---
title: "Solve the data"
canonical: "https://help.vicon.com/space/ShogunPost121/1253737903/Solve%20the%20data"
format: markdown
---
When you have finished any necessary cleanup of your data, run a final solve to produce the finished file ready for export.

To resolve markerless data, or to resolve marker-based data if you don't need to adjust the settings, click the Processing tab and use one of the solving options on the ribbon, as described in the following steps.

**To resolve your markerless or marker-based data after making edits:**

1. On the ribbon, click **Processing**.
2. Depending on your requirements, if you want to resolve the whole play range, click **Solve Labeling**, **Solve Solving**, or **Retarget**.  
If you want to select a range, click the downward arrow on the relevant button and select the required option.

> ✅ **Tip**  
> ✅ Even if you only had to clean up a single frame or a small range of frames, always run a final solve on the entire play range. You can run solves on smaller ranges so that you can review the results of your cleanup while you are working using the above process, but to avoid any jumps at the start and end of the solved range(s), when you have finished editing, you must run a solve of the whole play range.

If you are working with marker-based mocap and need to adjust the solving settings, see [Use the Processing panel to adjust solving settings for marker-based data](#ProcessingPanelSolvingSettings).

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## Use the Processing panel to adjust solving settings for marker-based data

If you are working with marker-based mocap data and need to adjust the settings for solving, open the Processing panel and make the required changes as follows.

1. On the **Processing** tab of the ribbon, select **Processing** to open the Processing panel.
2. On the **Solving** tab, adjust the settings as required.   
If you are using any of the high fidelity fingers templates:
  - Ensure that the **Plausibility importance** option is set to a suitable value:
    - If you are using VST 3.7 or later (VST 3.7 was introduced with Shogun 1.10), the default, 12.5, is normally a good starting point. Smaller values produce better data fidelity (ie, the markers will better fit their constraints), but the pose likelihood may be weaker. Larger values produce better pose likelihood, but weaker data fidelity.
    - If you are using a version of Shogun earlier than 1.10, see [Work with skeletons from earlier versions of Shogun](#EarlierVSTs).
  - Note that the **Mean pose ratio**, which affects the entire skeleton, has a strong impact on the final hand poses. Ensure it is set to a suitable value:
    - If you are using VST 3.7 or later (VST 3.7 was introduced with Shogun 1.10), the default, 0, is normally a good starting point, but if you need to adjust it (for example, if there is too much noise), try a lower value.
    - If you are using a version of Shogun earlier than 1.10, see [Work with skeletons from earlier versions of Shogun](#EarlierVSTs).

The next time you run solving, any changes you made to the settings in this panel are applied. 

See also the Vicon video [3 - Shogun Post - Processing and Solving](https://youtu.be/gWb9KJfx2PM), which covers using the **Processing** panel, editing a solving skeleton, and solving.

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Work with skeletons from earlier versions of Shogun

To work well with VST 3.7 skeletons (introduced with Shogun 1.10), the solver included changes to these settings when compared with the values used with earlier VSTs:

- Less to no reliance on the **Mean-pose ratio**
- A much lower **Plausibility importance**

Because these changes are not suitable for use with previous VSTs, when you work on a scene that contains one or more full-body skeletons designed with VST 3.6 or earlier, you must restore the relevant solving settings (described below) to their legacy values.

> ℹ️ **Note**  
> ℹ️ VST 3.7 skeletons produce good solving performance with the legacy solver settings, although performance is not as optimal as with the new settings.

If both the following conditions are true, a warning is displayed in the Log to let you know that you're using settings optimized for VST 3.7 or later:

- The scene contains a subject with fully articulated fingers
- The VST used is 3.6 or earlier

> ⚠️ **Note**  
> ⚠️ You cannot simply convert a VST 3.6 skeleton (or earlier) to a VST 3.7 one to remove the warning as the file will not contain the required information – if you want to use a skeleton from VST 3.6 or earlier, change to the earlier default settings, as described below.

The warning identifies the relevant subject and advises you to change back to Shogun 1.9 default settings, which are:

- **Mean-pose ratio** = 0.75
- **Plausibility importance** = 25.0

When you switch to the recommended settings, the warning disappears.

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### About occlusion fixing

> ℹ️ **Note for Blade users:**   
> ℹ️ Occlusion fixing in Shogun is similar to that available in Blade. However, by default, the .*mcp* files that are produced in Shogun Live are automatically occlusion fixed, so are unlikely to need further occlusion fixing when opened and processed in Shogun Post.

Occlusion fixing uses data from non-occluded markers to supply the missing data for the occluded markers. To give the best results and the smoothest trajectories, occlusion fixing may affect non-occluded markers throughout the take, even if you have selected a range before applying it. If you repeatedly run occlusion fixing in Post, the effect may be cumulative, resulting in greater (possibly unwanted) smoothing.

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## Interactive solving

If you want to perform a simple manipulation of a solving bone, you can save time and a lot of manual tweaking by using the interactive solving feature. This immediately updates the offsets for the constraints that drive the bone that you're adjusting as soon as you release the mouse button.

**To manipulate a solving bone:**

1. Ensure you have loaded the subject, which must have a solving skeleton.
2. In the **Subject Setup** panel, select the **Solving** tab, and on the **Modify Setup** tab, expand **Constraints in Current Subject**.
3. In the 3D Scene, select the joint you want to rotate.
4. On the right of the **Subject Setup** panel toolbar, select **Enable interactive solving of the solving subject** > Macro (inline-media-image)

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At the top of the 3D Scene view, the text **Interactive Solving** is displayed.
5. Using the manipulator, rotate the subject's joint.
6. When you're happy with the new position of the joint, release the mouse button.  
The offsets for the constraints which drive the bone are updated.

> ⚠️ **Note**   
> ⚠️ Interactive solving works best when you want to apply a rotation in a single axis, for example, correcting head aim, hand flatness, etc.

You can follow a similar procedure to manipulate retargeting bones: see [Interactive retargeting](https://vicon-help.atlassian.net/wiki/spaces/ShogunPost121/pages/1253737215/Modify+a+retarget#InteractiveRetargeting).

For information on the relevant HSL commands, see the following commands in *HSL Scripting with Vicon Shogun Post*.

- [getInteractiveSolveLabeling](https://vicon-help.atlassian.net/wiki/spaces/ShogunPost121/pages/1253737881)
- [getInteractiveSolveSolving](https://vicon-help.atlassian.net/wiki/spaces/ShogunPost121/pages/1253736647)
- [setInteractiveSolveLabeling](https://vicon-help.atlassian.net/wiki/spaces/ShogunPost121/pages/1253736575)
- [setInteractiveSolveSolving](https://vicon-help.atlassian.net/wiki/spaces/ShogunPost121/pages/1253736703)