I'm applying for a dream job of mine and they had me do a test animation with Motionbuilder. I have maybe opened the software a couple of times a decade ago and that's about it, so I was pretty confused for a bit there. This video is answering a lot of the questions I had, so now I'm finally getting the hang of it. So you're a life saver, thanks a lot!
Hello, I got a question. My exported FBX file from Optitrack Motive does not include a skeleton. It's just the track data points parented properly... Any tips on what could I've done wrong?
You have such great tutors! God bless you for sharing with us for free! Do yoou have any tutorial how to add keys over story mode, directly into a new track without plot? Is that even possible?
thx Eric ! if by offset you mean the focal length all you have to do is make sure in Unreal the Filmback is 16:9 Film and in Maya the Film Gate is 35mm Academy. those 2 should match really close together and should not create any offsets.
u totaly could, thx Steven !! thing is every time u create a new scene with that character u need to add a namespace. if u do it on the character separately it will always merge in with the namespace setup already. different ways of doing it :)
@@motionbuildertutorials3592 The answer is not really good enough, 😲 🤗 . because: If I (or you) import a new character into a scene for the first time, 😎 *then I could immediately export it again as a ( character ) template* 😎 Because I'm pretty sure that *no one uses a character only once,* and therefore stores it separately as a copy anyway.
It's great that you talk about scale. Great video. I will try to watch them all. just a note, this one is only showing at 320 px in RU-vid. Great Video on MotionBuilder
hi ! if anyone would like to DL the Clipart.zip here's the google drive link. drive.google.com/file/d/124Wc1fzfEqtYrocHv0aEoBzT5700f9xC/view?usp=sharing
hi ! the PrevisMoves folder comes with the installation setup. the Samples folders used to come with previous setups. if u need them i shared a zip file called ClipArt.zip. u can download, unzip it and add it as favorite in Motiobuilder. here's the link. collegedawson-my.sharepoint.com/:u:/g/personal/jnasrallah_dawsoncollege_qc_ca/EQc9QpbS0P9KjsiTCKqEb3YBrgDazO-aN0Gm2N3dM3JvvA?e=krhIjC
Thanks. Can you post a tutorial on how i can use a voice file to drive character phonemes? Like blendshapes. And save the character so i wont have to setup the character each time i want to use a voice file
@@motionbuildertutorials3592 Oh thats great, I am going experimenting with optitrack where users will wear a hmd and move around in a scene. Have you ever done that?
@@shawnbecker1026 i wish i had experience with HMD. feel free to record a tutorial and share it. eventually i would like to setup an Optitrack to Unreal Live connection. maybe in the summer time
awesome tutorials! been several years since I was studying Motionbuilder (student version) but now I want to get back in to it seriously. So Iam saving links to all your tutorials. Much appreciated! (p.s. mouse clicks drive me crazy but thats ok :)) 👍😉
Thank you for sharing the tutorial ! About the "arm/torso penetration" artifact clean-up you can try to turn on the "Physics Filter" option in "Animation Output" settings after you select the video to upload to tell the AI to run physics simulation to hopefully remove such self clipping artifact. Good luck !
Thx Kevin !! I guess you are one of the brains behind Deepmotion. Thank you for being a part of it and the support. Finaly an affordable mocap solution !
Gracias, una pregunta... Crees que es ideal hacer la animacion completa aqui? Es decir, antes de pasar a unity estaba haciendo las animaciones en blender, pero blender tiene muchos problemas para exportar a unity... Por lo que las estoy haciendo aqui, en MB, Crees que es lo correcto hacerlo aqui en MB toda la animación? o debería continuar en blender?
hi, thanks for your tutorial, I am going to retarget the mocap rig animation to my own character rig, the mocap data is on a base skeleton rig all joints are parallel to the world axis,it has a very straight arm and leg bones, I have converted it to HIK rig named as HIK_Source. I have a question that for my own character rig when convert it to HIK at T pose status, should I make its leg purely straight in the side view also, or should keep the leg bend a bit to make it looks natural?
Just discover that new serie of MB tut's, and i must say it's really good !!!!! Since years i saw a lot of videos on that same subject and i must say those new ones are among the best !! MB is quite surprising as it could be very simple and in the same time, very confusing and complex ! Simplicity and complexity mixed together could be sometimes very annoying, exasperating ! For animation, no discuss, it's a really powerful tool, if not the best.... but sometimes really tricky and uneasy to understand !!!!
Hello mate, the tutorial its really nice and easy to understand, just i have a issue, when i reach to the pint of connect MoCaP Skeleton, looks like just connect half up of the body, but the legs are quiet, what could happen in this case?, thanks in advance
thx ! probably the naming of the rig legs is not matching to the mocap legs skeleton in the template. if the script does not find the bones it will not retarget
@@Hsulk hover your mouse over the end of the clip until u see 2 arrows pointing opposites then mouse left click and hold & drag to loop or scale. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-fqRZUqr4bT4.html
Lol It didn't work for me , I figured it by making the existing clip read only by right clicking on it, and only then the looping works or else you end dragging empty frames.
How to combine two Mixamo's animations in Motionbuilder? Is it the same as animations from PreviousMoves? Can I combine them in Character Track? Thanks for the video! Really helpful
fix the characterization ? do you mean the step at ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-fqRZUqr4bT4.html ? it's only a drag and drop on any skeleton bone then you choose characterize
THANK YOU FOR THIS VIDEO ... REALLY LEARNT ALOT. IVE BEEN TRYING TO DO SAME FROM MY PERCEPTION NEURON MOCAP SUIT TO ADVANCED SKELETON. CAN U HELP WITH THE PROCEDURES ON THAT TOO?
u r very welcome ! i am not familiar with Perception Neuron but if u can export a skeleton mocap u can use the same method in the video. u just need to specify a new template for the skeleton names. follow the video from 13:14 in Maya
@@michaeloboh9008 I dont have a video but u can check these Autodesk links. Mobu: knowledge.autodesk.com/support/motionbuilder/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/MotionBuilder/files/GUID-C7F502C9-F29E-4AAB-88CA-36BDACDC04E8-htm.html Maya: knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-B796BE38-72AC-4B9E-9C03-3C27C3EAA171-htm.html
hi Rober, thx for reaching out. sorry the samples folder is what i used for my students. u can find the same content in your local PC here: C:\Autodesk\Autodesk_MotionBuilder_2018_64bit_dlm\Content\ClipArt if u installed the student version of Motionbuilder from Autodesk.
@@motionbuildertutorials3592 Thanks for the response, I already got the Aragor avatar, but my motions are inverted from the skeleton, I think the definitions of the joints in moCap file are not the same than the joints of the avatar, how could I solve this?
@@roberdantes9133 not sure how they ended up inverted. the Aragor Character comes already setup with definistions, all u need to do is drop motion clips in story mode. here's another video that might help. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-GRbrBt4eZ5Q.html
sorry u r having trouble. make sure there's no _ or - in the namespace. like Aragor:Hips . u can rename namesspaces & bones from Menu/Windows/General Editors/Namespace Editor. if u want aditional help share me the file i can try to take a look on the weekend.
u r welcome ! it's weird u should have at least 3 templates when u install Advanced skeleton. here's the files that i have locally. 1drv.ms/u/s!AvvHgrdimGD7iEPipNolh0drOvfP?e=glWkv6 (shared zip file) u need to unzip in your Advanced Skeleton install folder, where u have install.Mel in this folder: AdvancedSkeleton5Files\moCapMatchers