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PostPosted: Thu Nov 17, 2011 4:19 am 

Joined: Sat Nov 05, 2011 5:23 pm
Posts: 8
I honestly cant thank you guys enough. Mrbones i will use your files tonight and hopefully it will finally work for me. My original skeleton had leg bones attached to hip bone but i removed them to make hip bone look like it does in IPI soft, i shouldn't have done that i guess :D. I still haven't finished the textures yet, will do that this weekend.

G this is what i will do from now on. Still don't know how to re-target bones in MB but i will definitely watch the tutorials at Rebel Hill's website and see if can figure this thing out. My uni only teaches Light-wave at the moment and i started doing 3d stuff in this semester which started couple of months ago so it's still trial and error (mostly error) but I'm getting there.

and really sorry for the late reply guys, got busy with other assignments.

Again thanks for everything.


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PostPosted: Thu Nov 17, 2011 4:59 am 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
Check out the free MB tutorials at 3D Buzz. You may have to dig down the interface to find them as they are not listed on the front page but the tutorials are very informative and worth seeking out, especially for specific tasks that are typically are 'glossed over' in the official manual. I found their lessons on the various constraints available in MB to be most helpful. The url is http://www.3dbuzz.com.

For paid info, the few MB training courses at http://www.digitalttutors.com are helpful too. These lessons are more generalized but if you know nothing about MB, they are good crash courses in the basics of the program. You can subscribe for just a month and get all the basic info about MB you need. (If MB lessons are all you need, don't forget to cancel before the end of the month or they will automatically renew your subscription. You can always renew later if you want.)

Autodesk also has some good tutorial at the Area website (including some, but not all, of the 3D Buzz stuff.) The link is area.autodesk.com.

Hope this helps.

G.

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Last edited by Greenlaw on Thu Nov 17, 2011 3:55 pm, edited 1 time in total.

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PostPosted: Thu Nov 17, 2011 3:36 pm 

Joined: Tue May 24, 2011 9:05 am
Posts: 53
http://rebelhill.net/html/lwandfbx.html

easy

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PostPosted: Thu Nov 17, 2011 3:56 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
Thanks! I guess should have included the link in that other post. :)

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Artist/Partner - Little Green Dog | My Demo Reels (2013,) (2015,) (2017,) and (2019)
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PostPosted: Tue Jul 03, 2012 6:49 am 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 2355
Location: Moscow, Russia
zebualvi wrote:
When i try to export FBX in ipisoft, it gives out the following error: "Can not export Z:\something something. Only eEULER_XYZ rotation order is supported on export."

This restriction is removed in iPi Mocap Studio 2.0.0.134.


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PostPosted: Sat Jul 21, 2012 2:05 am 

Joined: Sat Jul 14, 2012 3:37 am
Posts: 8
thanx guys for the information its really works, good job
thanx


Animation Companies
Animation Studios in Delhi


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PostPosted: Mon Jul 23, 2012 11:00 pm 

Joined: Sat Jul 14, 2012 3:37 am
Posts: 8
Hey thanks for reffering this Rebel Hill's website its very useful there i got a lot of tutorial stuff.
Animation Company
Animation Studio in Delhi


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PostPosted: Sat Apr 12, 2014 8:50 am 

Joined: Sat Apr 12, 2014 8:44 am
Posts: 6
i allowed to import your chief model into c4d and exported it into ipi studion. After export via bvh and import to c4d i retargeted and the chief got messed up in a manner streched. I still strupple with these retarget things. In ipisopt the animation together with the c4d Model looks perfect and after importing in c4d again it gets messed up.
Do you have a solution in the meantime? I appreciate anny feedback


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PostPosted: Sun Apr 13, 2014 4:59 pm 

Joined: Wed Apr 09, 2014 11:27 am
Posts: 6
I don't use C4D... but, why not export an FBX (so there is the character and the data - already working in a single file) into C4D?

You may already do some of this, but maybe these notes will help:

The system I use is this:

A. Have a fully rigged/boned/weighted character set up in Lightwave (my program of choice).
B. From this, export a T-Pose FBX (so this is the character, all his weights and the bones in a single file) - only 1 frame is needed.
C. Now, when you are in IPI, you'll need to do import this FBX - to do this, go to the Export Tab and point it to the FBX you'd like to load in.
D. Once that is loaded, you'll need to make a Motion Transfer Profile - if you have set up a standard rig, it'll probably be already done (you'll see if it is, as your imported character will move with your IPI data).
E. If not, using the re-target drop downs, select the source IPI bones to re-map to their target bones.
F. Now, save on the Motion Transfer file (as you can reload it, if needed and you don't need to repeat the work).
G. So, at this point you now have an IPI skeleton rig that is re-targeted to your rig :)
H. Last stage, export the take to an FBX, this will save a fully rigged/weighted character in an encapsulated FBX format.
I. Then, simply load the FBX back into your CG application (or merge the FBX back with your source scene).

Hope that helps.


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PostPosted: Mon Jun 23, 2014 3:09 pm 

Joined: Sat Jun 21, 2014 10:42 pm
Posts: 2
I'm a bit confused. I have done all the steps. The problem I'm having is if my characters feet are resting on the ground when it gets back to Lightwave the legs detach from the bones and get all noodly. If I import the character with the hips created at zero I don't get the distortion , when the knee joints are backwards. Have you not had the same issues?


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