I’ll try to answer as best I can, but some of these questions I can’t help you on. Sorry!
For characterization in MB to be automated, you need to have all of your joints named the same and arranged the same, with a few exceptions. If you look at the character definition tab of a character node you can see which ones are required and what they’re named. All the ones under Base are required and most people use all the ones under the Roll node and under the Auxiliary node as well. You can have up to 10 spine and neck joints (name them spine, spine1, spine2, or neck, neck1, neck2, etc).
I haven’t tried leaving out any roll joints, but I don’t use all the auxiliary joints and MB characterizes automatically just fine, I’d assume the rolls would be the same. If you want to name your joints differently, you can. You just have to set up the character manually (drag and drop the joints where you want them) the first time and then you can create a personalized template for all your other characters.
MB has a certain way it wants things set up, but if you have something like a thumb joint parented to the InHand joint instead of the Hand joint, it just gives a warning and continues to characterize.
“Does MB find out if there is a upper-arm rotation joint or lower leg rotation joint and does MB do its magic joint setup in accordance to the Maya setup?”
If the joints are named the same as what MB wants, yes. If you’ve set up a custom template and the joints are named the same as the template, yes.
“Will the MB Skeleton differ from the Maya-made after characterization?”
No, you want the skeleton to be exactly the same so that the animation transfers back to Maya. One joint being named differently between the Maya file and the MB file ruins everything.
“Would you do the facial animation in MB or in Maya? I tend to do it in Maya. Do you have any experience concerning facial animation?”
We’re doing in in MB. You can use it for mocap facial animation too. The thing I like about MB facial animation system is you can easily combine blendshapes and bones to make facial expressions. You can also combine multiple blendshapes, or use clusters. Overall, it’s a pretty cool system. Plus the realtime playback is really nice for the facial stuff and lipsync. Check out the Facial animation VTMs on 3DBuzz if you want to see how to set it up.
“Does the import/export Maya7.0/MB7.5 work?
Does the version of the Plu-In matters? If YES, do you have a working version combination?”
We haven’t gotten our copy of MB7.5 yet, we’re using Maya 7/MB 7.0. I’d assume it should work the same, but as soon as we get a copy of 7.5 up and running, I’ll be able to let you know. For the combination we’re using v2005.12 of the exporter, which was the latest version a few months ago. I haven’t checked to see if there’s a new version out there. Just check the Autodesk site and you should be able to find it.
I don’t use Cinema4D so I can’t help with your last question…sorry! Hope this helps!