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Active Member
BreadWrap19
Posts: 9
Registered: ‎07-03-2009

Motionbuilder Camera Preferences?

614 Views, 5 Replies
02-01-2010 09:38 AM
I had another couple quick questions for anyone really familiar with Motionbuilder cameras and settings. First, is there a way to get the camera to follow the actor when streaming live Mocap data? Secondly, I'm a Max user, so is there a way to set the middle mouse button to zoom in/out? I already have the keyboard layout changed to 3DS Max, which is nice, but the middle mouse button still doesn't zoom like in Max.
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Distinguished Contributor
BradClark
Posts: 526
Registered: ‎09-28-2006

Re: Motionbuilder Camera Preferences?

02-05-2010 07:43 PM in reply to: BreadWrap19
you can use constraints to make a follow camera really quickly ( just limit the constraint axis for position to x/z )for example.

Max middle mouse zoom, ctrl + alt mm zooms just like it does in max? are you wanting it to do the middle mouse wheel? I don't think they have that mapped.
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New Member
ohsonss
Posts: 2
Registered: ‎03-02-2010

Re: Motionbuilder Camera Preferences?

03-02-2010 12:06 PM in reply to: BradClark
Hi Brad,

I am trying to achieve a "first person view" while someone is walking (similar to what Breadwrap is looking for). I inserted a camera, but how do I limit the constraints?

Also, is there a better way to achieve this first person view?
Thanks!


EDIT: Also, I tried characterizing a character a friend made in MAYA, and I then attached a control rig (IK/FK) and the hip effector got all wonky, and now the whole character moves around abnormally when I get it to follow MOCAP data. Any suggestions? I already define the floor contact too.
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Distinguished Contributor
BradClark
Posts: 526
Registered: ‎09-28-2006

Re: Motionbuilder Camera Preferences?

03-04-2010 07:26 AM in reply to: BreadWrap19
you can just uncheck the affected axis in the constraint or you can use position limits.

If you want to make a FPS camera you can use relation constraints and the mouse or keyboard device and map it to your camera so you can drive or fly it around the scene.

As for the characterization problem it could be many things but it sounds like the skeleton is not build correctly or it is in a strange T pose when characterized. I can't really help you on that with out looking over a file but I currently don't have time to do that right now.
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New Member
ohsonss
Posts: 2
Registered: ‎03-02-2010

Re: Motionbuilder Camera Preferences?

03-04-2010 09:06 AM in reply to: BradClark
Awesome. So I can just use the camera as the "constrained" object, and the head as the source to follow?

I'll post up how this works for future reference
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New Member
MaxCowen
Posts: 1
Registered: ‎07-09-2009

Re: Motionbuilder Camera Preferences?

02-27-2012 01:08 AM in reply to: BreadWrap19
I get I'm posting years after this was asked, but just in case anyone else has the same problem I thought I'd give my two cents.

My preference for doing this is to turn on camera interest, then constraint the camera interest node using a position constraint with multiple sources (hip, spine and head bone) that way you get a smooth tracking as opposed to just using one bone. Looks more cinematic.

If you want the camera to move in worldspace and follow the movement as well as just aiming at it, just make a Parent/Child constraint using the same bones as sources and the camera as the constrained object.
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