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Motionbuilder / Biped Issue

greentooth
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PeterK greentooth
I'm retargeting some animations from ue4 to Biped using motionbuilder. I export the retargeted animation as an FBX, and import this biped-naming convention FBX into max with "update animation" selected. It imports the animation over the biped and works well, EXCEPT the legs seem to stretch too far. The image below shows the issue with the biped. I've laid the fbx file over it to show the difference in size/position, and keep in mind both are biped based (meaning the FBX bones have biped names).

Any idea how to prevent or fix the animations from causing this stretching?


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  • monster
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    monster polycounter
    Before importing the animation, on the biped I would try...

    Go into structure mode save a FIG file
    then increase the leg length
    get out of structure mode
    import the animation, and if it works
    go back into structure mode and load the FIG with the correct leg length.

    It looks like the import is favoring IK foot position. But it's probably not setting IK keys. So resizing the legs after should just keep the rotation data.
  • PeterK
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    PeterK greentooth
    Thanks Juan @monster . I tried it and it worked!

    Thanks again man, still saving my butt 16 years later :)
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