Imported 3ds max model problems


#1

Hello,

I am new to using Motionbuilder and I have been going through preliminary steps to get my character setup to start working with mocap data. However, with this imported character, if I move the bones of the character the biped and the mesh do not move. Everything can be moved independently.

However, the model moves correctly in 3ds max. This model is one of a few example models that are supplied from the Unreal Development Network. I’ve also imported the skeletal mesh into the UDK and everything works fine there.

I’m just trying to use the standard UDK skeleton and convert some mocap data to fbx files so I can then import those animations into the UDK.


#2

Probably stupid question… are they skinned?


#3

In 3ds max moving the bones and biped moves the mesh. Also, moving the mesh moves the bones. If that answers your question.

These models are from the Unreal Development Network, as examples of how to create a skeletal mesh. I’m just trying to import them into MotionBuilder to use as a character.


#4

To be honest it’s my first time to meet with “skeletal mesh” term…it was a little bit confusing when you told me that mesh moves the bones (thanks to grouping in procedure, as I later found out) but after some research of Unreal documentation I can get a good picture what they are… first question: are those bones named after the motionbuilder naming convention? If so have you tried to characterize those skeletons (i.e. auto rig them in Motionbuilder)?
One more thing have they used Max’s Biped for those skeleton meshes or ordinary bones?


#5

No, they are named after Epic’s naming convention. I have been able to characterize the bones manually in Motionbuilder. I have even gone as far as setting up the skeleton with input from a MotionBuilder actor. That actor has input from a mocap file.

As far as the last question goes, I really don’t know. I do not know enough about 3DS Max.


#6

Well I suspect the grouping is messing your characters… this pipeline that I red about seemed to me to be pretty “one way street” i.e. “paste finished animation from other application (MB) trough FBX , to your characters (skeletal meshes) and import them (with animation) to unreal engine” they said nothing about importing skeletal meshes (back, or at first place either) into MB… only clear bones (skeletons)… If I were you, I would try to create my own “clear” mesh with bones (skinned), and skeletal mesh (both named after MB convention) in two separate files, animate the first one in MB save (bake) animation to FBX , and paste it on skeletal mesh… who knows… what is your version of FBX plug-in? Max version? MB version? I had had such a stupid situations with Max, Maya and MB, although each one is version 2010, each one needed it’s own(!) version of “latest” FBX plugin to be able to communicate between each other… incredibly stupid! One of the problems was gimbal lock between first two frames(!) on hips of a character of a imported animation from MB to Max to Maya…


#7

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.