Nightmare with MB at Cinema near you... :P


#1

Testing MB and cinema 4D I found several stuff that if someone is able to answer here I’ll kiss them :stuck_out_tongue:

Just to make this clear: Using old bones and claude bonet, i can just use the “smartMerge” to get the animation back from MB, and ALL WORKS OK.
This thread is about dealing with the “new” Mocca3 joints and skin.

Exporting the mesh + skin + joints , etc, into MB all OK.
Animating inside MB, all OK.
Ploting the animation in skeleton, etc… All OK.
Importing the animation into cinema and use that animation (using mocca3), PROBLEMS.

  1. The names came in different than the real ones, example: “Skeleton Skeleton:Spine” , notice the 2 times “Skeleton” on the names… thats bad.
  2. Because seems that “smartMerge” is not working using Mocca3, then I use ReTarget tag… but… retargeting the bones or nulls or whatever makes all wrong, and because the first point mentionated I even have to manually fix the names that has “Skeleton” 2 times on them…

Any simple workflow to get the animations back into cinema (into a character with mocca3 joints)? Whats the group we have to ReTarget?..We need to remove anything before retargeting?..

Thanks to all

PD: Tested using Motionbuilder version 7.5 extension1 and extension2


#2

From what I know, MAXON builds their own version of the FBX import plugin.

something you can try. Strip off any prefix that is getting added to the skeleton in motionbuilder. it would look like skeleton:spine you would remove the (skeleton skeleton: )part if it was there. then load it in to cinima.

its goign to be a MAXON support issue if it is not something simple like the prefix.


#3

Hi,

forget “smartmerge” and the renamed bone structure - just use the null hierarchy for retargeting. Here are sammer’s postings explaining the according procedure:

http://forums.cgsociety.org/showthread.php?t=543322

http://forums.cgsociety.org/showthread.php?t=551431

cheers,
Gonzo


#4

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