ninedegrees
12-19-2007, 09:18 AM
Hi all.
I'm planning a Motion Builder/ Maya pipeline which will (hopefully) integrate optical mocap data with keyframe data in Maya. I don't personally have experience with mocap or Motion Builder which is why I am hoping to get some advice here.
The planned setup is as follows:
Optical data is captured and then imported into Motion Builder for cleanup;
The cleaned up data is then exported to FBX;
In Maya, the setup is based on two rigs. The "MOCAP" rig will have the mocap data from the FBX file mapped onto it. This rig will then 'drive' an "ANIMATION" rig which will be used to add squash and stretch and additional animation. Facial animation would also be contained within the "ANIMATION" rig. The "ANIMATION" rig would serve as a bind rig for the character geometry skinning.
Does anyone have experience with a setup like this? I know it is quite a complex thing to set up, involving complex nodes and expressions. Is it a workable solution?
Thanks in advance.
I'm planning a Motion Builder/ Maya pipeline which will (hopefully) integrate optical mocap data with keyframe data in Maya. I don't personally have experience with mocap or Motion Builder which is why I am hoping to get some advice here.
The planned setup is as follows:
Optical data is captured and then imported into Motion Builder for cleanup;
The cleaned up data is then exported to FBX;
In Maya, the setup is based on two rigs. The "MOCAP" rig will have the mocap data from the FBX file mapped onto it. This rig will then 'drive' an "ANIMATION" rig which will be used to add squash and stretch and additional animation. Facial animation would also be contained within the "ANIMATION" rig. The "ANIMATION" rig would serve as a bind rig for the character geometry skinning.
Does anyone have experience with a setup like this? I know it is quite a complex thing to set up, involving complex nodes and expressions. Is it a workable solution?
Thanks in advance.
