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PostPosted: Thu Oct 20, 2011 8:57 am 

Joined: Tue Mar 29, 2011 9:16 am
Posts: 31
in evolver there are multiple rigs you can use... I chose one and they I had to manually in ipisoft assigned the motions to the idividual bones.. I guess ipisoft never does this automatically ? .. im still confused how I load everything into 3ds max... I know I can load a .bvh... and I can load a evolver skinned chahacter... I guess the key is knowing how to retarget the bones and motion to the ones in the evolver model.. right?


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PostPosted: Thu Oct 20, 2011 12:51 pm 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Hi,

Yes I have seen many instances of using motions in a video game.

Check out DR Nano X and Melinas Conquest. Both for Iphone.

When I use Evolver riggs they come in without having to make a xml profile.

I usually check medium poly standard rigg and enable both DAE and FBX as export options.

In Max you would simply export as a Max file and hopefully your biped riggg hass the names to match.. if not use a MNM marker file in Biped.


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PostPosted: Fri Oct 21, 2011 7:11 am 

Joined: Tue Mar 29, 2011 9:16 am
Posts: 31
does motion builder do something in the whole process that cant be done with 3dsmax/bones or 3dsmax/CAT ?


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PostPosted: Fri Oct 21, 2011 9:15 am 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
I don't use Max so I don't really know. What I do know is that Motion Builder is a standard for editing and applying motion capture in video games and in feature films, and and it appears that some of the MB tech is being ported over to Maya.

I think CAT for Max shares similar functions but I believe it's a separate development project. That's just a guess as I have no experience with it and little awareness of it.

G.

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