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I guess nobody is using MOTOR in XSI 7, or it is just me who is unlucky about this thing. First of all, there is a bug which crashes my system everytime I apply mocap to rig in MOTOR with .bvh file. I mean everytime, no exceptions. I also get some warnings about tags.
It is also weird that, although I use the standard biped rig that ships with XSI and I use the biped tag template file(.tagt) which also ships with XSI, they don’t match. There are missing tags which I go over and add manually. It would be ok if it did work properly, but it doesn’t. Again when I apply the “mocap to rig”, it crashes.
I guess, I can use Motionbuilder for mocap work. Does anyone have any experience with it regarding how easy/hard it is to work with its human IK rig and mocap setup?
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Motion Builder was developed primary to be used for mocap work as well I know.
Look at http://www.3dbuzz.com and find many useful tutorials there. I hope it helps.
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Motionbuilder’s manual is also very good for learning the program. I’d go there first, and then look into the training options on the Autodesk website.
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thank you. one last question before devoting my resources to motionbuilder. is it only me having problems with motor, or is this a bug? Also, I would like to know if there are people out there who successfully integrate motor mocap work into their workflows and if so can they share their tips, so that we all can use motor?
I really want to give it a last shot before I delve into motionbuilder.
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I haven’t used Motor personally, but… have you thought about submitting the bug? The guys at Soft will assist in getting it sorted if it is/isn’t.
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[QUOTE=buraque;14569]I guess nobody is using MOTOR in XSI 7, or it is just me who is unlucky about this thing. First of all, there is a bug which crashes my system everytime I apply mocap to rig in MOTOR with .bvh file. I mean everytime, no exceptions. I also get some warnings about tags.
It is also weird that, although I use the standard biped rig that ships with XSI and I use the biped tag template file(.tagt) which also ships with XSI, they don’t match. There are missing tags which I go over and add manually. It would be ok if it did work properly, but it doesn’t. Again when I apply the “mocap to rig”, it crashes.
I guess, I can use Motionbuilder for mocap work. Does anyone have any experience with it regarding how easy/hard it is to work with its human IK rig and mocap setup?
This is not a known problem.
Do you have a sample scene and bvh that shows the problem?
Send it to
Also, are you using biped_biped.tagt with the biped rig, and that is missing tags?
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Thanks for the direction Stephen. I sent an email to . However, I couldn’t attach the files because they are too big (~30 MB) to send via email. I asked them if there is an ftp address. I also paste my email here just for the record:
hello. I think there might be a bug in XSI 7.0 with MOTOR using .bvh mocap files. I use the standard biped rig that ships with XSI (Get>Primitive>Model>Biped-Rig) and tag the rig using a .tagt file that ships with XSI (C:\Softimage\XSI_7.0\Data\XSI_SAMPLES\Models\Characters>Biped.tagt). When I hit apply, first it says “Failed to inherit the template data. Template does not match the rig.” And when I hit “OK” and open up the script editor I get the following warnings: “
SelectObj("Biped_Rig", null, true);
SetStructureFile("Biped_Rig", “Biped");
[COLOR=#1a4424][COLOR=white]// INFO : Node Vertebra1 is missing.
// INFO : Node Vertebra3 is missing.
// INFO : MapFile2.0
// WARNING : cannot apply tag neck, node not found: Vertebra3
// WARNING : Failed to inherit the template data. Template does not match the rig.
[/COLOR][/COLOR]LoadTagTemplateFile("Biped_Rig", “C:\\Softimage\\XSI_7.0\\Data\\XSI”
I then go and manually add those bones to my tags. Later I apply a tag I have created previously to my .bvh rig which I have imported to my scene. Finally, I press “mocap to rig” in MOTOR, and choose my .bvh file and my .tagt used in the mocap rig and pick my “biped-rig” model from explorer.
When I hit “appy”, voila, XSI gives me a fatal error “Failed to save scene before system failure”. I tried this like 10 times with different .bvh files, but the result is always the same.
I use Windows Vista Home Premium 32bit. My system is: Intel Core2 Quad Q6600 @ 2.40 GHz, 4.00 GB RAM, NVidia GeForce 8600 GT.
I attach my scene file, the .bvh file I used and the .tagt file I have created for my bvh rig. The other elements, the biped-rig and biped.tagt file already ships with XSI 7.0, so I don’t attach them.
Edit: I tried to attach the files but they are too big to send via email. Is there another way like a softimage ftp address?
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I’ve just started using mocap (i’m also using 7). So far I’ve been able to retarget a bvh from a Difgital-Tutors DVD and one from the CMU dtabase onto a character that uses the default biped rig. Whenever I’ve gotten crashes, it’s been when I try to apply the mocap data twice without removing the existing operators from the prior MocapToRig. I’d be happy to share my tag files with you. It’s quite a kick when you see it work, but troubleshooting is very slow and awkward. Right now I’m trying to apply a BVH from a third source, and every time I do, my character’s chest collapses. Removing the mocap and retagging the BVH is very slow.
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Mark, I would really be happy if you could send me the .tagt file that you use for your .bvh file. If you use a .tagt file for your biped-rig other than the one that ships with XSI 7, I would be glad if you could send it as well. As for the .bvh file, I also use the ones from CMU database. My system crashes even at the first trial. my email is:
thanks
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Hi,
I just get into Mocap things and I got the same crash trouble when using mocap to rig ( like you using XSI biped and also CMU bvh ).
So I would like to know if there is a work around about this bug how make XSI crash applying the bvh on the rig ?
oh and by the way this happens with the 7.01 version of XSI.
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Actually I used MOTOR without serious problems. I think also, that Motionbuilder is the solution for that job, but it’s quite expensive. If you don’t have the access to MB, then try to figure out exactly what’s going on.
To be honest I have avoided BVH whenever I could, I’d stick to the c3D format.
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