Center / end points stay put while model moves

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Comments

  • pdr0pdr0 Posts: 204

    Ok , not sure how to do it in DS properly, sorry . I thought it was possible with keymate


    To do this in mobu, you can rotate the control rig reference node Y-axis 180 degrees with so you're facing +z. You can translate (x,z) if you want to reposition (maybe you want it more centered) . Set a key. Plot to skeleton. If you want, you can move the hip translation keys into the root node in mobu.

    When exporting fbx, it's a good idea to strip out everything you don't need like extra takes, control rigs, poses etc... Because some of them can confuse DS's FBX importer and other programs

    For translation keys on root - it depends on how you are going to be using it. Some programs expect having a clean root. The root is used for placement. The way DS handles scaling inheritance requires you to have them on the root - e.g if your character has the scale parameter something other than 100% , the motion will be off unless you have translation on the root

    Check your message box. If you need any farther instructions on the mobu side, let me know

     

     

  • Thank you very much for the efforts and the hints on MotionBuilder, much appreciated!

  • Could you please also check your inbox?

  • Soooory, could you check your inbox again?

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