Hi,
although I'm working for a game studio, can you believe that my department almost never used mocap?! Our animators are THAT good! ;)
Anyway, here comes the time where we are asked to use mocap and get it working in XSI.
Motor seemed the way to start but apparently its buggy/unstable?
What's the best workflow? Anybody got advices?
thanks
MAC
________________________________________
From: softimag...@listproc.autodesk.com [softimag...@listproc.autodesk.com] On Behalf Of Carl Callewaert - Fundi3D [ca...@fundi3d.com]
Sent: Wednesday, October 27, 2010 4:48 PM
To: soft...@listproc.autodesk.com
Subject: Re: Dealing with mocap data and Softimage
* Motionbuilder and XSI :-)
Hey, thanks for the step-by-step work-through! I was thinking about trying this workflow out. I'd like to work MotionBuilder into my game design classes.
----- Original Message -----
From: "Andre De Angelis" <andre.d...@gmail.com>
To: soft...@listproc.autodesk.com
Sent: Wednesday, October 27, 2010 6:33:15 PM
Subject: Re: Dealing with mocap data and Softimage
1.) Export your character mesh and skeleton to Motion Builder in a T-pose for proper characterisation. I know many studios prefer arms angled 45ᅵ
from the body instead of 90ᅵ because it deforms better in the most commonly used poses throughout animation when only straight-forward skinning is used, but MB does not like that when it comes to characterisation. At least I have found no workaround for this so far, let me know if you find one.
2.) Camera navigation gets really painful on too small or too large scale scenes in MB. Make sure to export the scene in real-world scale -> characters ~180cm-ish tall. Not 180mm, or 180 meters. Either build it to human scale or scale it at export, before export, or after import into Motion Builder with an extra Null). Again, there might be a way to fix this, but I haven't found any. The most predictable way to work has been to work at a "real-world" scale. Mayabe this has been improved in versions later than 7.5, I don't know.
3.) Hands off any MB version later than 7.5 SR1, unless you need to mocap and solve fingers and/or need to work with ragdoll simulations. 7.5 was the last stable version, all the others (again: at least for me) crash a hell of a lot more often. With 7.5 I was able to wade though hours of mocap data throughout several weeks in production and had maybe 1 or two crashes a day. There are a few things you shouldn't do (like leaving the story mode when one of the clips is still selected), but you'll find those quickly. Some of the glitches also seem to be dependent on graphics cards.
MB is generally very fast, you should get around 60 to 100 fps even on heavy meshes, depending on whether your video driver is configured to use vertical sync or not. I had situations where MB would have bad frame rates when Maya was opened before MB was started (in the 10fps range, which is mostly unworkable for animation). This might apply to other Application (Softimage, or whatever also uses OpenGL) as well. If you are using an NVidia card you should have a smooth ride as long as you use default settings in the drivers. If you have a certified card and drivers: even better.
4.) Workflow: I found it easier to always characterise the character (the character template can easily be reused later for characters that have the same joint naming) and do fixes and modifications directly in Motion Builder. Then I exported the final animation back to the main application (in our case Maya) for rendering and/or game export only. If you plan to tweak animation in Softimage the hardest part is probably to get the motion from the incoming joints (from MB) onto you animation rig in Softimage (which, most likely, is not the skeleton that you exported to MB previously and which actually deforms your character mesh). One of our animators has written his own scripts to do that in Maya. In Softimage there is Motor, but I have never used it so I can't comment on stability. You might end up having to write your own stuff as well.
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Most has already been said. Two more things that proved helpful when I was working with Motion Builder:
1.) Export your character mesh and skeleton to Motion Builder in a T-pose for proper characterisation. I know many studios prefer arms angled 45°
from the body instead of 90° because it deforms better in the most commonly used poses throughout animation when only straight-forward skinning is used, but MB does not like that when it comes to characterisation. At least I have found no workaround for this so far, let me know if you find one.