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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!

bclark
08-29-2007, 07:53 PM
this process is - plot (bake ) the data from your skeleton to the contorl rig, you can adjust from there and then plot back to the skeleton for going back to maya.

Make sure you pose the skeleton in a t stance first , then characterize, then create your rig, and then from the chracter contorl window,

From the Edit menu in the Character Controls window, select Plot Character.


Also look over the demo videos and the help files for motionbuilder, they cover the basics well.


Brad

grantmoore3d
08-29-2007, 08:14 PM
Just some additional food for thought :

I open up a seperate MB file and import my motion capture data onto the Vicon Skeleton. Then I create a second MB file with my character in the T pose, characterized. After that, I just plot the first file containing the animation onto the character as described by bclark.

That way, if you screw up something and need to start that sequence over, you always have the motion capture file ready to be re-applied right away.

derMarkus
08-29-2007, 09:09 PM
Edit:
The plotting from the bones to a characterized model worked out very well. My (idiotic) mistake was to characterize the model in a non-T-Pose, since there wasn't one in the animation.
So I went back to Maya, created a new one at bind pose, exported back to Motionbuilder and voila, everything went well. Thank you both very much!
I think, I'll go the same way next time, since I think it's much easier to eliminate jitters etc. on simple fk bones, then on the control rig. Or is anything wrong about that?

Markus

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