Thanks Adam.

Sofar, I like the XSIMan/XSI Armored Man rig versions best,
compared to Man Maker and Biped.

Footroll and Fingers seem nice and the controls of XSI man
seem decent enough to achieve nice poses.

Is it save to SRT bones/controlers on the XSI Man, then freeze SRT?
(to match the rig to my meshes and envelope a new mesh to the rig
after deleting XSI Man´s geo).

That would be nice.

Another reason why I would like to worked based on an existing
rig is simply to have something for comparison.

Cheers,


tim



On 11.09.2012 20:35, Adam Sale wrote:
For the legs at least, i think it partly depends on if the rigs you plan on 
implementing use footroll or not. The basic biped doesn't, while armored guy 
does. Depending on how the
character is rigged, I can see the templates being slightly different, even if 
you typically use characters that have a footroll. So, it really depends.

On Tue, Sep 11, 2012 at 11:02 AM, Tim Leydecker <[email protected] 
<mailto:[email protected]>> wrote:

    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] 
<mailto:[email protected]>
     > _____________________________
     >
     >
     >
     >
     >
    
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     > *From:* [email protected] 
<mailto:[email protected]> 
[[email protected]
    <mailto:[email protected]>] on behalf of Adam Sale 
[[email protected] <mailto:[email protected]>]
     > *Sent:* 11 September 2012 18:03
     > *To:* [email protected] 
<mailto:[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]> <mailto:[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]>>
    <mailto:[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]>>><__mailto:[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]>>><__mailto:[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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