add a rotationNode to Character...?


#1

ok, it took me all day long now to figure out how to make a simple correction to the Character which would take me exactly 5 seconds in maya. I didn´t find out how to do it in motionbuilder.

facts:

I allready mapped motioncapture data onto my Character. working fine.

exept -

while recording some 60 animations the magnetic device hat to be recalibrated multiple times.

so - all my animations never start at 0-0-0
and - my character never faces towards z-axis.

now - what would be the easiest (and most important is !working! here) way to move the rootbone/Character from nirvana to trs 0 0 0, and rotate him so the faces towards +Z ? and then somehow plot all into the skeleton or rigg…

desperatly waiting for help.

thx

edit__

I think i got it now - somehow.
to move the fbxRootLocator only without the character itself (pivotMode…?) the Char has to have its input type set to Control Rigg Output. after giving the locater the same translation and opposite Yrotation settings as the rootbone has, I plotted the anim to the ControlRigg. now when altering the fbxRootLocator´s translation the character moves with it. nevertheless that´s kind of unintuitive to do such a simple thing.


#2

Hi, this is easy and fast , faster than in Maya but you have to approach it different.

I do this on the skeleton before going to the ctrl rig

first you select the root, move it to 0,0,0, rotate it to face the correct direction.
select all the keys in the time line and click the movekeys button. now your done.

you can do this on the control rig by moving the root ctrl (and rotating it and moving keys as well or as you just rotate the ctrl rig reference node after moveing the hips… to 000(just click on the disable button for the pinning)


#3

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