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MotionBuilder/Maya workflow while using a Maya rig?
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  • Joined: 26 September 2010 10:17 PM

I’m just learning MotionBuilder 2011 and Maya 2011.

I’ll have a lot of motion captured animation that I’ll need to combine with hand animation, so I’m trying to figure out a good Maya/MotionBuilder workflow

I’ve been watching the Digital Tutor’s Maya 2011 Rigging tutorials as well as all the MotionBuilder tutorials.

My goal is not to rig, but hopefully to use a rig designed by someone who knows far more than I know.

I’ve looked at AdvancedSkeleton, The Setup Machine and RapidRig.

But, the developer’s don’t seem to have any knowledge about how to move motions back and forth between MotionBuilder and Maya with these rigs, or even if it can be done. 

There are no doubt solutions I have not come across.  A better way?

Or, should I just forget about it, and take one of the standard characters in MotionBuilder and import that into Maya and use that rig for my character?

Can anyone point me in a direction to make sense of this?  I know lots of studios move between MotionBuilder and Maya, but I can’t get my head around the best way to do this while using a Maya rig?

Thanks!



Replies: 1
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Hi MbWannabe, I love working back and forth between Maya to Motionbuilder. And the newer versions seem to be getting better and better with fbx. The absolutely fastest way to in MY OPINION (Iam just a student, but I do alot of playing around testing) to rig a Character for your needs is in Maya go to HUMAN IK/SELETON generator. Instantly you have a skeleton with all the bones ready for Motionbuilder. Then you place that in your characters Mesh and adjust all bones to fit your Character. Then what I do is use the auto skinning Maya script to automatically skin the Character quickly. Link to that info is below.

you can see youtube here ...
http://www.youtube.com/watch?v=EklzamltEgM
and download here ...
http://www.creativecrash.com/may...racter/c/pm_heatweight--2

http://area.autodesk.com/for...otionbuilder-much-easier/

also, I like taking Daz studio characters (hundreds of free public domain Daz/Poser characters on web) and exporting them from Daz Studio via FBX in to Maya. Then in Maya quickly rename the major MB bones and then export to Motionbuilder. Then instantly characterize. Then I just export the fbx ANIMATIONS back and forth from MB to Maya and Maya to MB. Its just too easy. Here are few of my tests ....

http://www.youtube.com/watch?v=8VXboOWrS4c
http://www.youtube.com/watch?v=BtPdgBQjYOw

by the way I also have a lot of fbx motions. I have collected several thousand free public domain fbx motionbuilder stock motions from the web over the years and now using Microsofts Kinect box (only $149 at Target) and the Motionbuilder Brekel Kinect hack to make my own like fbx motions.
http://www.brekel.com
http://www.youtube.com/watch?v=a3CvIg0VE1s

lots of fun!

Author: growthweb

Replied: 09 May 2011 05:01 AM