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| No movement motion https://forum.ipisoft.com/viewtopic.php?f=13&t=6055 |
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| Author: | a_haouchar [ Wed May 30, 2012 9:12 pm ] |
| Post subject: | No movement motion |
I'm making a game, my animations have a lot of movements and i like it to be fixed at 0,0,0. Its vertically impossible to do without hours tweaking per animation and i have over 100!!! I'm currently using max, is there a better software a good way in max to do it? Im looking at motion builder, is this better? Currently i import to Biped and then save it out as bip. Then import to my cat rig. It works but takes hours to tweak and doesn't come out good or i give up or crashes..... Thanks |
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| Author: | kristian [ Thu May 31, 2012 12:46 am ] |
| Post subject: | Re: No movement motion |
Motionbuilder is a lot better for animation. It's faster and better in handling. i work in a pipeline with motionbuilder and max. it's good integrated. but in Motionbuilder you also have to tweak your rootanimation. i didn't realy see the problem. you just delete the xy for the root and reanimate that. it's much stuff, but you have to clean the data anyway. |
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| Author: | a_haouchar [ Sun Jun 03, 2012 7:01 am ] |
| Post subject: | Re: No movement motion |
Oh sick, I use 3ds max 2013, Trying Motion Builder. Can I PM you for some quick advice for best workflow once i understand everyhting in motion builder? |
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| Author: | kristian [ Mon Jun 04, 2012 1:32 am ] |
| Post subject: | Re: No movement motion |
the workflow is pretty easy: you create your biped-Character in max and with the very handy "send-to" button you bring it to motionbuilder. in MB you switch to the Characteriszation Tool and create a new Charakter. you Map the bones with the Prefix of your biped, maybe correct the pose to a matching T-Pose (bones have to be green). Lock the Character. Switch to the Character Controlls and create a Controll Rig. I prefer the IK/FK cause the switch is real powerful implementet. with ipi-studio you export your motion as a .bvh file and import it also to motionbuilder. create a new Character and map it with the imported skeleton. ipi write it out with a perfect T-Pose on zero. Lock the Character. Switch back to the Character you want to animate and choose as source the ipi-character. plot the animation to the bodyparts. now you can work on the animation. if ready send back to max. Thats it. |
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