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
>>>>
>>>>
>>>>
>>>>
>>>
>>

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