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View Full Version : How to setup a 3ds Max character to work with Motion Builder


VassiliZaitsev
02-25-2009, 06:51 PM
I know this might sound like a really easy question, but I cannot find any clear tutorial or text where this is explained.

I have a character with several meshes (letīs say a body w/face, a hair object, and two snickers) skinned with a biped (I already had it with a custom rig, so I had to skin everything again).

What is the right workflow to get that character into motion builder??? What are the steps to follow?

Thank you very much in advance.

jifman
02-28-2009, 12:52 AM
Hi,
What i usaly do is to export just a generic biped bone structor as fbx, import it into MB, charactirize it, apply the motion capture data to it and tweak it, and then bake the motions on.

The i would export that animation out as a FBX file, import it into max and run a script to convert the bone data into a .BIP file so i can apply the motion to my fully rigged charactor mesh.


If the motions need to be hand animated or tweaked mocap, i would convert a low poly mesh proxy mesh for your model so you can see what your doing.

hope this helps

Geoff

VassiliZaitsev
03-02-2009, 01:03 PM
Hi! Thank you very much for answering.

I imported the biped to MB alone, but when I characterize I get the "nodes and naming conventions" error. I have two ponytails on my biped, but I donīt think thatīs the mistake, it seems like all the bones are named wrong. Iīm trying to remap the names, but I canīt find where on the MB. Supposedly I have to drag the object into the Mapping list, but it doesnīt allow me to pick.

On the other hand, this solution is awesome for the body animation but I cannot watch the end result (the mesh) on the MB itself. Besides Iīve seen thereīs a facial animation set up on the MB too and I canīt use it doing the import/export solve, right?

Thanx again!

Br0zef
03-03-2009, 05:29 PM
After creating and skinning a kimino in max with IKHIsolver bones, i transfered it into motionbuilder for animation.

the skeleton for the character wearing the kimino characterized and rigged automatically, and there were no prompts for the extra bones in the kimino (which are all linked to the hip)

normally, extra bones i create are then moveable afterwards in MB, even if they dont have a control rig, but in this case, they seem to be frozen in place but do move with the rest of the body which they are linked to.

is there anyway for me to detach them or even change their properties while they're attached? the closest help i've found in the MB_help is with character extensions but it doesn't seem to apply to this situation.
Otherwise another walk through to creating bones for cloth would also be a great help.

thanks in advance and in need of a reply ASAP

Br0zef
03-03-2009, 05:54 PM
oh crap! sorry, i've posted this in the wrong thread lol.

in a reply to your problem though, if its still an issue, motionbuilder doesn't work directly with bipeds unless your using motioncapture data, otherwise to create your own unique character, you'll have to create your own skeleton with bones in 3DS or Maya.

there's a tutorial on how to create character bones at 3Dtotal, google search 'joan of arc tutorial' and it should come up, from there it should be displayed in its heirarchy section.
don't follow this tutorial religiously since it was done for Max 6, but it does teach you the basics.
as for specific bones that MB follows, just look at any of there preset characters (mia/plasticman) in xray view and copy their layout. unlike most software, MB has 2 bones between each large joint for instance, so unlike copying from human anatomy, there are a few differences.

once you've created your skeleton out of bones you'll have to get the apprpriate naming conventions, which again, can be found in MB by copying preset bones.

after which, if you've gone through tthe process perfectly, when you characterize your character, it should automatically recognise all the bones (wether it be biped or qaudraped) and then automatically setup a control rig afterwards.

if there were any minor mistakes before, you can finish them off in MB by following their instructions!

hope this helps

VassiliZaitsev
03-10-2009, 05:59 PM
Well I know how to build a rig, and I already have one fully functional with some morphing for the face and everything, but when I export the fbx a lot of errors appear. One of them is the helpers of my rig, they donīt seem to be supported by motionbuilder.
When I saw all this problems I thought the best would be to use a biped instead, but I keep having a "LeftUpleg is not the direct descendant of Hips, Spine was found" and things like that, so the biped doesnīt seem to be built the same way as mb character template.

Thank you very much for your help.

sbv3
03-24-2009, 09:58 AM
Hi!

Actually, I did get it to work quite straight forward! What you must not do with the Biped is rename it. The MB template works only with a biped named "Bip01". The subsequent bone names must begin with Bip01...". Export it with the most current fbx exporter and apply the "3dsmax Biped Charater template". As long as the mesh is linked to the COG, the mesh will also appear. MB only supports Skin and Physique, though. So no other wrappers work.

Cheers,
Stefan.

chretzli
08-01-2009, 03:57 PM
Hi,

I imported a Character skinned to a Bip skeleton with all bones having their ordinary names beginning with "Bip01". After I linked the bones in the Character Definition menu and hit Charcterize, it said "LeftUpleg is not the direct descendant of Hips, Spine was found". Same with the right leg, same with both arms and neck. However after that I could activate a control rigg and animate the character.

I couldnt get Input Character to work thou. When loading an animated character into the scene and choosing it as the input source, my imported biped character didn't move.
Any idea why?


would be thankful for a any hint

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