Hi,
I've stored out some arm/finger poses to a .json file and I read them back into Motionbuilder through my tool (effectively pasting the pose).
If it's on th ebase layer the pose pastes fine, but if it's on any other layer it's all screwed up...I must be missing something....
I'm using
limbRotx.KeyAdd(FBTime(0,0,0,CurrentFrame), xRot)
limbRoty.KeyAdd(FBTime(0,0,0,CurrentFrame), yRot)
limbRotz.KeyAdd(FBTime(0,0,0,CurrentFrame), zRot)
Solved! Go to Solution.
Solved by damian.pajda. Go to Solution.
Layers are usually additive, so when you do KeyAdd you should recalculate stored transform as additive or maybe try setting global transform and then set key on layer by i.e. FBPlayerControl().Key(). I'm not sure about exact solution, but I think this should help 🙂
That makes sense. I'll look into re-calculating for additive..Sounds an awful lot like maths to me...not my strong point 🙂
@damian.pajda I did some tests and it looks like you were right! Switching to global and keting via the player control gets around it 😁
@lee.dunham it does seem to be working fine.
The only time it won't is if i decide to do mirrored poses for the characters arm...
Just out of curiosity... is there a way/calculation to properly mirror an arm pose? Based on the global transforms I've stored? Like the in-built pose tool does? I know it's reinventing the wheel, but my thirst for knowledge is unquenchable!!
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