Join George Maestri for an in-depth discussion in this video Characterizing generic rigs, part of Up and Running with MotionBuilder.
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- Now I've imported my character into MotionBuilder.…Now, this particular character came from Maya,…but it could come from any package…that supports characters and FBX export,…so that could be Cinema 4D, Blender, 3DS Max, Lightwave,…any number of packages.…Once we bring this character in,…we still need to tell MotionBuilder…where everything is at.…We need to match up the joints in this character…to MotionBuilder's internal representation…of what a character is.…Once we do that, we can access all the great tools…that MotionBuilder provides for characters.…
This is called characterization.…So we're going to characterize this rig in MotionBuilder.…The easiest way to do this…is to just select a bone in the rig.…So, I'm selecting the hips here.…Then we need to define a skeleton.…I'm going to hit Define Skeleton,…and it says a valid skeleton is required.…Do you want to define one?…Yes, that's what we want to do.…Now that we have that, it brings up…this graphic representation of character.…Now, I can't see this really well on my screen…
- Creating hierarchies of objects in MotionBuilder
- Working with the Transport Controls
- Animating with keys
- Animating character and control rigs
- Importing and retargeting motion data
- Cycling motion data
- Finishing scenes for export
Skill Level Beginner
3ds Max 2015 Essential Trainingwith Aaron F. Ross10h 43m Beginner
1. Introduction to MotionBuilder
2. Animating in MotionBuilder
3. Setting Up and Animating Characters
4. Working with Motion Data
5. Finishing Scenes
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