Lightwave Skeleton File for Motion Builder Users


#21

Version E is ready for consumption. I think all the bugs are worked out now and this one is a keeper.

(See first post in this thread)


#22

Dave-- I have had a blast playing with this rig today!! I don’t know how long it would have taken me to figure out what I now know without it! :love:


#23

Thanks much for taking the time to do this!


#24

Thank U so much for this setup!!!:thumbsup:

i have a question as a newbie in rigging :

  1. do i have to prebend skelegons in modeler 4 joint rotations to use this rig, or i have to adjust only the position of bones in the Y axis, or how i have to work with my character?

#25

Motion Builder does not require you to “pre-bend” the leg and arms to tell the IK engine which way to bend. That has all been done for you in Motion Builder.


#26

Revision E :wink: wheres that available from?

Ooops i see youve updated the initial post… thanks


#27

What is the box under the rig for? Can I delete it?


#28

It was just there to convert the skelegons to bones. Skelegons by themselves don’t convert to bones.

It was replaced with a null in the Rev e scene file. Download that one, it works better.


#29

i think its to be replaced by a reference null, but I haven’t tried it.

>answered at same time


#30

Thanks for the rig by the way, it’s great!

Have you thought about turning that rig into an unweighted version by adding holder bones to it?


#31

Hey dave , I sent you an email, I think its bounced back twice now. I’m working on a non-human variation of your rig, for the MB/LW people. would you take a look before release to make sure its solid, just need to finish hands, feet, but MB is characterizing OK.

maybe we can start a little collection.

Rogue


#32

Your welcome to do so!

I have found that creating weight maps are really easy and quick so I have not gone that route in Lightwave unlike Messiah Studio that requires you to use holder bones.

Originally posted by Shade01
[B]Thanks for the rig by the way, it’s great!

Have you thought about turning that rig into an unweighted version by adding holder bones to it? [/B]


#33

Hi,
Thanks for RevE.
I have an very cartoony (big-headed, stumpy legged) character that I’m trying to use in motion builder. I’ve been trying to use weight maps, but I can’t seem to get any to register in motion builder. Just to test, I made only 5 weight maps (head, body, r_arm, l_arm, r_leg, l_leg) set to 100% and had each bone set to “use only weight maps”. This didn’t seem to do anything differently than when I had no weight maps assigned to the bones.

I’ve noticed by looking in the skelegon tree of RevE that you have the names of the weight maps named differently than the bones and I’m wondering if you got these weight maps to work successfully.

using motionbuilder 4.03 and lightwave 7.5c on OSX.2.6

thanks,

mm


#34

ok for the not-prebended bones. :thumbsup:

i’m happy thet MB does a great job for me!!

i’ll test the rig with no pre bended and bended too.

do i have to apply some weights and if so, have u some tips for me? i found some difficulties with weights when they overlap. also i had to remove them form pelis zone in my latest test because the deformation was not good, and i had no experience to fix that problem.

thx in advance.:thumbsup:


#35

:eek: Ops wanted to write : i had to remove the weight from pelvis zone:eek:


#36

Originally posted by Lasercade
[B]Hi,
Thanks for RevE.
I have an very cartoony (big-headed, stumpy legged) character that I’m trying to use in motion builder. I’ve been trying to use weight maps, but I can’t seem to get any to register in motion builder. Just to test, I made only 5 weight maps (head, body, r_arm, l_arm, r_leg, l_leg) set to 100% and had each bone set to “use only weight maps”. This didn’t seem to do anything differently than when I had no weight maps assigned to the bones.

I’ve noticed by looking in the skelegon tree of RevE that you have the names of the weight maps named differently than the bones and I’m wondering if you got these weight maps to work successfully.

using motionbuilder 4.03 and lightwave 7.5c on OSX.2.6

thanks,

mm [/B]

Don’t use the “weight map only” setting until you exported the character to Motion Builder. MB does odd things with weight map only for bones that need to be used in the IK rig.

The weight maps are set in Layout before exporting to MB, since some maps are set to multiple bones. The naming is just for a basic character. If more detailed maps are needed then just add them and re-assign.

It’s really cool to see a lot of people making use of this rig.

The Todd Grimes Lightwave set has a great DVD on characters that includes setting up weightmaps. Go to desktop images web site.


#37

Hey dave,

I think I noticed a problem with the rig. Your rig contained in the Lightwave scene file seems to function fine, like you would expect it to. The skelegon rig however, when converted to bones, seems to break at several points in the chain, such as the arm being disconnected from the spine. I don’t know why this is because all the points in modeler seem to be welded correctly.

Also, I haven’t been able to characterize either rig. I noticed couple other people are having that same problem with the rig. I’m too new to MB to offer any troubleshooting help though.


#38

Originally posted by Shade01
[B]Hey dave,

I think I noticed a problem with the rig. Your rig contained in the Lightwave scene file seems to function fine, like you would expect it to. The skelegon rig however, when converted to bones, seems to break at several points in the chain, such as the arm being disconnected from the spine. I don’t know why this is because all the points in modeler seem to be welded correctly.

Also, I haven’t been able to characterize either rig. I noticed couple other people are having that same problem with the rig. I’m too new to MB to offer any troubleshooting help though. [/B]

It could be that when the Skelegons are converted to bones the hiearchy gets broken. The eye bones are a perfect example, you can’t parent these to the head in modeler becuase it wigs out in layout. This is the main reason I added the scene file to the rig download.

Oh, the solution is to re-parent the bones in Layout with Parent in Place on.

Maybe Lightwave (8) will have real bones in Modeler.


#39

Okay, I’m a bit stumped.
I’m having a problem where when I characterize my model, the model does not follow the motion capture very well, particularly in the arms… arms will tend to be bent crazily or swing way too high. I’ve reparented things to the way they are in the .lws provided but still no go.

As a test, I tried out the ghost combo that policarpo uploaded, which i guess is based on the same skeleton.
This characterizes and follows the motion capture files perfectly, so I know that it works!!!

I went and used the skeleton from the zombie character and fitted them to my model, and I got the same results - arms swinging strangely… It seems like a parenting problem, but I just can’t figure it out as I seem to have everything exactly the same as policarpo has in his scene.
Is there another step in Layout that I’m missing? do i have to record rests or pivots or any of that stuff? What am I missing?

thanks for your help,

mm


#40

Is your character in Lightwave facing the negative Z direction before exporting to MB?

MB will reverse the character direction when you open the FBX file and the character will face positive Z. This appears to be a Lightwave only issue.

Recording Pivot Rotations is not required, unless you need to drive expressions it works easier if you do this because your local rotations will be zero in MB. Do NOT zero out the rotations of the Hips bone.