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Motionbuilder Camera Preferences?
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  • Total Posts: 9
  • Joined: 03 July 2009 12:20 PM

I had another couple quick questions for anyone really familiar with Motionbuilder cameras and settings.  First, is there a way to get the camera to follow the actor when streaming live Mocap data?  Secondly, I’m a Max user, so is there a way to set the middle mouse button to zoom in/out?  I already have the keyboard layout changed to 3DS Max, which is nice, but the middle mouse button still doesn’t zoom like in Max.



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I get I’m posting years after this was asked, but just in case anyone else has the same problem I thought I’d give my two cents.

My preference for doing this is to turn on camera interest, then constraint the camera interest node using a position constraint with multiple sources (hip, spine and head bone) that way you get a smooth tracking as opposed to just using one bone. Looks more cinematic.

If you want the camera to move in worldspace and follow the movement as well as just aiming at it, just make a Parent/Child constraint using the same bones as sources and the camera as the constrained object.

Author: MaxCowen

Replied: 26 February 2012 08:08 PM  
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you can use constraints to make a follow camera really quickly ( just limit the constraint axis for position to x/z )for example.

Max middle mouse zoom, ctrl + alt mm zooms just like it does in max? are you wanting it to do the middle mouse wheel? I don’t think they have that mapped.



Brad Clark
Co-Founder: Rigging Dojo-Teaching the art and science of character rigging
Author: Inspired 3D Advanced Rigging
The Character Animator Toolkit for Motionbuilder :available now:

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Hi Brad,

I am trying to achieve a “first person view” while someone is walking (similar to what Breadwrap is looking for). I inserted a camera, but how do I limit the constraints?

Also, is there a better way to achieve this first person view?
Thanks!

EDIT: Also, I tried characterizing a character a friend made in MAYA, and I then attached a control rig (IK/FK) and the hip effector got all wonky, and now the whole character moves around abnormally when I get it to follow MOCAP data. Any suggestions? I already define the floor contact too.

Author: ohsonss

Replied: 02 March 2010 07:06 AM  
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you can just uncheck the affected axis in the constraint or you can use position limits.

If you want to make a FPS camera you can use relation constraints and the mouse or keyboard device and map it to your camera so you can drive or fly it around the scene.

As for the characterization problem it could be many things but it sounds like the skeleton is not build correctly or it is in a strange T pose when characterized. I can’t really help you on that with out looking over a file but I currently don’t have time to do that right now.



Brad Clark
Co-Founder: Rigging Dojo-Teaching the art and science of character rigging
Author: Inspired 3D Advanced Rigging
The Character Animator Toolkit for Motionbuilder :available now:

Replies: 1
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Awesome. So I can just use the camera as the “constrained” object, and the head as the source to follow?

I’ll post up how this works for future reference

Author: ohsonss

Replied: 04 March 2010 04:06 AM