Hi Neil,
Many thanks for the explanation, and the plugin.
But unfortunately, am not able to find Open Reality -> Tools -> MoCap Advance within the main menu. I dont get a OpenReality menu, though I have placed your plugin (MoCapAdvance.dll) in
C:\Program Files\Autodesk\MotionBuilder75 Ext2\bin\plugins
Possibly its compiled for another version of MB?
I’m manually trying to do as you suggested, but I have another Question:
I did manually create a skeleton, placing the joints exactly where the Actor joints are, and in character definition Mapping list, I assigned each part of the body.
Now I say characterize.
Then in CHaracter Settings, I use input type as “Actor Input”, and the Input source automatically shows Actor Calib, which is my default actor name.
When I click on Input Type “Active”, my skeleton does move as per the Actor, but then, its not exactly following the actor. I want the skeleton joints to be exactly where the actor joints are, I donot want any additional solving, which I suppose is kicked in through FBIK.
Now the Question :
How do I make my skeleton exactly follow the actor. I suppose that If I get this done, then I could simply plot it, and then export my skeleton.
Do I need to parent constrain the skeleton joints to the actor joints? If yes, then am not able to drag and drop the Actor joint into the "Source " block.
Any help greatly appreciated.
Thanks again