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  1. #1

    Using MotionBuilder in a Production Pipeline

    I have recently added Motionbuilder to our animation pipeline and have a question for anyone out there that uses this program on a regular basis. Issues I need help with:

    We build models using 3DS Max and Zbrush (just some background). I have tried several times to move a stage, character, and objects from Max into Motionbuilder to build the animation for the project there. I can characterize the character, animate using the control points. But when I try to create the entire scene animation I run into glitches. Like bringing in animation fbx files into story to animate the character, There are so many little issues I am about to just throw up my hands and go back to the old tried and true methods of completing the project.

    Does anyone know where I can find some tutorials that will take me from a complete project in Maya or Max to motionbuilder to build the animation, plot the animation and return to Maya or Max to complete the final render of the project. This should include the Set, character, props, etc. NOT just someone showing me how to animate a walk cycle, or just a small portion of a character animation.

    But something that will address the issues you may run into, the workarounds, the shortcuts, and stuff like that.

    Right now my response to anyone touting how wonderful this program is met with. What the Hell good is it if I can't use all of it's wonderful features to animate the project.?

    Any assistance or pointing in the right direction would be helpful. Right now i run into problems with diffuse materials not showing up, distortion of the bone structure when going from one program to the other, and pure frustration when trying to learn the program.

    I have been through the training here on the site but it doesn't really cover the big picture.

    Thanks

  2. #2

    Re: Using MotionBuilder in a Production Pipeline

    I see a lot of people have viewed this post but no one has replied.

    Am I the only one out there that gets the feeling that 3DS Max and Motionbuilder are about as compatible as oil and water?

  3. #3

    Re: Using MotionBuilder in a Production Pipeline

    Sorry I can't help you out. I just load my mocap onto a biped (Exported from Max) in MotionBuilder do some editing and export it out to to an fbx file then load on to my Biped in Max by importing the fbx and using "updating scene elements". I then do my extra animating in Max. No extra props into MotionBuilder.

    I agree on the MotionBuilder training. There isn't very much in the line of pipeline examples. Would like to see how the process would work from Maya or Max scene, work on the character animation in MoBu using both mocap an hand keying.

    Would like to see how a game or film company would use MotionBuilder in their pipeline. So a combat or fighting sequence using some good game characters. Halo or fantasy type characters. Blending sequences together for more moves. Then once complete get the animation back into Maya or Max.

    -=Chris

  4. #4

    Re: Using MotionBuilder in a Production Pipeline

    Hi! Our Maya to MotionBuilder Integration course covers how to work back and forth between the two applications. I'll see if we can create an equivalent for 3ds Max. Thanks for the suggestion!

  5. #5

    Re: Using MotionBuilder in a Production Pipeline

    Thank you delano. By the way, I really enjoy your tutorials on the site. Keep up the good work.

  6. #6

    Re: Using MotionBuilder in a Production Pipeline

    Thanks Delano. Gone through a few of your Tutorials. Here's a couple of my finals if you are interested. I use Max and these have been helpful in learning Maya. Keep at it.

    -=Chris

    http://www.youtube.com/watch?v=8oVJi_m4yEI&feature=plcp
    http://www.youtube.com/watch?feature...VNVhL0iEQ&NR=1

  7. #7

    Re: Using MotionBuilder in a Production Pipeline

    @ DTMaster and Chewbacca007, thank you! Truly appreciate that!

    @Chewbacca007, cool stuff! That's great to see!

  8. #8

    Re: Using MotionBuilder in a Production Pipeline

    Hey, guys! Just wanted to say, look out for our 3ds Max to MotionBuilder Integration course. Should be released soon!

  9. #9
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    Re: Using MotionBuilder in a Production Pipeline

    To add to what Delano has said, the sneak peek has been posted so you can check that out here:
    http://www.digitaltutors.com/dtlabs/?p=6219

  10. #10

    Re: Using MotionBuilder in a Production Pipeline

    Thanks!

    -=Chris

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