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I’m trying to slap on animations created in Max using biped into Motion Builder and apply the animation to a character that’s all setup with IK etc. in MB.
I export out a fbx of the biped and am able to load it into MB but getting the character to follow the imported animation doesn’t seem to be as easy as the swat tutorial video says it is..
I’m thinking it might be because my biped skeleton doesn’t have the same bone names as the character in MotionBuilder.. Anyone know if this is why and could anyone point me to a tutorial or posting that gives a step by step on how to import bip animation from max and apply it to a character?
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Are you running Extension 2? If so, try using the Biped template instead of the standard character template. It is meant to directly work with the Biped naming convention. \
Cheers,
Kevin
Kevin O’Neal
Ubisoft
Montreal, Quebec
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