People looking for physics tutorials in MotionBuilder read this post:)
First you can read over my post here on a hack way to pin a ragdoll for older versions of MotionBuilder.
It is one of this blogs top links but there are much better ways to do these things now.
Also if you register for http://area.autodesk.com (free) you will be able to
log-in and watch my web masterclass on MotionBuilder physics
->MotionBuilder Physics: Ragdoll Tricks for Production <- to go to my original post here on the blog to find the link to the video and more information. Now thanks to the amazing "KXL" (he not only programed the physics tools for MotionBuilder he is doing free video tutorials, can't get better than that). You can log in to Autodesk Area and go to this thread Next Physics video poll where you will find the links to below videos covering
the following topics for MotionBuilder and vote for what you want to see next.
(he does this on spare time so thank him! and don't complain there is no audio)
Physics videos for MotionBuilder:
- Solver basics
- Rigid bodies basics
- Joints
- Setting up ragdoll
- Rider setup (part 2 for Joints)
- Little about Animation Mixing
- Animation Mixing
They are all full of fantastic tricks and tips for all kinds of really cool stuff like setting up a car to adjusting the settings to get great playback and correct solving.
Hope you all find this helpful!
:)
Buy now
Get the Kindle eBook on Amazon
Preview: Click here for a preview video from the eDVD(not available)
What you get with "The Character Animator Toolkit for Motionbuilder" ebook (currently only the ebook is available)
- 100+ pages of course notes and step-by-step tutorials.
1.5 hour video of the Master ClassBonus: example videos and files
Extra video tutorials on how to keyframe animate in MotionBuilder.
Python scripts showing the power of accessing poses and the control rig from custom attributes.
*New training and book offer through Rigging Dojo
MotionBuilder Rigging to Retargeting workshop (get the ebook free when taking this ondemand course)
Blog Posts
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Showing posts with label workflow. Show all posts
Showing posts with label workflow. Show all posts
FBX - interchange file format and how we used it for our chracter

I wanted to do a quick post on working with .FBX as an interchange format and talk over some uses and how we have used it in the past.
Both on this DVD project and the character rigging book I wrote, the character creation process happened in several software packages by many diffrent people. FBX let us work this way and not worry to much about getting the files back and forth between Maya and Max and MotionBuilder.
Book Character:
- The mesh was built in Maya, (but could come from any where)
- Exported as FBX
- Imported in to Max- UVs were created and textures were done
- Exported out as FBX
- I had all ready started skinning the mesh in Maya, so I imported the FBX file and copied the skinning on to the textured final mesh from Max.
- I also use the FBX export and import process to check the mesh during building of the model to check for normal/scale/bad geo issues, much like you would with the .OBJ format
- Mesh and Skeleton Built in Maya
- FBX out to MotionBuilder to start rigging prcoess
- Final skinn weighting and texturing were done in Maya
- Final chracter exported back to FBX to update the rigged file in MotionBuilder
Some other notes about FBX. There is an option to install it in to Apple Quicktime Player, this has a few nice bonuses.
- Any one that needs to see a model or animation or pre-viz can use Quicktime to open the .FBX file, but they can't edit it and they don't need to have MotionBuilder,Max,Maya etc. installed to do it.
- This is a full 3d viewer inside quicktime so it saves the trouble of having to render out previes or genereate a whole seperate set of content for approvals or presentations. Letting the production file and the aproval files stay up to date
A few more ideas of how you can work with FBX.
- Animation transfer- I like to use FBX as a fast way to save and load animaiton data between Maya files instead of useing other animation saving tools. It will only load data on to attributes that were animated.
- Skinning- Max has some nice skin tools and it is for some people faster to skin and edit weights in MAX than Maya. An artist I worked with uesd this wrokflow since he was faster in MAX and it worked well.
- Point Cache- For rendered scenes you have the option to cache out data from all 3 apps to FBX and this lets you animate with all the rig and deformation tricks of your software and then just export the animated mesh to render where you want.
If you have not used FBX in a few versions , give it a second chance as there are lots of updates and more features making it a great option for helping your art team work in the software of there choice. How ever you end up useing FBX make sure you read the help files and do some tests in your own pipeline as well as check for updates often.
Labels:
FBX,
file excange,
workflow
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