Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk® MotionBuilder® / Autodesk MotionBuilder 2009 / Hips Translation Mode - How to get the documented behaviour?
  RSS 2.0 ATOM  

Hips Translation Mode - How to get the documented behaviour?
Rate this thread
 
40789
 
Permlink of this thread  
avatar
  • _mg_
  • Posted: 16 March 2010 08:14 AM
  • Total Posts: 28
  • Joined: 15 December 2006 04:58 AM

Hi,

We have situation where we have a character setup with :

Root -> Special>Hips Translation
Pelvis 
-> Hips

We need to get rotations that are on the Pelvis onto the Root. According to the docs:

If you select Body Rigid as the Hips Translation mode, rotation data is applied to both the Hips object defined in the Base group of slots, and to the Hips Translation object defined in the Special group of slots.

I’ve tried several plotting attempts, with Body Rigid as the type, from actor and control rig to skeleton but I always get the same result T on the Root only, no rotations as expected. I’ve also tried Plot T on Root only on/off.

Does this function work? Do i need to use it in conjunction with something else?

mg



Replies: 1
/userdata/avatar/1u9srv4r1_light copy.jpg

I have been having similar issues. I’m trying to apply animation (via story) by blending 2 character tracks of different animation. Our character is setup in a similar way....however only the T data, no rotations is carried through. Is there any further documentation as to how this function works ?

Author: Mr.Pottz

Replied: 16 March 2010 11:21 PM  
avatar
  • Mr.Pottz
  • Posted: 16 March 2010 11:23 PM

I have been having similar issues. I’m trying to apply animation (via story) by blending 2 character tracks of different animation. Our character is setup in a similar way....however only the T data, no rotations is carried through. Is there any further documentation as to how this function works ?



Replies: 0
avatar
  • _mg_
  • Posted: 17 March 2010 03:35 AM

Hey,

Yeah no responses - I tried 7.5 ext2 and MB 2010, no luck.

Lee? Anyone? have any ideas how this is supposed to work or if it’s been disabled?

mg



Replies: 0
avatar

Hi Mg,

I’ve had a quick look at this.

I get the same result when testing, the translation can be mapped to the joint defined as HipsTranslation in Character Definition -but- the rotation is always only mapped to joint defined as Hips. I’m unsure whether this due to a Docs BUG or a problem in implementation. The problem may also be due to setup of Skeleton, with MB expecting the Hierarchy to follow convention.

A support case has been logged for the issue. I’ll follow up with you directly to look into the problem.

Regards,

Lee Montgomery
Autodesk Support Team



Replies: 1
/userdata/avatar/3zs1q610d.png

what happened about this- i would like to get rotation onto my root too..

Author: brunomartelli

Replied: 26 May 2011 05:26 AM  
avatar

That sounds like a bug in the docs, it should say and
“not to the hips translation node”.

That is the point you need translation to live separate from the rotation, instead of both of them living on the same node.

Otherwise you would have hips with 0 data and the top node with all the animation. if that is what you want you will have to work up a constraint to transfer it.  There is another post on here about doing this you can search for.



Brad Clark
Co-Founder: Rigging Dojo-Teaching the art and science of character rigging
Author: Inspired 3D Advanced Rigging
The Character Animator Toolkit for Motionbuilder :available now:

Replies: 0
avatar
  • _mg_
  • Posted: 21 March 2010 03:15 AM

Thanks Lee & Brad,

If it’s a bug in the docs, it begs the question - what does body / world rigid accomplish?

We can script a plotting tool and / or have a null node in the hierarchy that does the same thing, it would have been nicer if it was something that could be established within the characterising of the character - as the docs suggested.

on that page there does seem to be a spurious line of text that’s been left in, so perhaps it is a bug :(

mg



Replies: 0