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_____________________________ Sandy Sutherland Technical Supervisor [email protected] _____________________________ ________________________________ From: [email protected] [[email protected]] on behalf of Adam Sale [[email protected]] Sent: 11 September 2012 18:03 To: [email protected] Subject: Re: Motionbuilder/Softimage default rig for MocapData slap-ons? 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]<mailto:[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/ On Tue, Sep 11, 2012 at 7:48 AM, Tim Leydecker <[email protected]<mailto:[email protected]> <mailto:[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]>><mailto:[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]>><mailto:[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

