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3D Application Forums : Autodesk 3ds Max : Applying Motion Capture to Custom Max Bones Rig
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wubba
Poster
83 Posts
Applying Motion Capture to Custom Max Bones Rig
Posted 21-Apr-2008 11:24 PM

Hello all, long time since my last post. I posted this same question ages ago early last year sometime... I received no answer on my question so here am again hoping to receive a solution this time.

I want to know whether you can apply motion capture files to a custom rig made from max bones, and if so, HOW!? I know its definitely possible to do it within Character Studio, applying .bip's to bipeds.

Please if anyone has any hint of an idea, it would be much appreciated!!!

Thanks

wubba



Andy Rak
Advanced Poster
4106 Posts
160 Products
RE: Applying Motion Capture to Custom Max Bones Rig
Posted 22-Apr-2008 7:22 AM

Try making a new Biped rig that matches your current Bones rig...

Unlink all the Bones rig into individual bones.

Link each Bone to its associated Biped part.

Apply motion to biped...

I'd at least try it with an arm or leg just to see how it works before doing the whole thing. Seems to me that it should work.





Andy Rak
Advanced Poster
4106 Posts
160 Products
RE: Applying Motion Capture to Custom Max Bones Rig
Posted 22-Apr-2008 7:32 AM

Ya it seems like there should be a way to map the bones pieces to the biped info...
wubba
Poster
83 Posts
RE: Applying Motion Capture to Custom Max Bones Rig
Posted 24-Apr-2008 11:59 AM
Modified by wubba On 24-Apr-2008  12:00 PM

Thanks for the tip as it could be an option but i was hoping to have the max bones rig independant without CS biped interaction... I feel the CS bipeds have their limitations... I'm guessing the max bones rig will only mimic the limitations if linked to biped (if it successfully worked with a full max bones rig).


I'm getting the impression MC cannot be applied directly to max bones & if so i am wondering if Maya would support it... Last resort as i am much more aquainted with Max. Might be worth posting in their forum though??...


 

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