This process works for me I am using it daily on a project.
I use dave’s skeleton. (the first post on this threat)
1- Modeler -
Make your character facing down the NEGATIVE Z axis. -Z
Add or subtract bones as you wish, just make sure you leave at LEAST … these bones…
Motion Builder uses these default names for bones… changing them is fine but makes this process more complex than it needs to be.
Hips
Spine
Neck
Head
LeftArm
LeftForeArm
LeftHand
LeftUpLeg
LeftLeg
LeftFoot
RightArm
RightForeArm
RightHand
RightUpLeg
RightLeg
RightFoot
2-Layout -
-Load your character into the scene
-Convert Skelegons to bones
-Parent LeftLegParent and RightLegParent to Hips, (or whatever is the first bone in your leg hierachy)
-Parent the Eye bones to the Head bone.
-Save your scene and label it appropriately. Archive it as something you will need to constantly use.
NOTE: I don’t ever use a “reference null” at this point and I have flawless results.
(I use 2 versions of it… origonal “for_EXPORT” and a slightly modified version of it “for_MERGE”. Because I don’t like adding certain things that shouldn’t be in the EXPORT version every time I output my final motion files, but nevermind this and don’t change anything if you want to keep things simple to begin with.)
-EXPORT FBX - using the latest (7.5 I believe) fbx exporter for Lightwave
I uncheck the last 2 boxes (camera and lights) I have tested the other boxes if they cause problems or mess up the workflow or whatnot and I just stick to these settings because they work.
-Name your export file the same as your lightwave scene you just saved for ease.
This T stance FBX is a file you will use alot for making all of your motions with, so archive it preferrably in the same place as the LW scene.
3- Motion Builder -
-File - Open - your exported FBX file you made from your lightwave scene.
-Make sure you are in Display-Normal mode
-Drag Character asset from the asset browser on to your character’s mesh.
-Click Characterize.
-Click Biped
-If it says anything about bone rotation say Ignore All.
-SAVE this scene with “_MB” at the end. It’s my understanding that Motion Builder saves things differently than Lightwave does in FBX’s.
-File - Open your “Actored” ( whole other conversation ) motion capture data files, or animations. Use the MERGE checkbox on the loading options.
-Select the TAKE for the motion that you want to use on your character.
-Select your Character in the Navigator and double click it.
-Select these options -
Input Type - Actor Input
Input Source - Actor or your desired actor
-Check the Active check box.
(apply any filters or changes ie: foot floor contact etc…)
-In the Character Controls for your Character, select Edit - Plot Character
-Select Skeleton (or control rig if you’re going to make changes but I’m keeping this as short as possible)
I usually save at this point a version I can go back to and change if i wish, and I delete EVERYTHING in the scene except the LWS:FBX_Root hierarchy (as that is your character)
Save this FBX file as you wish noting that it is “for_MERGE” or “for_LW”. Thats what I do. As most of you obviously know … when you accumulate ALOT of files… this is imparative.
4- Layout -
-Open your origonal T stance file you exported the first FBX out from.
-Select the character’s object.
-MERGE FBX
-Select the file and the proper take.
wazzunk! all done.