MotionBuilder Tutorial: The Custom characterize bone name template

MotionBuilder Tutorial: Custom characterize bone name template In this lesson I will show you how to make your own template for your BVH files, so that you will not need to remap your BVH bone naming structure every time.

You can use this method for any skeleton of the imported model even from Maya. It does not have to be the BVH macap data file.

 

MotionBuilder Tutorial: Making the custom characterise bone name template

 

 

STEP 1:

In the MotionBuilder Asset Browser template library click and drag the Character template into the scene .

STEP 2:

In the Navigator window the Character icon will appear. Expand it by double clicking on the icon. Another Character icon will appear. Double click on the new secondary Character icon and the Character settings tab will appear. Right next to the Character Settings tab activate the Character Definition tab. The list of bones should appear.

STEP 3:

To make MB understand naming conventions that differ from the standard one is a bit painful. You have to map the right bones on the right place. Make sure you map the left hand joint on the left hand MB joint (whatever its name is). You must make sure you do this properly otherwise the whole template will be wrong.

Now double click on the left hand joint. The joint should turn green in color to indicate the selection. Hold the “Alt” key and with the left mouse button click and drag the bone in the row where <Drop object here> is written. (If you are using the Maya keyboard setup hold the “x” key!). Obviously make sure you drop it in the proper row with the proper bone.

STEP 4:

Place all the bones of the BVH mocap skeleton in their right places. The bones in the BASE group must be assigned or MB will not drive your model properly. MB is perceiving these bones to be major bones for the control rig.

STEP 5:

Once you are satisfied with your template hit the Extract Naming Template button. The Crate Naming Template windows dialog box will appear. Now hit the OK button.

STEP 6:

As you can see on the right side of the Character Definition tab <No Set> is no longer written . This means that you are ready to save your naming template. Make sure you select only the small Character icon in the Navigator, and in the main menu choose File>Save Selection. Write the name of the template and click save.

STEP 7:

In the Save Selection Option window disable “Take001” export. Hit SAVE.

Now with this template you can characterie your BVH file at any time with one click. Just load a new scene and import your BVH mocap data file. Put the skeleton in the T-Stance and click and drag the template in the scene. Now click on the small icon of the Character in the Navigator window and drag it over the skeleton. Then hit the Characterise option and you are done! Perfect!