djmonskeleton.zip (19.2 KB, 186 views)
Last edited by leonlabyk; 29-07-2008 at 01:26 AM.
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7
29-07-2008
, 01:25 AM
Registered User
Join Date: May 2006
Location: Hastings UK
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walking.zip (240.9 KB, 278 views)
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8
30-07-2008
, 08:56 PM
Registered User
Join Date: May 2006
Location: Hastings UK
This problem is coming up with most of what I am doing and am now totally lost. The characters are not following the mocap properly at all even though they are all characterized and set up.
If anyone has any ideas it would be much appreciated.
Thanks,
Leon Labyk
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9
16-08-2008
, 02:29 AM
Registered User
Join Date: Jan 2005
Location: vienna
tried to open your zips but they are corrupted. i can see the fbx inside but it doesn´t let me extract the file.
anyway. make sure before your feed your mocap skeleton into your own skeleton that you have an idential T-pose on your very first frame in MB with both skeletons. maybe that´s what went wrong in the beginning. I had the same prob once. ever after I use the same mocap skeleton as start for my skinned skeleton.
what I else want to tell you is - I am working with MB for a month now and like you I keep jumping from the hot pan into the fire each time a problem is solved. I also didn´t find any apparently experienced community for MB yet like we have it here at simplymaya. simplymaya rocks! I know now more than ever before.
if you have any good ressources on how to handle mocapData with layered animation, please m8! let me know! I have a feeling like we are in kind of a same situation.
everything starts and ends in the right place at the right time.
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10
16-08-2008
, 02:37 AM
Registered User
Join Date: Jan 2005
Location: vienna
ah something else, right now I go back to maya and try find a way to animate in layers like with motionBuilder, because in my opinion - layered anim in MB is nice but it doesn´t work consitently. also this powerfull feature of creating poses, copy and pasting them is all just crap because it doesn´t interpolate the anims as you would expect it when applied to different layers on the same take. obviously everyone is using this feature just on the same layer, which doesn´t make sense for mocap.
as soon as you have the feeling MB is worth working with and can do stuff CORRECTLY what maya can´t do, drop me a note.
everything starts and ends in the right place at the right time.
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11
17-08-2008
, 12:21 AM
Registered User
Join Date: Jan 2005
Location: vienna
ok, I thought this might be interesting for you. since I conceded victory to MB yesterday and went all back to the basics of maya I can just tell you:
have a look at FBIK (Full Body Inverse Kinematic)
the docs pretty well cover everything you need to know. you can also import an FBIK Example to have a closer look at the setup. all goes easy and fast in maya and I must tell - besides the fact, that maya´s Character naming convention and also the Character´s behaviour is exactly the same as in MB - really nobody needs motionBuilder ever in his life with FBIK in my opinion.. which might change when I have some more practice with the matter. but as far as I can see maya has allmost the complete MotionBuilder Package integrated within a small menu (Skeleton -> Full Body IK). you even have animation retargeting functionality within mouse clicks like in MB where you feed one Character into another Control Rigg. honestly the really only thing that maya doesn´t come up with is animating in layers which would be the icing on the cake, but besides you can make use of the trax editor I allready found a plugin which adds animation layers to your GUI, which you can find there
https://www.highend3d.com/boards/inde...owtopic=237315
well as far as I understand things now it would be completely ridicoulous in case you allready work with maya and have a good understanding of it (not being an animation artist only) to pay about 4500 Euros for an additional menuItem in maya called MotionBuilder or in maya terms - FullBodyIK. (which is btw twice expensive then maya complete itself)
I hope I could give you some usefull input on all of this. and in case you are obleged by any company or university to use motionBuilder I still would advice to have a look at FBIK in maya and read the docs on it, because it really made clear how things work together within this not-easy-character-setup.
all the best!
everything starts and ends in the right place at the right time.
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12
17-08-2008
, 12:29 AM
Registered User
Join Date: Jan 2005
Location: vienna
one last thing before I keep my mouth shut.
since you and me spent some time on MB it would be funny to have a little MB interface integrated in maya to have easier access on all important things. try this one
https://www.highend3d.com/maya/downlo...tion/3811.html
awesomely usefull script
have fun!
everything starts and ends in the right place at the right time.
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