hey Tim.. far as I remember you can export a tagTemplate for reimport onto other characters..
On Tue, Sep 11, 2012 at 7:18 AM, Tim Leydecker <[email protected]> wrote: > Ahh. > > Action>plot to Fcurves using a loaded *.motor file gives me a new action > to drag into the mixer. > > Reality check: > > I want to abuse an exisiting Softimage rig to preview-envelope my human > meshes onto, > ideally using one allready tagged for Motor. > > Which one would you suggest, the biped rig, the armoured man or any of the > others? > > This way I would have to only once create a tagtemplate for *.bvh import... > > > Cheers, > > > tim > > > > > On 11.09.2012 15:33, Tim Leydecker wrote: > >> ,/. change fixes my garbled result but how do I get the imported Motor >> file >> to show up as an action? >> >> I thought you do the following: >> >> *Tag your target rig >> *Import *.bvh >> *Mocap to Rig using Tags for both the *.bvh skeleton and the target rig >> *get bvh mocap data as an new action loaded into the animation mixer? >> >> no? >> >> do i need to plot the motor file? >> >> why isn愒 it an action clip? >> >> cheers, >> >> >> tim >> >> >> >> On 11.09.2012 14:26, Tim Leydecker wrote: >> >>> Bingo. >>> >>> Steve, Thank you. That愀 it. >>> >>> Arghh. The second time you point this out to me, if i recall correctly. >>> >>> Nice little fuck up ,/. Gives alot of frustration to start the day >>> with... >>> >>> I惻l miss you even more when I惴 finished transfering to win7 and need >>> to go through licensing setup and license transfer... >>> >>> >>> Cheers, >>> >>> >>> tim >>> >>> >>> >>> >>> On 11.09.2012 14:10, Stephen Blair wrote: >>> >>>> Maybe this? >>>> http://xsisupport.com/2011/02/**24/motor-load-motion-**malfunction/<http://xsisupport.com/2011/02/24/motor-load-motion-malfunction/> >>>> >>>> On Tue, Sep 11, 2012 at 7:48 AM, Tim Leydecker <[email protected]<mailto: >>>> [email protected]>> wrote: >>>> >>>> Hi Chris, >>>> >>>> I get garbage when I try Rob愀 walkthrough with the xsisamples >>>> actions and the armoured man? >>>> Both in 2012sp1 and 2012sap. nuked my prefs but no dice. >>>> >>>> The character is pushed and magled way off screen, looks hurt and >>>> that愀 it. >>>> >>>> It would be nice if the Motionbuilder Template would be MOTOR >>>> tagged for *.bvh already >>>> to have something to derive/learn/transfer from. >>>> >>>> The COG/Pelvis/Spine tagging bit seems a bit foggy in the docs, too. >>>> >>>> >>>> Of course, I may do something wrong but it still seems not correct. >>>> >>>> I惴 trying the MocaoToRig now, bvh>Motionbuilder Template. >>>> >>>> >>>> Cheers, >>>> >>>> >>>> tim >>>> >>>> >>>> >>>> On 11.09.2012 12:55, Chris Chia wrote: >>>> >>>> Motor comes with support for the different XSI built in rig. >>>> Note: diff rigs might perform slightly different because of the >>>> difference in the tagging. >>>> >>>> Chris >>>> >>>> On 11 Sep, 2012, at 5:45 PM, "Rob Chapman" < >>>> [email protected] <mailto:[email protected]><**mailto: >>>> [email protected] <mailto:[email protected]>>**> wrote: >>>> >>>> Oh Motionbiulder ive not touched, but Ive seen plenty of demos >>>> of 'slapping' on mocap data with just default Softimage that its odd you >>>> don't know, but here you go , if you >>>> are not aware of this already then its easy to show. >>>> >>>> 1. Get> Primitive > Character (Armoured guy, man or little >>>> dude works) they have to be set up for MOTOR or something with tags already >>>> 2. Animate > Tools > Motor > get motion >>>> 3. it usually points to C:\Program Files\Autodesk\Softimage >>>> XX\Data\XSI_SAMPLES\Actions >>>> 4. whole load of mocap data files converted to Motor already. >>>> >>>> :) >>>> >>>> >>>> >>>> On 11 September 2012 10:35, Tim Leydecker <[email protected]<mailto: >>>> [email protected]><**mailto:[email protected] <mailto:[email protected]>>> >>>> wrote: >>>> Hi guys, >>>> >>>> >>>> I惴 poking through Motionbuilder currently, trying to find out >>>> how to best set up a human biped rig that would let me easily >>>> slap-on "found footage" MoCap data. >>>> >>>> Do you guys have a good link to freeware Mocap sources? >>>> >>>> What rig layout do you guys use to be most flexible? >>>> >>>> Is there something like a "default Motionbuilder rig" I should >>>> look into and if so, is it that what you悲 suggest to base >>>> things on? >>>> >>>> I悲 like to end up with one rig (male/female) I can test human >>>> motion data on >>>> and for building a library of "slap-on motion". >>>> >>>> Any specific tips or hints to a better approach? >>>> >>>> >>>> Cheers, >>>> >>>> >>>> tim >>>> >>>> >>>> >>>> >>> >>

