Hi Everyone,
I'm referring to the recent video brought out by Autodesk regarding motionbuilders referencing features in 2014. As I thought, the video does not describe the limitations, and there are indeed a lot.
Motionbuilder seems to collapse all the joints into 1 big ball of mess once you add a control rig to your characterized skeleton, after referencing the character in, saving the scene, and opening it back up.
Ideally, this feature would be great, and it would replicate maya and Max's ability to do referencing. The goal is to be able to reference a skeleton and geometry fbx file, construct the characterization and control rig in motionbuilder, and have the characters skin, and new additional geometry propagate through to the application once a change is made.
Unfortunately it doesn't do that, and I hope the developers are aiming to get that functionality working.
Here is the features video:
http://www.youtube.com/watch?v=HOm7PH_eiGg
Solved! Go to Solution.
Solved by joel.pennington. Go to Solution.
Hi gabester83,
Here's a thorough guide of referencing in MotionBuilder which includes the limitations.
This first implementation of referencing is meant for layout and scene construction. You can reference a character rig, however, any animation on that rig outside of the storytool will not be saved.
JP
Try this?
Or search the 2014 docs yourself 🙂
There are bunch of things including Character Rig/Character extensions cannot be loaded from a referenced object.
But, I was hoping be able to reference the geometry and skeleton, and then make a rig out of it which will become a standard character rig that to be used across the production team, in this case when the geometry changed, it would change in all the animation scene files. Like gabester83 said, and I also tried it in MB 2015, the rig just collapses into a ball when I reopened the file, this makes the current referencing system pretty much useless.
Brad Clark
Co-Founder:Rigging Dojo-Teaching the art and science of character rigging
Author: Inspired 3D Advanced Rigging
Author:The Character Animator Toolkit for Motionbuilder
Brad Clark
Co-Founder:Rigging Dojo-Teaching the art and science of character rigging
Author: Inspired 3D Advanced Rigging
Author:The Character Animator Toolkit for Motionbuilder
On solution I've been using for years, is to construct your pipeline around character animation to dissociate rigs and animations.
On your source control you will store your rigs files and all animations will be character animations files.
That way you can update the rig and still load any character animation on it.
The rig has to get any extra animated element as extension (like weapons, extra limbs, game nodes...) if you need them to be saved and load as character animation.
Animator will open the rig file and load any character animation they need. After editing the animation, they will save each take as a separated character animation.
Using scripts can help a lot to automatize this loading saving process.
Adding simple scripted tools to swap skin objects that share the same skeleton will help a lot animators too.
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