Change font size
It is currently Wed Jul 01, 2026 1:04 am


Post a new topicPost a reply Page 1 of 1   [ 4 posts ]
Author Message
 Post subject: No movement motion
PostPosted: Wed May 30, 2012 9:12 pm 

Joined: Wed Apr 04, 2012 4:47 am
Posts: 51
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


Top
 Profile  
 
 Post subject: Re: No movement motion
PostPosted: Thu May 31, 2012 12:46 am 

Joined: Wed May 02, 2012 1:33 am
Posts: 12
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.


Top
 Profile  
 
 Post subject: Re: No movement motion
PostPosted: Sun Jun 03, 2012 7:01 am 

Joined: Wed Apr 04, 2012 4:47 am
Posts: 51
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?


Top
 Profile  
 
 Post subject: Re: No movement motion
PostPosted: Mon Jun 04, 2012 1:32 am 

Joined: Wed May 02, 2012 1:33 am
Posts: 12
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.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post a new topicPost a reply Page 1 of 1   [ 4 posts ]


Who is online

Users browsing this forum: No registered users and 7 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB® Forum Software © phpBB Group
610nm Style by Daniel St. Jules of Gamexe.net