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| Maya Animation in MB with Mocap....?
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Hi guys..
This is Nikhil.. I’m having a tough time trying to figure out if there is a way to integrate motion capture data into a character which has been animated using a custom control rig made in Maya. I’ve searched through a large number of tutorials, but all of them seem to specify on the fact of using a simple FK rigged character from Maya to Motion Builder and then moving onto developing a control rig within motion builder and integrating/motion blending the Motion capture data into the control rig within motion builder again. This workflow involves the use of animators who must have experience in MB. What would we do if we are in a situation where the animators only work on Maya rigs and I have to integrate and blend the motion capture data into the character? Would it also be possible to take the character back to Maya where the animators could continue to stylise the animation (using the maya control rig) after the motion capture inputs integration?
Could somebody please throw some light onto how I can handle such a situation in the most appropriate manner? Is there any other better workflow which anybody could suggest?
Thank you so much in advance.
Kind regards,
Nikhil M. Anand.
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hi there!
the easiest way is to use Full body IK rig in maya . All the problems will be sorted but just in case of realistic character with very good deformation needed, u gotta find the way to separate the FBIK Rig (which I dont know how).
As far as i do,my project, we got our Rigging script and it seperates rig in three skeleton chains and can be linked after get the mocap data back. So that ,while one works on macap data transfer, another one can add muscle or other deform tool to the rig. PS, all three chains work together by the use of Blend color Node.
Good luck
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Thanks so much Eddie for your workflow advice. but with regards to rigging feature animation rigs in MB, is it possible to develop similar rigs having a Spline IK in Motion Builder?
Cheers,
Nikhil.
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hi there, it s been some time since my last post.
well, I m not sure what u are really mean but I will answer what I do understand from ur post. It seems like u want to use ur own Rig with has the back Spine Ik. Well, that is really possible but it will be more complicated on the Control Rig(the Skelaton Chain which is conneted to controller).
Lately, I m interested in how good of the FBIK in the issue of skin deformation around Shoulder. I m really please with the way it behave. So,I likely to chang the pipeline again ,to take this Fbik (after testing for some days ,it would be Maya2010 which works well for the motion clip)
Most animator would like to do their work back in Maya , I guess now we can do it with Fbik lastest version. It works just like MB.
Good Luck
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