Motion builder to Maya import problem


#1

Hi…
I created a model and attached the skeleton as per the naming conventions of motion builder within maya. I then imported the fbx file and created a walk cycle of the model inside motion builder. I then tried to bring back the animated model back into maya. But instead the model seems to have got deformed and the mesh is stretched. There seems to be a new virtual skeleton formed seperately out of effectors and locators and its movement is seen in maya as I move the timeline. But the mesh and the bones are still attached and in a different pose from my animated walk cycle. Somebody please be kind enough to help me out.
Thanks so much.
Nick.


#2

What I do when I import animations back into Maya from Motionbuilder is this:

1.) In Maya, open the original file of your character in the bind pose. Basically, whatever file you exported as an fbx to be put into MB. Before you bring it back into Maya, be sure you’ve done “Plot Animation” onto the Skeleton of the character in MotionBuilder.

2.) File–>Merge (or is it Import??) in Maya, make sure that you check “Exclusive Merge.”

3.) All should be well then as far as I know! You should be able to see your animation on the character now. This is how I’ve always done it and it’s always worked for me.


#3

Thanks a lot Aryzner…
The animation which I plotted in Motion builder imported in Maya with the bones and effectors intact. But there is still one small problem. The legs of my character is being animated in maya as per what I had done in Motion builder. But unfortunately the mesh of the character which forms the characters arms and hands, is gettin totally distorted in maya. In motion builder too the arms are goin back to the “da vinci” default pose in the middle of each walk cycle makin the arms movement look weird. though there is no such distortion of the mesh in motion builder, in maya the distortion occurs. I would really appreciate your suggestions.
Thanks once again,
Nick.


#4

is it a skinning problem or a prob with the animation curves? as mentioned, you generally dont transfer your skinned mesh back to maya, only the animation itself using “exclusive merge” . The skinned mesh in MB is more or less only a visual reference for animation.
if its a problem with the animation, check the curves in the graph editor, it might get fixed with euler filter in maya or different plotting settings in MB (?)


#5

Well thanks for ur help… well actually it was a problem with the skeleton. and my process workflow was not proper. I have rectified tht… and have managed to import the mocap animation of my character into Maya from MB seamlessly. But I have a new question. Could you please help me as to how I can edit the mocap file (skeleton) in Motion builder so tht I can customise them for my needs? I am using Motion Builder 6. In my story window, I have the animated mocap clip and the animation of the character is running fine. how do I edit the animation now? Please help.
Thanks so much,
Nick.


#6

I am having this same issue. I am using Maya 7.0.1 and Motionbuilder Pro 6.0. I am animating a biped character. I modeled the mesh and skeleton in Maya. Skinned it in Maya and then exported fbx to Motionbuilder. I have attached existing fbx motions from the kaydara motion library to my character. They for fine untill I plot the character to export back to maya. The legs crisscross and the arms go wierd. This only happens when I plot to the skeleton not the control rig. It plots to the control rig fine. I need to plot to the skeleton to bring it over for export to maya correctly though. If anyone can give me insight I would greatly appreciate it.


#7

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