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input source problem (my skeleton hands is cross)
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  • Location: Turkey, Konya
  • Total Posts: 21
  • Joined: 01 June 2008 02:38 PM

i did a skeleton in maya. i opened the skeleton.fbx in motionbuilder. then i did characterize, biped,ik/fk. until now no problem. but i FBXmerged the IceSlip.fbx in scene and i put my skeleton’s input source IceSlip motion. but my skeleton’s arms changed cross.
question fotos and my skeleton in rar folder.



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Hi Yunus,

The problem looks like it is due to issue in how you’ve characterized your Maya character.
MotionBuilder is pretty fussy in expecting your skeleton to be characterized in a standard T-Pose with arms outstretched to sides. If you characterize in other pose, you’ll probably see offset when loading animation from character characterized in standard T-Pose.

You can either workaround this by re-characterizing your skeleton or by using retargeting with reach to get the hand placement to match.

Best solution is just to re-characterize.
Go to Character Settings and turn off Characterization, delete the control rig, change the skeleton pose then turn on Characterization again and create new Control Rig. The animation should then load correctly.

Best Regards,

Lee



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Hi,
There’s a technical solution on Autodesk.com explaining issues with using non T-Pose character when loading animations in MotionBuilder:-

Characterization – Animation offset with non T-Pose
http://usa.autodesk.com/getdoc/id=TS15000645

Best Regards,

Lee



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