Thanks guys. Yes, once the MotionBuilder Template Rig is tagged, one can save that tagtemplate and re-use it.
Do you guys have recommendations for using the Biped or the Armored Guy or any of the other existing rigs as a (tagged) base to envelope other characters to? I′d like to do the following: *Create Motor Tagtemplate for Motionbuilder Template rig *Create Motor Tagtemplate for *.bvh rig *Re-Use existing Softimage rig (preserving Motortags) to envelope my own human male meshes onto without having to create a functional rig from scratch. *Use *.bvh files to drive Motionbuilder Template rig inside Softimage *Use *.bvh files to drive Motionbuilder rig in Motionbuilder *Use *motor files to drive generic rig (from point 3) using both *.bvh and *.fbx files I′m unsure which of the existing Softimage rigs I should use as a base, mostly because I want to avoid breaking/having to re-create a working MotorTagging or ending up with a broken rig to start with? I suck at rigging and don′t know if the Rigbuilder in Softimage would give me working rig or if it still has problems (I remember something was logged broken here, a constraint or upvector or roll or something...) Cheers, tim On 11.09.2012 18:27, Sandy Sutherland wrote: > You can indeed. > > S. > > _____________________________ > 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/ > <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 > > > > > >

