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View Full Version : maya -> FBX ... mocap considerations? help!


playmesumch00ns
01-24-2003, 01:11 AM
I'm going to be doing my first bit of motion capture next week. The company that owns the studio says I need my model in fbx format, so once I've got the plug-in, what do I need to consider when exporting my rig for mocap?

I've stripped it down to the bare bones, just a single skeletal heirachy with a skin attached to help with visualisation. This I'll export, then get back with the motion capture applied (key on every frame I think), and I figure then I'll just connect all the joint rotations to those of my fully-funky character with all its controls, wraps, blendshapes etc.

But is there anything else I need to consider?

GrafOrlok
01-24-2003, 10:47 AM
I seem to remember a pretty extensive documentation over at Kaydara's site. I think you'll find some info there.

Goob
01-24-2003, 11:14 AM
make sure, that there are no negative ore non uniform scaling in your scene. to test the pipeline you can export to fbx and then import the fbx (with the merge option) back in the maya scene.


good luck

goob.

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