Okay so I have created two basic skins, one for Max Bones and one for Biped. Neither of them look like they are working properly. It looks alright until I go to move something in MotionBuilder. The physics don't seem to kick in the way they do in the tutorials (eg. when you pull the hand down the body bends down).
Also when the arms or legs are moved it seemingly leaves a vertex point behind and looks horrendous after the skin modifyer. Any suggestions on how to fix that?
@dyeguardian Sounds like you have a problem with your skin process. Did you test it before you exported to Motionbuilder? Try a test animation in 3ds Max first before you export the file. As for the rig in Motionbuilder, it sounds like you're not using it in full-body mode. Which version of Motionbuilder are you using?
@3dsMaxHowTos Thanks for the response. I am using 3ds Max 2012 as well as MotionBuilder 2012. I did try it in 3ds Max and the problem was there as well so I guess it must be with the skin process. But I really have no idea what went wrong.
Thank you very, VERY much! This set of videos has been amazingly educational and I really appreciate it.
A question though, if you are modelling a human character, why would you ever use Max Bones over Biped? Biped seems so much easier and efficient to me.
@dyeguardian Biped (and CAT) are definitely A LOT faster and easier to setup that a full bone rig. However, some artists and animators prefer the flexibility of a bone rig as it is more customizable, but this process usually requires the knowledge of a specialized "rigger" to do the job correctly.
@TheTuples Yes, you'd better do the skinning before you export to Motionbuilder. Tools for skinning within motionbuilder are basic and you don't want to use those.
@SonicTHedgehogDX Sorry, I didn't do much of Kinect work for mocap yet. Tried it once and although I saw the potential, I felt it was still very limited for any proper use. I'm sure it's a matter of time though.
This said, you might want to check Louis Marcoux' blog on The Area. He's done some work with Kinect and I think has a couple of movies on the subject. Maybe it'll help.
How would I go about using a .bip motion capture file in MotionBuilder? For some reason it's just not detecting it as a 'source' in MotionBuilder. I can't find any adequate tutorials online.
I figured it out right after I watched your tutorial. What I did was import the bip with character studio or whatever it is, then I just renamed the root to something like 'stuff:', then I went in and made a template in motionbuilder after I exported the biped to fbx. I couldn't have figured this out without you.
Anybody knows how to animate a face on motionbuilder from a 3d max model biped?
I tired of searching tutorials and i can't find nothing!
TheTuples 3 weeks ago
@3dsMaxHowTos
Okay so I have created two basic skins, one for Max Bones and one for Biped. Neither of them look like they are working properly. It looks alright until I go to move something in MotionBuilder. The physics don't seem to kick in the way they do in the tutorials (eg. when you pull the hand down the body bends down).
Also when the arms or legs are moved it seemingly leaves a vertex point behind and looks horrendous after the skin modifyer. Any suggestions on how to fix that?
dyeguardian 4 weeks ago in playlist Liked videos
@dyeguardian Sounds like you have a problem with your skin process. Did you test it before you exported to Motionbuilder? Try a test animation in 3ds Max first before you export the file. As for the rig in Motionbuilder, it sounds like you're not using it in full-body mode. Which version of Motionbuilder are you using?
3dsMaxHowTos 3 weeks ago
@3dsMaxHowTos Thanks for the response. I am using 3ds Max 2012 as well as MotionBuilder 2012. I did try it in 3ds Max and the problem was there as well so I guess it must be with the skin process. But I really have no idea what went wrong.
dyeguardian 3 weeks ago
@3dsMaxHowTos
Thank you very, VERY much! This set of videos has been amazingly educational and I really appreciate it.
A question though, if you are modelling a human character, why would you ever use Max Bones over Biped? Biped seems so much easier and efficient to me.
dyeguardian 4 weeks ago
@dyeguardian Biped (and CAT) are definitely A LOT faster and easier to setup that a full bone rig. However, some artists and animators prefer the flexibility of a bone rig as it is more customizable, but this process usually requires the knowledge of a specialized "rigger" to do the job correctly.
3dsMaxHowTos 3 weeks ago
the model must have the skin tool??
TheTuples 1 month ago
@TheTuples Yes, you'd better do the skinning before you export to Motionbuilder. Tools for skinning within motionbuilder are basic and you don't want to use those.
3dsMaxHowTos 1 month ago
i've a question , i followed your tutorial to make sure i did everything correct... but.. i'm having abit of trouble
maybe was something i did wrong.
I am using MotionBuilder. along with kinect,
But when i make the character get the movement kinect is like everything is inverted.
if i move my arms up they go down..
vice versa, in 3ds max it was working correctly though.
hope you can help me
SonicTHedgehogDX 1 month ago
@SonicTHedgehogDX Sorry, I didn't do much of Kinect work for mocap yet. Tried it once and although I saw the potential, I felt it was still very limited for any proper use. I'm sure it's a matter of time though.
This said, you might want to check Louis Marcoux' blog on The Area. He's done some work with Kinect and I think has a couple of movies on the subject. Maybe it'll help.
3dsMaxHowTos 1 month ago
How would I go about using a .bip motion capture file in MotionBuilder? For some reason it's just not detecting it as a 'source' in MotionBuilder. I can't find any adequate tutorials online.
zafadadynamic 2 months ago
@zafadadynamic .bip motion files are not compatible with Motionbuilder.
3dsMaxHowTos 2 months ago
@3dsMaxHowTos
I figured it out right after I watched your tutorial. What I did was import the bip with character studio or whatever it is, then I just renamed the root to something like 'stuff:', then I went in and made a template in motionbuilder after I exported the biped to fbx. I couldn't have figured this out without you.
zafadadynamic 2 months ago
@zafadadynamic
Oh, you also have to apply the 3ds biped in motionbuilder and hit 'characterize'
zafadadynamic 2 months ago
Thanks man for teaching all these stuff....
421saad 10 months ago