derMarkus
08-29-2007, 11:53 AM
Hi all!
I'm currently working on a MoCap/Animation project. For some reasons i've got the cleaned MoCap data plotted down to the skeleton of my character.
Now i want to do some overlaying animations. The problem is, that if I enable my Motionbuilder Control Rig the animation get's messed up (Jitter,...).
Is there a working way to delete the existing Control Rig and create an clean new one? Or to redirect my existing skeleton animation to another character?
As I know Maya much better than Motionbuilder I also thought about an alternative way like Importing the Animation to Maya and creating an animation rig on the already (bone)animated Character. The problem here is that the bones cannot be constrained to my rig controllers, because they already have input connections from the keys...
So, in short: I have a keyframed skeleton and want to do overlaying animations. I can use Maya and Motionbuilder. Any suggestions? Thanks!
I'm currently working on a MoCap/Animation project. For some reasons i've got the cleaned MoCap data plotted down to the skeleton of my character.
Now i want to do some overlaying animations. The problem is, that if I enable my Motionbuilder Control Rig the animation get's messed up (Jitter,...).
Is there a working way to delete the existing Control Rig and create an clean new one? Or to redirect my existing skeleton animation to another character?
As I know Maya much better than Motionbuilder I also thought about an alternative way like Importing the Animation to Maya and creating an animation rig on the already (bone)animated Character. The problem here is that the bones cannot be constrained to my rig controllers, because they already have input connections from the keys...
So, in short: I have a keyframed skeleton and want to do overlaying animations. I can use Maya and Motionbuilder. Any suggestions? Thanks!
