Motionbuilder Skeleton vs. Control Rig

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

Thread Tools Search this Thread Display Modes
  05 May 2014
Motionbuilder Skeleton vs. Control Rig

Hi my friends. I'm quite new to Motion Builder so I guess this is a quite basic question.
I'm working on retargeting MoCap files in Motion Builder. So I got several BVH files where I first define the skeleton. I often see in tutorials, that people afterwards apply the control Rig to the Mocap file and use this as the source of the character (that also gets a control rig?). Why don't you just define the skeleton for both and use then the bvh as source, without the control Rig? What's the benefit of using the control rig?

Another simple question: I really like, that i can merge all the bhv files in one hierarchy, to just define it once. But it would be also cool if I could bring several bhv Files into MB, place let's say 5 identic characters next to each other and watch the retargeted animations at the same time, withoud doing the definition of the skeletons for each bvh file. Is that possible?

Thank you very much!
  06 June 2014
ControlRig doesn`t have to be used at all if you don`t want to alter/tweak the animation.

You don`t have to characterize skeletons to watch the animation so you can easily import those BVH animations as separate skeletons. Just check Create in Import options window and it should do just that.

reply share thread

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Society of Digital Artists

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump

All times are GMT. The time now is 02:53 AM.

Powered by vBulletin
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.