- MOTION BLEND MOTIONBUILDER 2014 HOW TO
- MOTION BLEND MOTIONBUILDER 2014 SKIN
- MOTION BLEND MOTIONBUILDER 2014 FULL
Handy if you need to select all the geometry in your scene by name.įirst thing to say is, YOU DO NOT NEED TO USE THE MOTIONBUILDER NAMING CONVENTION. Adding “_mesh” or “_geo” to the end of the name will also help identify what type of object it is. You should be able to tell exactly what something is from its name. Correct Naming: Check every piece of geometry is named correctly.
Character Alignment: Ideally the character should be standing upright at the centre of the scene, with both feet on the floor, facing down the +Z axis (looking at you in a front view).If you do have to work at a different scale, you can parent the hip joint of your character to a “Reference” node so it can be rescaled in MotionBuilder. Also, very small or very large characters can cause calculation errors for some solvers, for example, IK and Human IK. This will make it much more compatible with MotionBuilder and the data from Motion Capture systems. Character Scale: Ideally your character should be real-world size, for example 1.8m or 5’8” tall.Everything else will be lost as it’s very rare for this kind of information to transfer correctly between 3D packages.
MOTION BLEND MOTIONBUILDER 2014 SKIN
Only skin modifiers and blend shapes can be exported to MotionBuilder.
MOTION BLEND MOTIONBUILDER 2014 HOW TO
Everything you need to know to rig your character for MotionBuilder: what joints to create, where to place them, how to build them, what to call them, and which software to do it in. So, that’s exactly what I’m going to show you in this tutorial.
MOTION BLEND MOTIONBUILDER 2014 FULL
All this will be taken care of by the Full Body FK/IK Control Rig in MotionBuilder. All you need to animate a character in MotionBuilder is a continuous Forward Kinematic (FK) skeleton hierarchy skinned to a mesh. The only difference is, you only need to build the joints.