Yeah, I've been trying to rig it with HumanIk in the past couple of hours. Since my character is not on a T pose, I'm moving the skeleton's arm using the translate function to match them (if I'm not mistaken it is forbidden to rotate joints, isn't it? Sometimes I used to rotate using joint orient, but I'm avoiding even…
Nevermind. A friend just told me how to fix this: just remove the joints from the layer. This creates the lock error above. As I asked before, is it possible to create control curve to drive the fingers animation? My mocap doesn't include fingers animation, so I'm considering animating them with traditional keyframe…
Hi, guys! I've just finished rigging my character. Since I'm using mocap data to animate it, I wanted to export it from Maya to MotionBuilder. I've tried both going to Maya>File>SendtoMotionBuilder and exporting it as a FBX file. In both cases, this is the complete and utter mess I find myself into: Maya Scene…
So you made a custom rig? I don't think you can put a rig directly from maya into motionbuilder like that. The normal workflow would be to rig it with HumanIK if you intended to use mocap. It's totally possible to get your mocap directly into maya if the animation is skeletal data and retarget that on your HIK rig. I don't…
If you open HumanIK window it seems like you actually can define a custom rig. I've never done it but it's worth a shot. Maybe theres some tutorial on youtube or something. Motionbuilder has some nice features but Maya has animation layers and a trax editor and thats all you need really. But if your data is .c3d (raw…