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telamon
01-14-2004, 02:01 AM
Usually I build my Motionbuilder scenes by separating the rigs from the mesh objects.

When reimporting the animated rig from MB, I have to deal with the same problem everytime... THe rig object remains at its rest position (0,0,0) while the bones are properly animed. In fact, I assume MB calculates the position of the rig comparatively to the position of the hip bone.

This non displacement of the rig object (rig origin) bothers me a lot when I zoom, pan the viewports. The rig remains centered at 0,0 and it is often out of my animation boundaries.

How can I fix that either in MB or in LW? I have tried to parent the rig object to the character's hips but this fails in MB.

Have you any tip ?

thanks in advance

LFGabel
01-14-2004, 06:20 AM
I'd like to help, Telamon, But I'm not sure why you are doing this (separating the mesh from the rig). Whenever I rig in LW to head out to MB, the mesh is bound to the skeleton.

Or maybe I just don't understand what you mean... it's been a long day.

telamon
01-14-2004, 12:34 PM
Personnally I always separate the mesh from the rig because it is safer in case of layout crash with object damage. I'll preserve the rig anyway :D

Moreover, I often use the same rigs for different similar characters. I have two LWS with two rigs (one for male characters and one for female). I load my mesh, adjust the bone position and voila.

baccarafred
01-14-2004, 01:06 PM
I telamon. Have you do a "record rotation pos" on your hip bone, if so, motion builder when you import your skeleton in MB create a null object that's catch all translation IN the YXZ position.
Then when you go back in LW all that translations Informations are lost.
The solution is to create a constraint in MB that link the HipNull to the hip bone , so when you plot the animation the translation of YXZ was write now on the Hip Bone.
Hope this help.
Fred

telamon
01-14-2004, 01:28 PM
That sounds to be a good trick. I'll try that and report here if the result suits me :applause:

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