View Full Version : (max)mocap: how can acclaim skeleton drive max bones (so i can skin it to a mesh)?

10 October 2003, 05:22 AM
hi all, i've just spent a ton of time digging through the archives looking for an answer to this, but no luck.

i have successfully imported my mocap data into max, and gotten it cleaned up to a reasonable degree. now i need to try and rig/skin to my mesh, but i just realized the acclaim skeleton isn't a real skeleton, it's just helper objects.

i suppose that means i have to build a skeleton of real bones with the same position and names of the acclaim bones, but i don't know how to get them to talk to each other. is it a question of hierarchy, or some weird wiring thing? i am baffled.

any info is appreciated!



10 October 2003, 04:33 PM
sounds like you need to attach the bone joints at the pivot to the dummy objects, assuming the dummy mocap objects are at the pivot point of elbows,knees etc.


10 October 2003, 10:46 PM
hey i forgot about this thread heh. thanks for the tip, we ended up trying to go with a pipeline through character studio.

thanks for replying =)

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