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tpe
07-29-2003, 10:52 AM
Does anyone know the procedure for saving the animation from a hand animated character rig derived from importing from lightwave to a motion so as it can be applied like the generic motions from the templates motions folder as a native MB animation.

Many thanks

tpe

LFGabel
07-30-2003, 09:55 AM
I believe it's as easy as plotting you animation to the skeleton, then you can just remove your mesh and control rig, and save out a new FBX.

tpe
07-30-2003, 07:06 PM
Thanks very much Lee that works a treat.

Makes me hope there is a way in v5 to not make a key every frame and still copy animations over.

tim

LFGabel
07-30-2003, 07:28 PM
You can... just drive your new character with your keyframed one. You have ot characterize it, but other than that, it's just a matter of selecting what method to drive your new character.

I originally thought that you were looking ot produce "mocap" type files like the stock motions that come with MB. Those motions have keyframes on every frame, I believe.

tpe
07-30-2003, 09:27 PM
For some reason i havnt been able to get that to work yet Tore my hair out for several hours thinking it should work but not really being sure how), i thought it was because there was some kind of incompatability in the way the native MB skeleton was constructed and my key framed import from lightwave. I will give it another go though to make editing less of a chore.

thanks again

tim

LFGabel
07-31-2003, 07:41 AM
Someone please correct me if I'm wrong, but if you want to drive a MB rigged character (one that has been characterized and control rig applied) with another key framed character, that other character has to be characterized and have a control rig applied...

I don't believe a control rig can drive a basic skeleton.

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