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Tonton1
09-23-2003, 12:44 PM
How does MB5 work with LW ?

I tried to import a .fbx from a Motionbuilder tutorial into LW7.5 and I got a character object with points moving besides it. The points were skeleton-shaped, so I suppose they were linked to the bones of the original animation. But there were no bones in the object.

Is it possible to animate in MB and model and render in LW ? It doesn't seem to work well.

milkman
09-23-2003, 04:57 PM
http://www.cgtalk.com/showthread.php?threadid=67579

here's an excerpt from Policarpo's post:

"Some good movies to start with from the 3DBuzz library of video tutorials. These helped to ground me a bit...
http://kb.kaydara.com/display/1n/in...amp;r=0.1349909

watch these to gain some perspective:
VTM2_-_MB_Pose_Controls.avi
VTM2_-_MB_Animating_Poses.avi
VTM1_-_MB_Characterizing.avi
VTM3_02_MB_Simple_Constraints.avi
VTM1_-_MB_Character_Controls.avi
VTM1_-_MB_Basic_Animation.avi
VTM1_-_MB_Animating_Character.avi

and for your peeps who want to get directly out of LightWave and into MB with those LWO models, here's a brief instruction set:
The way the workflow goes now is:

1. Model in LightWave
2. Setup properly named rig in Modeler using Skelegons 3DDave Rocks!
3. Convert Skelegons to Bones
4. Save .LWS file
5. Export as .FBX
6. Open, Characterize and animate in Motion Builder
7. Plot your character and animation
8. Merge .FBX into original LightWave scene file.
9. Light and Render

also: for those of you who don't like creating weightmaps, you can just use supporting Bones. Just make sure they are anchored to other bones so they don't float around in your characters skin.

Oh and...freeze those SubD models before exporting...and just replace the frozen model with your SUBD when you bring your animation back into LW.

That's what I know so far do0dZ!!!

Happy animating."

milkman
09-23-2003, 04:58 PM
http://www.cgtalk.com/showthread.php?threadid=65961

there's 3DDave's post as well.

Tonton1
09-24-2003, 01:07 AM
Thanks !!!!!! :D