Motion Builder Wishlist :


#1

[left]Please comment on it and share with me your ideas .[/left]

[left]A general attention to key-framing animation as this wish-list.[/left]

[left]Easy Saving & Loading namings template in a special file (A save&load buttons in the character definition window instead of extract naming template). [/left]

[left]Related example: loading a template then loading a mo-cap that match that template then rig then save it as a clip then use it in a final rig in another file by targeting, why? instead of loading the mo-cap to the final rig using the mentioned save&load buttons and that will create another rig automatically with retargeting on it.[/left]

[left]Extra Limbs:arms ,legs(also wings) with all their properties (at least as an extension)work in the full body ik , For example a character with four arms or with more than four legs(Leftarm01 ,Leftarm02) [/left]

[left]Better Foot setup with all the pivotes that enables the animator to control the leg movements without customization: rotating the ankle then the toe and also the heel to give a natural walking motion.[/left]

[left]A squash and stretch system works by translation with special controls other than the usual effectors(because the same control can not control the full ik posing and the stretching at the same time also may be another layer for the stretching only) or in general a better squash and stretch system.[/left]

[left]All fingers have a control system built in the hand without the need of customization(Almost all production setups require it so why the need to be customized in the first place ).[/left]

[left]A customizable character controls window to fit with the extra limbs (place custom selection buttons on a custom images plus the controls for the fingers).[/left]

[left]No need to a spline ik if there is a tail or antenna control system with both secondary motion and direct control.[/left]

[left]A more detailed help on the relation and expression constraint.[/left]

[left]Importing as much as possible of constraints(Maya –Max) in motion-builder(ex:Muscle setups are essential in some complex character).[/left]

A facial setup suitable to the powerfull body setup may be: full face ik system


#2

all looks good to me,


#3

Undo that works every time…


#4

Re-release of the Standard version.

BB


#5

Much better scripting documentation, in-line with Maya’s MEL docs. Useful documentation points would be examples of how each call should be used and better example scripts.

. . .short of a complete overhaul of the scripting API so things make sense vs the way they are now:argh:


#6

All I have to say is… Ditto!


#7

Python console tool should work like Maya’s python window. Interactive python scripting the way it is now is pretty frustrating.


#8

I totally agree!


#9

Multiple creation of Auxilliary nodes (ideally for hands).

Fast key 0% / 100 % in Control Rig or Aux Reach (could be scripted if exposed).

Access/Creation/Keying of Aux nodes in Python.

Better documentation of the Python API and usage in examples

Better documentation of all Relations constraints and their use in examples

Onionskinning or Ghosting of skeletons/object nodes for keyframing.

Being able to define Control Rig joint limits in the Character tool (instead of properties)

Creation of custom hierarchies in Character tool

Better IK chain constraints

Rigid body physics (Brekel is so damn close, man. Lend him assistance)


#10

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