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regarding the Scale of characters, does it matters?
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  • Total Posts: 1
  • Joined: 17 June 2007 09:34 AM

I used Vicon system to capture the motions, and after the mocap data cleanup, it was imported into MotionBuilder. My characters was modeled in Maya.

My mocap actor was around 170cm tall,
and my maya character was 22 maya units tall, or 22cm i believe.

The maya character was cartoony, he had hands that are just able to do a clap and with the similar length and proportions for the legs are well. It had very big heads that’s 1/3 of the entire character’s height.

So, does the scaling matters? Or is it the character’s proportion?

Concerns are some IK flipping when the actions have been mapped to the Character, inside the MotionBuilder. The actions when mapped with Actor have no flip, but when the data gets transferred into the 22cm character, there are some parts inwhich the joints flipped or go alittle haywire.

Things like the knee joints overly-rotated such that it such that the legs actually go through the character, resulting in flippings.

There was no sliding in the actions of the characters.

I was thinking, even if i scale the character like, 8times to fit the actual Actor’s height, wouldn’t it be the same as well? since the Character has such a cartoony proportion.

Thanks for viewing, please do post your views and thoughts^^



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  • 5h4ne
  • Posted: 15 November 2007 11:27 AM

I’ve animated a few cartoon like proportioned character using C3d data. I’ve found it best to temporarily scale the character evenly (in motionbuilder|) when following the actor, then once the data has been plotted reset the FBX root scale back to 1.0.
When following the actor play around with the character settings, don’t just stick it on follow source. Keep playing with the scale and settings while following the actors c3d data, and you’ll eventually find the best setting for that character. You should be able to eliminate most of the sliding, and with foot contacts and setup be able to get rid of feet going through the floor.

That said, I’d advise you to use a real life scale for your character in Maya though, before even bringing it into Motionbuilder. I usually go for approx. 175cm for a humanoid.
I’m assuming your actor is correctly set to your opticals.
Hope this helps.



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