
Any difference between the joint names, or more critically the joint positions, of the character in MotionBuilder and the rig you are importing the data on to will cause the importer to fail or severely compromise the final quality of the mocap data. IMPORTANTįinalise the joint names and most importantly the joint positions of your character BEFORE you begin processing any mocap data with it. When you open your character in MotionBuilder, any missing or incompatible textures will be displayed as grey with a blue question mark. This will create a FBM folder containing all the textures in the same location as the FBX file you export. You can export all the textures assigned to your character by turning on the “Embed Media” option in the exporter. As plug-ins vary between the different version Maya and Max, you will need to search the “Help” docs for “fbx exporter” to see what export options and elements are supported by the plug-in you are using. The entire scene can be exported as an FBX file using the File>Export menu and setting file type to “FBX”. If you are exporting Blend shapes to MotionBuilder for facial aniamtion, the target shapes can only contain one target per channel and must be present in the scene when you export the character to MotionBuilder, although they will not be visible when you open your scene in MotionBuilder. Beign by parenting the individual geometry elements under one “Mesh” node and all the individual joint elements under a “Skeleton” node (which can also be used to re-scale the character in MotionBuilder if necessary) Finally group the “Skeleton” node and “Mesh” node under one final “Character” node so all the elements of the character are arranged neatly in a single hierarchy.Ĭomplete Character Hierarchy 9. It’s helpful to group all the individual elements of a character into a single hierarchy so you can easily identify them in your scene. Any additional rigid geometry, like hair for example, can be parented to the appropriate joint. The character can then be skinned using rigid or smooth skinning, as both are supported in MotionBuilder.
#MOTION BLEND MOTIONBUILDER 2014 SKIN#
The “mocap” version of the skeleton can then be exported for use in MotionBuilder, and the resulting data can be imported back onto the original skeleton where the constraingt can continue to drive the helper joints. The FBX plug-in supports following constraints:īefore you skin your character, freeze the transforms and delete any non-deformer history from the mesh. In these cases it is best to create a “mocap” version of the skeleton by removing these joint set-ups and fixing the skin weights. Remove Complex ConstraintsĬomplex constraints driving additional “helper” joints may not export and work correctly inside MotionBuillder. If you plan to limit the DOF for the roll axis (the axis aligned down the joint) on the elbow or knee, it is recommended you remove the DOF for all three axes on the wrist and ankle joints or include a roll joint in your hierarchy so the limbs can reach their goals and solve correctly.
#MOTION BLEND MOTIONBUILDER 2014 FREE#
If you plan to set the DOF on the elbow or knee joints, MotionBuilder recommends the free axis is listed last in the chosen Rotation Order, and that the axis is aligned to the actual “bend” axis of the joint.


The second axis should where you expect the least amount of rotation to occur as this axis is more likely encounter gimbal lock.The first axis should be where you expect the majority of the rotation to occur as this is the one that won’t end up a gimbal (often used as the “roll” or “twist” axis).To determine the best rotation order you will need to test the different situations the joint might encounter and decide which order will create the least amount of issues. As a basic guide to setting the rotation order: Unfortunately there isn’t a “one-solution-fits-all” setting for this.

While this enables the animation to playback correctly, it may produce unexpected results if you need to use anything at the sub-frame level like rescaling the animation or motion blur.

Although MotionBuilder has tools to deal with gimbal locks, these often “hide” the lock or flip at a sub frame level. Setting the correct Rotation Order of a joint can help avoid gimbal locks.
