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.
-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.
-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.
-Select the file and the proper take.
wazzunk! all done.