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Using Daz’s or Carrara’s FBX export plugin I can easily get my Daz Poser characters over to MotionBuilder. But I would like to setup my bones REBONE THE CHARACTER not just RENAME BONES) of my characters in Daz with Motionbuilders BONE naming conventions then export over to MotionBuilder. (skinning is a pain in MotionBuilder). Motionbuilders bone naming goes something like in the ATTACHED PIC. Head/LeftArm/LeftForeArm/LeftHand/ etc etc. My question is can I use Daz’s plugin “FIGURE SETUP TOOLS” (or even use Carrara) to setup my Daz characters with the bone naming for MotionBuilder (and skinned in Daz of course)?. Once I get in to MotionBuilder then MotionBuilder builds the complete rig on the character automatically. Any help would sure be appreciated as I love Daz for Characters and love MotionBuilder for rigging and animation. Thanks. :D
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Hi Growtheweb,
I’m not familiar with the Daz – Figure Setup Tools plugin.
For MotionBuilder- all you need is a standard skeleton setup to characterize. For characterization in MotionBuilder- you can setup the Character Definition manually to map the Bones for characterization. You could also setup the Bone naming to match the standard for Character Definition prior to export.
You should refer to the following sections of the help and tutorial on AREA. Although they may refer to Maya/3ds Max for export, the process should be similar:
Help-Getting Started-Setting Up your Character in MotionBuilder
Help-MotionBuilder Tutorials-Loading and Characterizing Character Models
Area - Manual Characterizing a Biped Model
http://area.autodesk.com/tutorials/manual_characterizing_a_biped_model
Best Regards,
Lee
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What’s nice is Daz Studio does use a base rigging system that is compatible with Motion Builder but the bummer is you can’t really change the naming convention used for the same reason that it would be a bad idea to change the base naming convention in Motion Builder.
So no as far as I know there is no real practical way of changing the names used in D/S
The good news though is you can create a template that D/S uses and save it for future use. You then drag and drop it as a substitute for characterization grab all of the bones in the schematic view and drag drop them onto the character definition.
You will only need to make the template once so find a character that has the most parts and limbs.
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