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  • MicrosoftsourceCode, There will be a tutorial shortly on exactly how to accomplish this.

    -TheCGBros

  • Great tutorial easy to follow. But my big question is How do I get 2 characters with their own BVH files to work in MB. I am trying to make cooperate animation where the 2 or more characters interact with each other. I make animation products for IMVU and 2nd Life and I think not enough information is available for 2 character interactive animation. And they is a big demand for such animation as a lot of the present products are not well animated

  • The best advice we can give you is that you download the MotionBuilder 30 day evaluation at Autodesk, however there is Free Software for students under the student section which has no 30-day trial restrictions.

    Thanks,

    -TheCGBros

  • pls i want to downloud motionbiulder 2012 plllllllllssssssssssssssssssss­ssssssss

    for free not for buy pls

    pls help me on :((

  • Thanks for these tutorials, you're a legend!.. Problem I'm having now is getting the animated character into Maya. I've tried exporting as (every type of) FBX but when I import to Maya, only the Control Rig and BVH is animated- the mesh and skeleton show up in T-pose, but are no longer attached.. I've tried 'Send to Maya' too yet it just crashes instantly.. Any assistance would be very much appreciated.

  • @zangief Thanks for your kind words! Have you tried Plotting/Baking the character down to only the skeleton then deleting the control rig and exporting it? Let me know if that works...

    -TheCGBros

  • @TheCGBro That's the ticket! Works a treat now. Nice one for that kind sir- I owe you a beer ;)

  • Comment removed

  • Comment removed

  • Hi and thanks so much for your kind comments about our channel. Can you be more specific about what you mean by Motion Track?

    -TheCGBro

  • great tuts. could you tell me how to motion track in motionbuilder?

  • When i import my FBX char he don't appears at the navigator, and i get a error message abou MB5.5 Limits, have u a hint about this?

  • To update a Control rig to remain compatible with older versions:

    1.Select all the skeleton's bones and open the Properties window.

    3.Select the All (Type) view in the View menu to display all available properties.

    4.Expand Degrees of Freedom > Rotation > Post Rotation and disable the “Enable MB5.5 Limits” option.

    Once you disable the “Enable MB5.5 Limits” option, you are ready to update the rig.

  • To update a Control rig to remain compatible with older versions:

    1.Select all the skeleton's bones and open the Properties window.

    3.Select the All (Type) view in the View menu to display all available properties.

    4.Expand Degrees of Freedom > Rotation > Post Rotation and disable the “Enable MB5.5 Limits” option.

    Once you disable the “Enable MB5.5 Limits” option, you are ready to update the rig.

  • To update a Control rig to remain compatible with older versions:

    1.Select all the skeleton's bones and open the Properties window.

    3.Select the All (Type) view in the View menu to display all available properties.

    4.Expand Degrees of Freedom > Rotation > Post Rotation and disable the “Enable MB5.5 Limits” option.

    Once you disable the “Enable MB5.5 Limits” option, you are ready to update the rig.

    

  • To update a Control rig to remain compatible with older versions:

    1.Select all the skeleton's bones and open the Properties window.

    3.Select the All (Type) view in the View menu to display all available properties.

    4.Expand Degrees of Freedom > Rotation > Post Rotation and disable the “Enable MB5.5 Limits” option.

    Once you disable the “Enable MB5.5 Limits” option, you are ready to update the rig.

  • 5.If there is no animation, follow the instructions in steps, 6, 7, and 8. If there is animation, proceed to step 9.

    6.Put the character in a T-stance.

    7.In the Navigator scene browser, delete the character constraint.

    8.From the Asset Browser’s Templates folder, drag and drop a new Character constraint on your character's bones in the Viewer window and choose Characterize.

  • 5.If there is no animation, follow the instructions in steps, 6, 7, and 8. If there is animation, proceed to step 9.

    6.Put the character in a T-stance.

    7.In the Navigator scene browser, delete the character constraint.

    8.From the Asset Browser’s Templates folder, drag and drop a new Character constraint on your character's bones in the Viewer window and choose Characterize.

    

  • 9.If there is animation, plot the animation onto the skeleton.

    10.In the Character Controls window, put the character in a t-stance.

    11.In the Navigator scene browser, delete the character constraint.

    12.From the Asset Browser’s Templates folder, drag and drop a new Character constraint on your character's bones in the Viewer window and choose Characterize.

    13.Scrub the timeline to verify the animation is still present.

    14.Plot animation to a new rig. 

  • @TheCGBro Thx for the help, awesome tutos!!

  • When i import my FBX char he don't appears at the navigator, have u a hint about this?

  • Thanx a lot, ur tutos really help me a lot!!!

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