I wanted to create a skeleton that has the same proportion as the actor in the mocap studio. So I wanted to import the markers to align the joints and bones properly. I am very new to the whole MoCap stuff…is this nonsense what I am doing? Doesn’t it matter what the proportions of the skeletons are as long as it is a standard biped?
Also I now made the markers appear in the Maya viewer, but I had to use the FBX Converter. I converted the MB fbx file to a fbx file which is compatible to MB 5.5. This was the only conversion option that worked for me. Even making the fbx file compatible to MB 6.0 or 7.0 didn’t work.
The strange thing was however that the markers seemed to be in the scene nevertheless, although invisible. In the Maya Outliner they were listed as poly planes under the root node and not as markers, and when I selected them and applied the move oder rotate tool I could see the tool handles in the viewer at the correct places where the markers should be.
Anyway, maybe you have some suggestions on how to avoid this little workaround with the FBX Converter? It’s not a good workflow…
Thanks guys!