is used for retargeting, skeleton definition and working with mocap data inside 3Ds Max.
The skeleton contains 2 spine joints and no finger joints.
Sample bone names:
- Hips
- Chest, Chest2, Neck, Head
- LeftCollar, LeftShoulder, LeftElbow, LeftWristLeftHip, LeftKnee, LeftAnkle