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Motion Capture with 3DS Max Biped Issue
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  • Total Posts: 9
  • Joined: 03 July 2009 12:20 PM

I’m trying to use an existing character that has been created in Max with a biped rig to stream realtime in Motionbuilder with an actor’s Mocap performance.  We’re using the MVN Motion Capture system with the Motionbuilder plugin and everything is working fine with one of the preset characters.  When I import one of our characters from Max, rename the bones, and characterize, everything appears to be fine.  However, when I change the character input to receive data from MVN, the skeleton gets destroyed.  The mangled skeleton will still stream live and it follows along with the actor’s motions in realtime, its just not desired to have inverted arms and legs.  Does anyone have any suggestions as to what the problem could be?



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I am interested in this too since we will be using this same system set up.



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Make sure you set a real T stance before you characterize, biped puts the arms down by the body by where mobu needs them strait out to the side.  If you characterize it arms down the retargeting will get wacky, like over rotating the arm.s



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:

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  • korgon
  • Posted: 09 February 2010 03:54 AM

Also becareful about changing the bone names at all cause it needs to be the same for max or it will get confused. Max is really picky



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