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Old 06-14-2003, 10:19 PM   #1
uncommongrafx
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Did ya know...

That you could double click on those double entries on the left of the fcurves pane and effect the numbers of those nodes connected?
I thought that was cool as [expletive]!

Share what you've learned.

I wanna change the keyboard shortcuts to resemble my 'program of choice.... Another thread...

Help us learn MB -- Post your "Did ya know..."
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Old 06-14-2003, 10:28 PM   #2
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Good idea , the thread in the wings forum was pretty helpful , lets have one for mb too

Ali
 
Old 06-15-2003, 07:57 PM   #3
uncommongrafx
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Fcurves across takes

Have you been trying to get one take to another and just not had the luck? Try this:
spacebar-rtclick on the hips of the skeleton that has the motion you want. In the fcurve panel, select them all, copy. Go back to the take you want to paste it to. Simple.
Must be the same skeleton, it seems.
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Old 06-15-2003, 07:59 PM   #4
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Anyone have anyting at all on the constraint system???

I saw a foot stabilizing vmt once and can't find it for the life of me! What was the TRICK! Drag what where?
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Old 06-27-2003, 11:57 PM   #5
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What happened, did everybody run out of tips?
 
Old 06-30-2003, 09:28 PM   #6
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Select an element in the view window and hold down the Alt-key while dragging the element to the constraints window. This places in in the window for use.

Right click on an element in the relational constraints window to select Local Coordinates for the element.

This works for multiple selections as well.

No secrets here, these were all in the VTM's.
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Old 07-02-2003, 02:02 AM   #7
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some of my workflow habits.

1. The Effector pinning feature is quite cool. Try pinning the chest cell and then rotate and move around the hip, you'll get nice and fast contra-posto.

2. I also like to pin the rotation of the head cell. That acts as if you have a head target.

3. If you have pinning on the hand cell, try grabbing the shoulder or the elbow cell, hold down the "q" key (release) and rotate them to get FK movement.

4. Checking off and on the "Crtl Rig In" option on the Character Control pane will reset your character to the t-pose.

5. F1 = drag mode, F2 = local, F3 = global

6. check out the playback speed. Sometimes I use 1/3x speed to check my arc and transitions between my keys.

7. Copying and pasting keys are as simple as crtl + c, and crtl + v. You can copy/paste multiple selected keys. I like to use this feature to create my hold keys.

8. left and right arrow to jump from key to key.
 
Old 07-04-2003, 12:41 AM   #8
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If you need a Lightwave to Motion Builder Skeleton, go to this post;

http://www.cgtalk.com/showthread.php?s=&threadid=65961
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Old 07-07-2003, 10:43 AM   #9
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Hey,


Does anybody have the same skeleton setup for Maya??

By the way, cool thread

Later
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Old 07-08-2003, 01:51 AM   #10
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1. I find that you can maximize your view of the scene by double clicking on the view pane. Kinda like preview mode, but you can still see your mouse cursor.

2. double click on the zoom bar in the transport pane can toggle between max frame range and the zoomed frame range.

3. I don't know how useful is working in body part mode is. Perhaps it's the way to offset your keyframes on the rig so that not everything stops at the same beat. Some keying behavior I noticed: key any Ik or FK effector on a limb will set key on all effectors of that limb. Set key on the hip effector seems to set key like in regular body mode.

4. Might give this a try. The Export feature in the File menu can save out an fbx file that is just containing animation data that is necessary for merging back with your host package. The export fbx approach creates a smaller file. So if you are working on a big scene, that would be our master file. You can export a smaller file that would serve a temp file to get your animation back to the host program.
 
Old 07-12-2003, 10:38 PM   #11
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Hey guys,

Keyboard shortcut templates will be coming in Motionbuilder 5.0. Change from Motionbuilder layout to Maya, 3dsmax or XSI.

Cheers,
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Old 07-12-2003, 11:50 PM   #12
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Lightwave?

[I resisted a multitude of ?????. ]
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Old 07-15-2003, 05:53 PM   #13
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Toonshady, does #4 take into account all animation? From what I recall, the export feature didn't take facial animation of endos into account when merged back into LW.

That was 4.01 though.
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Old 08-11-2003, 01:06 AM   #14
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Stabalisation

For the guy that asked about Blending stabalisation object above.

You must have an over lapping blend between 2 takes.

Then, select a "stability" object (something on your main skeleton that is stationary over the course of the blend preferably), alt-drag it to the OVERLAPPING (important) section of the resultant blend in the blend editor.
If succesfull the name of the object will show on the blend graph.
Then click on "match pivot" and viola, all matched up

...yummy
 
Old 10-28-2003, 11:19 PM   #15
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i was wondering how smooth an animation can be made using motionbuilder and maya or is it best to just stick with maya keyframing and mocap imports
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