Ok so there was a whole bunch of hurdles to jump with this one.
First, you had some heirarchy issues. You had the hips as the root object, where in Motionbuilder you should have a seperate root object so that you can move, rotate and scale the character independent of the animation. It also meant that the spine bone was doing some weird things when it got to applying a control rig. I moved the rest of the bones around the hips null so that the hips null was in roughly the right place, copied the hips null object, renamed the copied null ‘Reference’, put that at the top of the heirarchy and repositioned that so it was in the right place.
You then had an issue with the spine naming, where you’d named things Spine, Spine2, Spine3, etc, and you’d missed out Spine1. This was probably why you’d parented stuff like the neck and arms to Spine, because when it’s missing Spine1 it won’t take into account any of the other spine bones beyond that, and assumes you only have one spine bone (Spine). As such it prompts you to connect everything to Spine, which you did, but then that causes issues cause you’re ignoring the other bones, which are a part of the model’s skinning. I renamed the spine bones to the correct names and changed the heirarchy so that the neck, arms, etc connect to the top of the spine.
I then characterised the character and plotted the character to a control rig so that you could actually move it round. One thing I did notice is that you have some weighting issues. There’s some loose verts that are spiking that you’ll need to sort out in Maya, specifically on the left hand and left breast.
Then I went to importing the bvh file. First of all I want to say that this bvh file probably isn’t suitable for this kind of thing just because the capture data isn’t really complex enough. If you could get what you want using Magnetic or Optical mocap data that’s much better. Look for .c3d files. You’d have to read up on the MotionBuilder tutorials to see how to work with that stuff, and it can be quite complex, but it will give you much better results. Anyway, on with this…
The naming conventions were off so rather than rename each bone from the bvh skeleton I created a new character and alt-dragged the bvh bones into the corresponding slots, then characterised the bvh skeleton. With both characters characterised I then went into the Old Woman character settings and chose character input, so that the old woman would take input from the bvh character rather than the control rig. I had to move and rescale the bvh character using it’s reference to match it up a bit better, but it’s an ok match. There were some issues with the arms not following so I dragged the ReachT and ReachR sliders in the Chaarcter Controls window to full and that solved the issue. I then plotted the character input back to the control rig, so that the old woman would do the same movements independent of the bvh rig. I grouped the bvh rig and unticked show in the group window to clear the scene up a bit. I also clicked Show in the character controls window and unchecked Skeleton, as that also made things much clearer.
So anyway, here’s the file…
OldWoman_tweaked.fbx [ 6.05 mb ]
As you’ll see in the file, there’s still stuff that needs cleaning up, like the hand orientation, locking the feet in place, and stopping the character from clipping through itself, plus some other little motion tweaks, but most of these are common problems with mocap and in this case it’s just down to there not really being enough detail in the mocap file to match the detail of the character. If you just go onto a new animation layer, reposition things and drop a key down it should sort those few issues out for you. I didn’t want to do it myself cause I don’t know how you want it.
Hope that’s helped you out. I know how hard it can be learning MotionBuilder’s innards when there’s so few books and reference material for it.
Enjoy. 