View Full Version : Quadruped Bind Pose
02-17-2005, 06:04 PM
Hi everyone another question for my quadruped character setup
here is an image as I want the creature walk on the floor can I create the joint hierarchy in this posture or do I need to create my character in a pose with legs straight on and then put it in the correct position in Motion Builder ?
thanks a lot
02-17-2005, 08:58 PM
I've only played with one quadruped created outside of MB. It seems MB does expect the quad to be in a stance where all four limbs and toes point to the floor. Page 309 of the manual. If you have the extra assets and want to test things first for yourself you might want to take one of the premade quads, delete it's characterization, make some changes, recharacterize and see what you get.
02-17-2005, 09:14 PM
Thanks for the prompt response I'll try as soon as I rebuild my character in Maya
Hope I will finish the setup before my demo licence ends up :D
02-17-2005, 11:14 PM
This is something important that I think a lot of people don't know about Bind Poses and Characterization poses:
You don't have to change your character's pose in the package you are exporting from.
Many people create characters with arms at a 45 degree angle down and that's fine. You don't need to model characters with their arms straight out (many people like the 45 degree angle for shoulder modelling reasons).
All you have to do is move your character into the preferred stance, once in Motionbuilder, and then Characterize it.
Also, if you notice that you didn't Characterize it in the right pose, like you see the shoulders slouching too much, you just need to put the Character back into Stance Pose, check off the Characterize box in the Character Definition tab, make adjustments and then check the box back on.
Nowhere did I see this in any documentation, and it really caused me some pain early on until I figured it out.
Hope that helps people.
02-18-2006, 12:00 AM
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