I've mentioned Motionbuilder in earlier threads, cool to see some people doing the same. It's not used only for mocap, at least that's not the only strong point it has. The layer functions are nice (I personally never use them for handkey animation though, baselayer oldschool G all the way), the way you work with Takes in…
oh yea, had that same problem and overall humanIK has some very weird bugs from time to time, like HumanIK ignoring keys: When moving/rotating the controllers everything is alright, but then after starting to key, humanIK starts "ignoring" some of the keys. Deleting all the keys and then undoing brought the keys back and…
We use max at work. Our pipeline lets animators use CAT, Biped, Puppetshop or custom skeleton rigs. For a while we used MotionBuilder and we all loved the added tools it offered but it was too much of a pain jumping in and out of max. A friend of mine who uses Maya was talking about HumanIK and after looking into it,…
Well, I wouldn't say that. There's actually a lot to know about the physics of animation. Weight, balance, anticipation, follow-through, squash and stretch, and ease-in/out are all things you need to know to be an animator. Unless you're assuming it's a given that he know them?
I'm pretty sure with all questions like, the answer is it varies from studio to studio. I've heard that most animators generally consider Maya to be a better package for animating than Max, but I'm not much of an animator and can't really rightfully validate that sentiment. It may have something to do with the prevalence…