View Full Version : Sort of OT: Motion Builder question
MLMckenzie 12-09-2003, 05:25 PM I posted this question on the MotionBuilder forum, but so far, no response. So I thought I would try here.
I have been evaluating MB5, and so far it looks very cool. However, while playing around with some of the included models, something struck me as a potential "show stopper". The included T-Rex model has no tail controls. Can this even be done in the current version? I mean if you can only create biped or quadraped rigs, what about tail controls?
Sorry if this is a dumb question, but I figure I should ask all my questions now.
Michael McKenzie
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AdamT
12-09-2003, 06:39 PM
According to posts I've read on the MB forum it can be done, but it looks like a bit of a headache.
Clipped this from the MB forum (search over there for the full context and images):
"
- Drop other IK constraints for each markers
FredMerlos has attached this image:
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Frederic Merlos
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11 Oct 2003 08:11
FredMerlos
Senior Member
Registered: Jan 2003
Location: Geneva / Switzerland
Posts: 80
Damping 3D constraint:
- Drop a relation constraint (asset browser/constraints).
- Select all the Tail markers .
- Alt drag and drop them in the constraint window .
- choose "Senders" in the pop up contextual menu .
- Alt drag AGAIN the markers and drop them in the constraint window.
- Now, choose Receivers) in the pop up contextual menu.
- In the list of the constraints, expand "Other" and select "Damping (3D)"
- Drag and drop it between the first marker "Sender" and the first marker "Receiver"
- Make constraint connexions: link the "Sender" marker to the Damping constraint node by clicking "Translation"channel then "P(point)" channel
- Link "Result(point)" to the "translation" channel of the "receiver" Markers
- Add other Damping constraint nodes for each Markers.
- In the damping Node, Right click "Damping Factor (number)" and enter a numeric value. This value represent the amount of the Damping effect for the selected marker.
(tip: you get a better effect if you increase slightly this value from the beginning to the end of the bone chain)"
grstovell
12-09-2003, 07:46 PM
Hey Adam....
You're one of the only ones (that I know of) in C4D who has succesfully modeled a character, rigged him, moved him to MB5, animated him, back to C4D and rendered it (I'm thinking of the Grinch).
Have you thought of writing a C4D-MB5-C4D 101 tutorial?
I have modeled a few things, then placed the bones, vertex maps, export to MB5... but for some reasons the joints are not imported where they are supposed to be!
I for one would love a simple tut.
So, how about it?
-g
AdamT
12-09-2003, 08:05 PM
Hi Rev.,
That's a good idea. I have another character to do in the next day or so so maybe I'll do a mini-tut while I'm at it.
grstovell
12-09-2003, 08:20 PM
yeah!!!!! Make it my Christmas gift!:bounce: :bounce:
tcastudios
12-09-2003, 08:34 PM
Originally posted by AdamT
Hi Rev.,
That's a good idea. I have another character to do in the next day or so so maybe I'll do a mini-tut while I'm at it.
Yes, Please! The best X-mas gift for many of us -totaly- MB noobies!
Have just browsed the 1kilo ref-handbook.....and my head is aching:argh:
-Any- basic info is most welcome :bowdown:
Cheers
Lennart
Jake-L
12-09-2003, 08:50 PM
Yes! Yes!
Adam, if you have the time, such a tut would be really appreciated. :bowdown: :bowdown: :bowdown:
But....I can't believe that Maxon leaves this feature undocumented in the first place. :banghead:
Originally posted by AdamT
Hi Rev.,
That's a good idea. I have another character to do in the next day or so so maybe I'll do a mini-tut while I'm at it.
And I have space for it to be hosted if you like...(on cineshock)
Whatcha think?
Gary
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