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 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...
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.
MicrosoftsourceCode, There will be a tutorial shortly on exactly how to accomplish this.
-TheCGBros
TheCGBro 1 week ago
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
MicrosoftsourceCode 1 week ago
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
TheCGBro 2 weeks ago
pls i want to downloud motionbiulder 2012 plllllllllssssssssssssssssssssssssssss
for free not for buy pls
pls help me on :((
hardchan 2 weeks ago
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 3 weeks ago
@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 3 weeks ago
@TheCGBro That's the ticket! Works a treat now. Nice one for that kind sir- I owe you a beer ;)
zangief 3 weeks ago
Comment removed
zangief 1 month ago
Comment removed
zangief 1 month ago
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
TheCGBro 2 months ago
great tuts. could you tell me how to motion track in motionbuilder?
BlackKing649 2 months ago
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?
LuizAlbertoDesigner 5 months ago
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.
TheCGBro 5 months ago
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.
TheCGBro 5 months ago
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.
TheCGBro 5 months ago
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.
TheCGBro 5 months ago
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.
TheCGBro 5 months ago
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.
TheCGBro 5 months ago
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 5 months ago
@TheCGBro Thx for the help, awesome tutos!!
LuizAlbertoDesigner 5 months ago
When i import my FBX char he don't appears at the navigator, have u a hint about this?
LuizAlbertoDesigner 5 months ago
Thanx a lot, ur tutos really help me a lot!!!
LuizAlbertoDesigner 5 months ago