View Full Version : The correct way to rig in Maya for Motionbuilder?
DaveLEWIS 11-10-2007, 10:10 AM Hi,
I am new to Maya, but not new to Motionbuilder. I have run through the getting started pdf for taking a character from Maya to motionbuilder. Good so far, although the character is very small once I take him into motionbuilder and if I change the scale on export from Maya, his foot becomes abnormaly large. Funny, but frustrating.
Well, back to my main point. Does anyone know of a tutorial with work files that shows you how to correctly setup a character/rig in Maya for export as fbx to Motionbuilder and back again please?
DaveLEWIS
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bclark
11-10-2007, 07:57 PM
just set the scale to 1,1,1 , once itsin motionbuilder and also get the latest fbx plugins, I logged this as a bug and think its fixed in the latest build. The other option is to set all the joints in maya so they don't have scale compenstae off before exporting.
Other than that read over the fbx pdf docs to see what is supported, lots of info from maya goes in to FBX.
Make your skeleton in maya (joint rot 000, joint scale all 1,1,1, local rotation axis set and rotation order chosen if needed) , export, animate in mobu, export to fbx and import (merge exclusive) to load just the anim data back in.
With maya you also have the option to import the fbx file and include the character rig from motionbuilder because maya has the Human IK rig built in and it will keep the connection and let you animate on the mobu rig in maya. Agian read the docs and be in the latest versions of the software for this to work well.
Neill
11-12-2007, 09:51 AM
Hi,
I am new to Maya, but not new to Motionbuilder. I have run through the getting started pdf for taking a character from Maya to motionbuilder. Good so far, although the character is very small once I take him into motionbuilder and if I change the scale on export from Maya, his foot becomes abnormaly large. Funny, but frustrating.
Well, back to my main point. Does anyone know of a tutorial with work files that shows you how to correctly setup a character/rig in Maya for export as fbx to Motionbuilder and back again please?
DaveLEWIS
Just setup your model and joints names for FBIK (there is a good annotation in maya help system), cause it's the same technology as MotionBuilder has.
grab this link and save it as a pdf before if fades into web oblivion
http://www.alias.com/glb/eng/support/knowledgebase/solution_details.jsp?family=Maya&itemId=1040
onealk
11-24-2007, 11:13 PM
Do note that some of those workflows in the link you posted have changed since the article was written. There have been a lot of updates to the FBIK > MotionBuilder workflow. The over-all process has not changed but the support has gotten a lot better since the introduction of FBIK in Maya.
Cheers,
Kevin
Do note that some of those workflows in the link you posted have changed since the article was written. There have been a lot of updates to the FBIK > MotionBuilder workflow. The over-all process has not changed but the support has gotten a lot better since the introduction of FBIK in Maya.
thanks for the heads up, what would be the main changes in the FBIK<>MB workflow?
cheers
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