View Full Version : ShapeHand cyberglove workflow

11 November 2012, 06:16 PM
Wondering if anyone out there might have any ideas about this.

I was able to get an actor working with the ShapeHand glove in motion builder by plugging the shape-hand model binding (a kind of dummy hand) into the actors glove reference, works great! But I want to get the same result with a MotionBuilder Character.

We are adding hand motion to existing motion capture data which is coming from the story editor.

Is there an equivalent to the glove reference for a MotionBuilder Character?

or... is there a way to have an actor drive hands of a character without overriding the rest of the mocap data?

I have had some success connecting the the model binding to the characters control rig via a constraint, but it takes a lot of messing around.

Any thoughts would be appreciated.

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11 November 2012, 06:16 PM
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