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Character Facing the wrong way
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  • Total Posts: 9
  • Joined: 21 September 2006 12:18 PM

Our game engine requires that our character assets be facing negativeZ.
But in Mobu is on posZ: imported fbx(or bvh) and actor.
I know I can rotate actor to match character or the actor to match the data
But can I rotate all to match the imported characrter (on negativeZ)?

Thanks



Replies: 0
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Yes you can load all the data on at once in to many takes, rotate the parent node for the mocap source data and all of them should be facing -z.

you might need to set the top node to key contorls-animation-take options-normal so that it keeps the same position on each take instead of storing a diffrent transform per take.



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: 2
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Brad

thanks for the help, it did work with just rotating parent node.

Not sure what you ment with the second part of the post. Since it sounds like I do not want to do this everytime I import so there is a way of fixing this. Could you explain this? Seems you are well verse in this…
Does your Tookit for Mobu dive into this? Although I prefer maya, and your disk covers this, does it cover using biped in max?  At work I do not have access to the link.
Thanks

Author: smallone3d

Replied: 09 February 2010 05:31 AM  
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deleted dup posting

Author: smallone3d

Replied: 09 February 2010 08:01 AM  
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Got the bvh data rotated
Rotated the actor
Imported the mac character
applied the 3ds Max Biped Template
Characterized,
Matched the bones.
Hit activate....
the characters twists!
Tried several ways.

When running the anim, the kneews seem to be “right” but the feet wrong. Likewise with the rest of the body.

Any suggestions? Does your disk go into this kind of troubleshooting? Are there other sources out there?



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