Few questions...


#1

Hi,

  • How should I setup eyes so I can animate and export that animation to max or maya rig? Is there any way to include eyes to character setup or should I export it separately? If separately, what is workflow?

  • How well MB handles quadrupeds and where I can find quadruped skeleton naming conventions? They do have more bones than biped right?

  • How far MB can go with animatic making? If I’m interested about full body IK then should I pick maya? (by the way does maya full body IK support mocap datas?)

Thanks!


#2

The eyes can be just joints like in a regular rig, with a look at null or attributes to control them. To let them plot and store as poses with the character, add them to a character extension.

Quadrupeds follow the same scheme as a biped but the T pose is diffrent and what you name the foot bones can be a bit confusing but the help docs show you the T pose and will help you set up the character rig for that. (characterize as a quad.)

You can do camera, blocking of animation, final animation, etc… depends on what you need to show and what you want to do in maya. the FBIK in maya is a bit clunky in older versions.

Maya 2009 with layers will make working with mocap data much easier. On the other side of this, the FBX loading of Biped data in the new version of Max is much better as is the support for the Biped chracter in Mobu. so either one will work for you… But if you want the Rig with non baked keys loaded, you will have to pick maya.


#3

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