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krolcevstudio
01-21-2011, 01:25 PM
Hi everyone,
I have a following problem:
- i have created animation, rig and model in Blender
- export everything to .fbx
- import this .fbx to MB
- characterize and plot character
- change my animation a little bit
- export as bvh

the problem is that when i import this bvh to Blender animation is correct but the rest position looks like squid(!) - legs are along body, arms up along head... is suppose it's default pose given by MB.

is there a possibility to keep reat pose from fbx, or at least how can i assign in MB rest pose.
unfortunatelly im new to MB so random messing with stance input doesn't give any result...

PLEASE HELP:(

18th_Devil
01-21-2011, 04:38 PM
I'm confused at what is going on, could you post a screen shot of whats going wrong?

I don't know if this will help fix your problem.

When your in the control rig set up a rest pose and place a full body key on layer 1, then put a zero key down so your animation will blend back to its original animation.

The default stance for motionbuilder should always be a t-pose because that is how the character should be set up when you characterize your model.

The other thing it might be is when you plot to your control rig the skeleton freaks out and decides to spaz. The best way to fix it, if thats the case, is to go into schematic mode and select your entire control rig skeleton and in your fcurves find the huge spike in your animation and get rid of it.

Like I said its hard to troubleshoot when I can't see whats going on.

krolcevstudio
01-21-2011, 10:25 PM
Problem is that im new in MB and i actually don't know how to do what you've written:

When your in the control rig set up a rest pose and place a full body key on layer 1, then put a zero key down so your animation will blend back to its original animation.

- what do you mean when i am in control rig - character controls -> edit -> control rig input?
- "set up" rest pose -> pose character to T-stance?

ok but what good it gives me that now animation in first frame has T-pose, since it doesn't affect animation rest position...

krolcevstudio
01-22-2011, 10:32 PM
Hi, thanks for response. What i'm doing step by step is:
-i have an animation (imported bvh) in Blender (rest position is T-stance, animation is a walk)
>>http://blenderartists.org/forum/attachment.php?attachmentid=124313&d=1293331746
-i export animation (and connected with it model as well) from Blender as .fbx file
-i import .fbx to motionbuilder (using open, not asset browser- if there is a difference)
-i drag characterize option on the model (everything is fine - model points proper direction, bones names are fine), choose biped
-i hit plot character in edit in character controls (ik/fk)
-i change a little bit animation, and afterwards i hit plot all in animation in key controls
>>to this point everything is fine - i have modified animation
-i export animation to bvh using "motion file export", content: hierarchy, position: local, write translation checked
-i import new bvh file back to Blender
- animation plays fine, exactly as i made it in mb; it covers with initial animation in unchanged frames so it's fine

Everything would be perfect but there are two buts:
- there is a redundant root bone, that was not present initially (not a biggie, i can just remove it and it's ok)
- rest position is sqiudlike:
>>http://blenderartists.org/forum/attachment.php?attachmentid=124314&d=1293331747
and that's my main concern since whole animation is relative to this squid rest position...

In motion builder in character controls there are options "stance input" and "stance pose", but i don't know how to use them. You wrote to change the first frame, but how it's gonna change rest position?
Is there an option in motion builder to set rest position or keep that position from initial file?

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01-22-2011, 10:32 PM
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