07 July 2003, 09:18 PM
If you're mapping bipeds, isn't the structure going to be pretty much the same? Or are you using non-parented limbs, attached with constraints? Naming convention isn't much of an issue because you can manually drag and drop bones.
I would try this: import your animation on the structurally different character, place a MB skeleton overtop, and then constrain it to the structurally different character. Then you can save out the motion ont he MB skeleton and apply it to other MB rigged characters.
I've never tried this, and it's straight off the top of my head, so it may not work...
01 January 2006, 04:00 PM
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