Need help with Motionbuilder retargeting
Posted: Fri Jul 24, 2009 8:47 am
I know this isn't a MB help area, but it's one of the places I know of that people frequent who use it and I am pretty must frustrated out on this problem...
I am trying to convert our game motions from a bone skeleton over to a Character Studio Biped. We captured using our OptiTrack system, processed in MB then imported into Max. Everything worked great, but now we need to put all that work onto a Biped rig as our pipeline has changed. So I am trying to use MB to retarget those motions onto a CS Biped ready skeleton in MB that is fully characterized and ready to go.
That being said, I am pretty much a novice with Motionbuilder and am running into some issues. I tried what I thought would be the easy way and exported the base motions as bvh so I didn't need to retarget. Unfortunately Biped didn�t like the naming convention. So I am trying to retarget the motions onto the Biped rig itself.
Everything works fine except the arms are crossing over the chest too much. I attached an image that illustrated it� the large character is the source and the smaller one is the Biped characterized rig I am trying to get it onto. The scale is different because when we did the initial capture/cleanup our game scale was 2x what it is now, but that didn't cause issues getting into Max. Anyway, in my bone skeleton the clavs are linked to the top spine bone and not the nech as it is in Biped. I tried this with the clavs linked both ways and got the same results.
Sorry for the rambling, but I�m pretty frustrated at the moment because I thought the whole point of MB was it�s ability to retarget motions using the Control Rig easily. Once it�s on the control rig then 2 control rigs should �talk� seamlessly as the control rig is the common link between 2 different skeletons.....or so I would have thought.
Any direction on this would be greatly appreciated.
[img:center]http://www.blackfootstudios.com/temp/retarget.jpg[/img]
-John
I am trying to convert our game motions from a bone skeleton over to a Character Studio Biped. We captured using our OptiTrack system, processed in MB then imported into Max. Everything worked great, but now we need to put all that work onto a Biped rig as our pipeline has changed. So I am trying to use MB to retarget those motions onto a CS Biped ready skeleton in MB that is fully characterized and ready to go.
That being said, I am pretty much a novice with Motionbuilder and am running into some issues. I tried what I thought would be the easy way and exported the base motions as bvh so I didn't need to retarget. Unfortunately Biped didn�t like the naming convention. So I am trying to retarget the motions onto the Biped rig itself.
Everything works fine except the arms are crossing over the chest too much. I attached an image that illustrated it� the large character is the source and the smaller one is the Biped characterized rig I am trying to get it onto. The scale is different because when we did the initial capture/cleanup our game scale was 2x what it is now, but that didn't cause issues getting into Max. Anyway, in my bone skeleton the clavs are linked to the top spine bone and not the nech as it is in Biped. I tried this with the clavs linked both ways and got the same results.
Sorry for the rambling, but I�m pretty frustrated at the moment because I thought the whole point of MB was it�s ability to retarget motions using the Control Rig easily. Once it�s on the control rig then 2 control rigs should �talk� seamlessly as the control rig is the common link between 2 different skeletons.....or so I would have thought.
Any direction on this would be greatly appreciated.
[img:center]http://www.blackfootstudios.com/temp/retarget.jpg[/img]
-John