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
> 
> 
> 
> 
> 
> 

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