Motionbuilder+Face robot+Maya workflow?

Issues concerning rigging & Face Robot...
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Benzin
Posts: 7
Joined: 25 Oct 2011, 00:17

Motionbuilder+Face robot+Maya workflow?

Post by Benzin » 11 Nov 2013, 20:25

As the title says, I'm wondering is it possible to attach face robot rig (head) to an animated skeleton imported from Motionbuilder? Would head bone translation/rotation influence the face robot rig? You are guessing I'm planing to do body animation in MB and facial in SI, and export everything via FBX and cache to Maya for some muscle simulations. What are the steps involved?

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3DMastermind
Posts: 16
Joined: 12 Nov 2009, 17:51

Re: Motionbuilder+Face robot+Maya workflow?

Post by 3DMastermind » 10 Dec 2013, 23:02

You can't really mix the mobu opticals with FR. With FR it takes strategic placement of the opticals.

Docs:"Face Robot is driven by 32 control points called the Animation Control Set. These control points can be driven directly by motion capture data, so the motion capture marker placement is related closely to the positions of animation control set. "

As for the body, if you want to end up in Maya...
Plot to skeleton from Mobu and send the Mobu HIK rig and character to Maya.

Head:
SI head geo cache>Maya
Body:
Mobu HIK rig>Maya

connect the head to the rig in Maya using constraints.
Manny Papamanos
AD Softimage and MotionBuilder Support Specialist

Nick3d
Posts: 71
Joined: 10 Aug 2011, 14:16

Re: Motionbuilder+Face robot+Maya workflow?

Post by Nick3d » 20 Dec 2013, 15:34

While testing on attach FR to the Species rig ( or any other rig ) I found that the best solution is to plot the FR mocap and then attach the head via constraints to the body
Isn't that complicated, and if you search on this forum there is a tutorial on how to attach an animated head to the body using FR ;)

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