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5 posters

    Problematology

    Camilla
    Camilla
    Nubi Haggler
    Nubi Haggler


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    Join date : 2009-02-16

    Problematology Empty Problematology

    Post  Camilla Wed Mar 04, 2009 6:04 am

    The problem at the time this post is written is:

    After the rigging in maya and skeleton imported to MotionBuilder, an error message pops up. Even though all joints are named according to MB naming convention the message says that nodes are missing or that they are named wrongly... pig So what to do? Joints are named correctly but MB does not recognize them... Anyone else had this problem? Solution? affraid

    Best regards,
    Birna and Milla Suspect
    Dann
    Dann
    Nubi Haggler
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    Post  Dann Wed Mar 04, 2009 7:34 am

    I havent had any problems, but try to follow the characterizing tutorial on 3dbuzz.com

    They also show how to fit a rig not named according to the MB convention.
    Camilla
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    Nubi Haggler
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    Post  Camilla Wed Mar 04, 2009 8:11 am

    Ok.... gotten further now and.... next problem... how can I modify the contact planes? cyclops
    Kolla
    Kolla
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    Post  Kolla Wed Mar 04, 2009 10:48 am

    uuuufffff right now I look like the character = No This is not my day affraid
    Birna
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    Problematology Empty Problemotology v1.2

    Post  Birna Thu Mar 05, 2009 3:40 pm

    I have reached new heights in problemotology, my guy has now gone through severe process in motionBuilder but all the bastard does is to wiggle his arms.

    So word of advice to the skeleton-ers, be careful with your axis, that must be the reason why the little freak is acting all up.

    ...or what? anyone else with a suggestion?
    Birna
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    Problematology Empty Problemotology v1.3

    Post  Birna Fri Mar 13, 2009 6:47 am

    I think I'm overseeing something, how on earth do you export the MoBu file into Maya?

    I did plot both the skeleton and the Rig controls but no luck, and Google did not prove to be that helpful Shocked so i wonder if im the only person having this problem.. so Anyone??
    Dann
    Dann
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    Post  Dann Sun Mar 15, 2009 5:04 am

    Hey Birna

    These are the primary steps that I have noted down from personal experience Smile

    1. Batch save the skeleton in MB before importing to Maya

    2. Import the skeleton into an empty maya scene

    3. Remember to rename the imported fbx skeleton (joints are sometimes named models:"name") in Maya and export as fbx (only animation)

    4. Import onto your character in maya and choose "update scene elements"
    Birna
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    Post  Birna Fri Mar 20, 2009 6:24 am

    Thanks Dann Smile

    I had found some other way, but perhaps I should try yours too Smile
    Eric Prince
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    Post  Eric Prince Sat Mar 21, 2009 8:31 am

    Dann,

    Hey I am still having trouble getting MB up and running? Any chance you could give me a hand? maybe a phone call walk through ....Smile

    Thanks,

    Eric

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