Game Development Community

MotionBuilder for Animation?

by Gregory Sabatini · in Torque Game Engine · 09/12/2006 (11:46 am) · 2 replies

My artist friend wants to use MotionBuilder for animation.

Has anyone done that? How does it work? Import MotionBuilder files into Max and export to .dts/.dsq from there?

ANy advice on this will be much appreciated...

#1
10/02/2006 (8:05 am)
I originally used motion builder this way, and in theory any program that supports FBX can be used to "port" the animations to dts/dsq. There's nothing specific that needs to be done (other than the standard import / export procedure).

Of course the "default" torque skeletons are completly different to the motion builder ones, so you won't to be able to use them on pre-built models (and vice versa).

I personally haven't used motion builder since Autodesk bought Kaydara and invalidated all their previous indie licenses (Evil Corp 1, Little guy 0). So I don't know if things have changed a lot in it's latest version.
#2
10/02/2006 (8:26 am)
I did alot of work getting animations from mocap data -> Motionbuilder -> Maya -> Torque and it was pretty seamless once we got it setup. I HIGHLY recommend you use Maya with Motionbuilder, not Max. While the .fbx compability is getting better and better, Motionbuilder was originally made to work with Maya...so it is very smooth.

The process was as follows:

Create a rig in Maya
Import the Maya rig to motionbuilder (matching a motionbuilder skeleton to your maya rig)
create animatoins in motionbuilder
export animations from motionbuilder
import animations into maya
export from maya to Torque

It isn't as much back-and-forth as it sounds because once you get the rig into Motionbuilder you could put a bunch of animations on it and export them all as one file (that is what we did).

Todd