View Full Version : MB still makes no skeletons?
PhilipeaNguyen 11-18-2009, 01:55 AM I find this to be severely annoying if it's still the case. I was using MB up till version 6, but then I wasn't really doing enough mocap based stuff to deal with the hassle. I liked the other functionality in it, but they don't really seem to do enough to eliminate stupid obstacles to entry. Making custom skeletons that characterize should be one of the most basic functions in that app I think. MB should have "Best of Class" skinning and muscle system tools, but even that wouldn't be as huge a headache as needing to build a basic skeleton somewhere else to get basic functionality out of the application.
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TomThumb
11-18-2009, 07:39 AM
But then how would you get the skeleton and other items you suggested into the various apps it supports? I thought that FBX is rather limited to exporting everything you want to ALL apps.
PhilipeaNguyen
11-25-2009, 10:35 PM
I guess my feeling is that you have to get skeletons from these apps into MB so there is some generic definition of bones and joints. It would make a lot of people's lives easier if they could build the skeleton and place the bones right inside MotionBuilder. It would also make sense to have a better system for skinning in there too for a lot of jobs that wouldn't require really complex rigging with influences, but the skinning part's not even necessary. The bones would be really helpful though.
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11-25-2009, 10:35 PM
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