|01 January 2013||#1|
Pulling character and animation back and forth through maya and mobu 2013
Exporting animated character back and forth through maya 2013 and motion builder 2013
I want to -
1 Model/texture/skin in Maya
2 Create fbik character in Motion Builder
3 Animate the fbik created in Motion Builder, in maya
4 Plot/retarget animation made in maya onto another fbik character in Motion Builder
5 Tweak the animation on the new fbik character in Maya
Through this process I want to have my keys intact. (I dont want to have baked keys, not even rotations)
The problem now is that I have manged to get to -4 in the list above with my keys intact. But when Iím importing into Maya, Maya bakes my rotation. I have tried to try all the settings in the fbx import options. But I canít figure out how to make maya not baking my rotation.
|01 January 2013||#2|
Character modeling, Lighting, Compositing
Los Angeles, United States
This may be old now, but I used to export selected named bones to Motionbuilder and what it wants for its internal rig for animation and its mocap which the animators edit.
This is how we did it on Call of Duty 3....
Open an empty Maya scene.
Reference the mesh, and reference the rig. Skin it in that file. (this lets the rigger make changes and work, and also lets the texture artists keep making changes that are always updated)
Save it as the animation rig file. (animators reference this in)
(Add all controllers expressions and set driven keys on the reference rig you want..)
Export just the selected joints Motionbuilder needs. It won't accept your expressions etc.
Animators can work all day in MotionBuilder and export that back to Maya
.animExport/import we used for back and forth for the bones.
.. I'm sure I missed something but this workflow works great for pipeline. Any additions you all can add I'd really like to hear.
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