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View Full Version : MotionBuilder rigging works for any character?


eric86wong
12-21-2009, 10:27 PM
Hi guys, this is a noob question here.
I'm unfamiliar with motion builder and wanted to try myself.
Currently downloading the trial version.
But before I started trying it, I have seen some videos about it. What I have seen, all the characters used in the tutorial are something close to real human proportion. What if I have a very exaggerated character proportion, such as French's character design or something like Cartoon Network character design in my 3d character, (e.g, my leg length to whole body length is 1:8, a really short leg with big body size, or a character which basically doesn't have a neck. Will the automatic rigging system in Motionbuilder work for those type of characters? or, what about a 4 legged characters? Like a dog or cat.

Many thanks. I hope my question isn't confusing.

bclark
12-22-2009, 02:31 AM
http://stores.lulu.com/animatortoolkit

http://static.lulu.com/images/user/2210327/block_2024329.jpg?1208922396
there is an image of our character from our MotionBuilder class, some what non-standard...

The rig can feel limiting but once you get to know it, it is very flexible with in limits.

I think what you describe would be fine with the rig.

daniloxl
12-23-2009, 10:55 AM
As long as your hierarchy has the proper naming convention, "automatic" characterization will work fine regardless of the character's proportions. Automatic means that once you drag a character to the root of your skeleton, MB will automatically recognize which joint should go to which slot.

If your joints are not named according to MB convention then you have to manually put respective joints into their slots in the characterization panel.

If you want to rig the dog or a cat, once you drag the character to the root of its skeleton just select quadriped instead of biped for the Control Rig creation

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