Mocap trouble


#1

Wasn’t sure where to post this, and this is my first post… i’ve been pulling my hair out over it.

I have an animated short i made in Motionbuilder using mocap software and imported into 3dsmax, when i imported it in, it replaced the max biped with ‘dummy’ nodes, which i can still move around like bones but they are really just a chain of linked objects so i can’t keyframe them, i need to be able to add (even basic) animation to the hands of this rig. [and maybe touch up some other areas a little]

right now i have the animated scene in max (with the biped swapped out for dummies)
the original TRC files
I may be able to find the skinned biped and maybe the original motionbuilder files.
If possible i’d prefer to fix this in 3ds max as i don’t have long before i need to hand this in

I made this piece a long time ago for university, but now i NEED it for a job application, so it’s quite important i get this done quickly, please CGSociety don’t let me down :cry:


#2

Hello,

When you import your FBX file the FBX window appears with a lot of options. There’s a rollout titled “Include” and at the top of the rollout is an option labelled “File content”, you want to make sure this is set to “Update animation” which will simply update the animation on your Biped - the other options will replace your Biped. The Bones are being imported as Dummies because under “Include” > “Animation” > “Bone creation” you probably have “Bone conversion” set to “Convert as dummy”.

-Harry


#3

Yeah, i’ve since realised the error of my ways about this stuff, and i’ve started reimporting it onto a different mesh, but the one that is now ‘dummies’ is an old file. was hoping there’d be some quick fix, but i guess i’m paying my stupid tax with hours.