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 Post subject: Archival of character animations (ala motor)
PostPosted: 09 Mar 2012, 17:30 
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Joined: 28 Feb 2012, 18:28
Posts: 28
The truth is I have yet to be able to get a clean save/load using this format. I can take a character that was animated (mocap or key frame no matter) and save the motor file from this (using the biped rig with quaternion spine). Delete all the motion from the skeleton and load the file back in. I always get weird rotations on some chains...some can't be fixed using the adjustment tools. Has anybody had success with this? If so maybe some pointers if you have the time. If not, then what is another method. I've saved actions for this in the short term and that seems to function better.

TIA


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 Post subject: Re: Archival of character animations (ala motor)
PostPosted: 10 Mar 2012, 01:25 
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Joined: 04 Feb 2012, 23:35
Posts: 69
I was able to do it with a shadow rig in the biped setup. But I was just using clips that I plotted to the shadow rig skeleton. No motor involved. I think you should be able to plot clips to file and reload them into a standard IK rig through the mixer, no?


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 Post subject: Re: Archival of character animations (ala motor)
PostPosted: 10 Mar 2012, 01:50 
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Joined: 27 Aug 2010, 22:25
Posts: 145
I use motor a lot, but never save motor files, I also just save the plotted actions.
Why do you wish to use the motor format?


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 Post subject: Re: Archival of character animations (ala motor)
PostPosted: 10 Mar 2012, 02:22 
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Joined: 28 Feb 2012, 18:28
Posts: 28
Hiya JP, pooby.

Just investigating options. It seemed the motor file could have been more flexible since (in theory) you can apply it to any rig provided it was tagged. It seems saving an action for a rig would require the exact same rig configuration for it to work.

I haven't been able to use motor even for rig to rig. I always get strange behavior. It does however work well with BVH importing. Haven't tried it with C3D data yet. Most of the other guys like Maya/MB so I do the whole Motionbuilder primative and contraints with FBX I/O. Options are nice to have.

Anyway after reading this I will probably just keep on with saving action clips. Thanks fellas.


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