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Max/MotionBuilder CAT Mocap Pipeline- custom CAT rig mapping issues
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  • map14
  • Posted: 17 February 2011 06:51 AM
  • Total Posts: 1
  • Joined: 17 February 2011 02:27 PM

I’ve been trying to come up with a pipeline to get motion capture data onto CAT rigs- so far, the following pipeline has worked for the preset CAT rigs already in Max:

In Max:
1. Create a snapshot of the original CAT rig, then make the “transition rig” a separate layer.
2. Select the original rig, then click “save animation”. Then select the transition rig and click “load animation”. Then I created a mapping file, mapping only the necessary bones (omitting fingers/helpers etc).
3. Save this file, containing both the original CAT rig and the transition rig as a clean, mapped file.
4. I delete the original rig temporarily and export just the transition rig.

then, in MotionBuilder:
1. I open the export of the transition rig, make sure it’s characterized and then load the cleaned up animation, click “character in”, bake the animation onto the rig and save it as a finished file.

back to Max:
1. import the finished file into the clean mapped file which contains both rigs.
2. use the “capture animation” utility, using the pelvis of the transition rig as the source object and the pelvis of the original for the target.

This has worked for the basehuman CAT rig, but now that I try to use the same process on a custom rig, I’m having issues mapping the spine and neck when trying to do “capture animation”. I keep getting an error “unknown property: ‘layertrans’ in SubAnim: Transform”, so I end up with no motion mapped to the spine. I am also having problems with the custom controllers. And the “automap” option just completely messes everything up.

I was just wondering if anyone had any tips about either of these problems. Thanks!



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  • tyree
  • Posted: 17 February 2011 08:02 AM

may be a naming problem. put the motion capture on a biped. then use capture animation or save the motion as a bip file and load it onto cat



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  • yaviou
  • Posted: 15 March 2012 06:12 AM

hello

maybe it s coming from the fact that your spine and head in cat are setup in prodedural mode instead of keyframed mode.
to swap that, put your cat rig in T edit mode, click on the spine for ex, go under spine setup and click under spine control on procedural.
the system can t capture the animation when the neck and spine are setup in procedural but it will work with this option enabled

let me know if it works

x.



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