Autodesk MotionBuilder 2009 Tutorials

Transcription

AutodeskMotionBuilder 2009 Tutorials

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ContentsChapter 1MotionBuilderTutorials . . . . . . . . . . . . . . . . . . . . . . 1Installing tutorial files . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Installing the latest FBX Plug-ins . . . . . . . . . . . . . . . . . . . . . . 2MotionBuilder workflow . . . . . . . . . . . . . . . . . . . . . . . . . . 3Chapter 2Loading and characterizing character models . . . . . . . . . . . 7Prepare the scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Complete the character map . . . . . . . . . . . . . . . . . . . . . . . . 9Characterize the character model . . . . . . . . . . . . . . . . . . . . . 14Chapter 3Creating and Customizing a Control rig . . . . . . . . . . . . . 17Prepare the scene . . . . . . . . . . . .Create a Control rig . . . . . . . . . . .Adjust the foot floor contact markers . .Adjust the hand floor contact markers .Add Auxiliary pivots . . . . . . . . . . .Chapter 4. 17. 18. 21. 25. 26Creating a Character Extension . . . . . . . . . . . . . . . . . . 31Prepare the scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31Connect the extra limb to the character . . . . . . . . . . . . . . . . . 33Create a Character Extension . . . . . . . . . . . . . . . . . . . . . . . 37iii

Chapter 5Creating a Walk Cycle . . . . . . . . . . . . . . . . . . . . . . . 43Prepare the scene . . . . . . .Create poses . . . . . . . . . .Create animation with poses .Mirror poses . . . . . . . . . .Play the animation . . . . . .Chapter 6. 43. 44. 50. 54. 56. 59. 61. 62. 63. 66. . . . . . .animation . . . . . . . . . . . . . . . . . . . 69. 70. 75. 80. 81Creating a Loop . . . . . . . . . . . . . . . . . . . . . . . . . . 83Prepare the scene . . . .Create a Character track .Create poses . . . . . . .Matching clips . . . . . .Processing the clips . . .Testing the walk cycle . .Chapter 9.Editing Character Animation . . . . . . . . . . . . . . . . . . . 69Prepare the scene . . . . . . . .Modify the Character ExtensionModify the head animation . . .Plot the animation . . . . . . .Play the resulting take . . . . . .Chapter 8.Retargeting Character Animation . . . . . . . . . . . . . . . . 59Prepare the scene . . . . . . .Save the character animation .Create a new scene . . . . . .Load character animation . .Play the animation . . . . . .Chapter 7. 83. 84. 89. 91. 94. 96Manipulating Clips . . . . . . . . . . . . . . . . . . . . . . . . 99Prepare the scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99Create a turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101Blend two clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104Add another clip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106Match clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107Chapter 103ds Max-MotionBuilder Interoperability . . . . . . . . . . . . 111Importing 3ds Max scenes to MotionBuilder .Skeleton naming conventions . . . . . .Create and rename a biped . . . . . . .Export a skeleton . . . . . . . . . . . . .Export a character . . . . . . . . . . . .iv Contents. 112. 112. 118. 120. 124

Importing a 3ds Max skeleton . . . . . . . . . . . . . .Animating 3ds Max characters in MotionBuilder . . . . . . .Characterizing your skeleton . . . . . . . . . . . . . .Creating a naming template for a biped skeleton . . . .Exporting a 3ds Max biped to MotionBuilder . . . . . .Opening a 3ds Max biped in MotionBuilder . . . . . .Extracting a naming template . . . . . . . . . . . . . .Using the naming template to characterize a skeleton .Using a Python script to characterize a 3ds Max biped .Using motion capture data to animate a character inMotionBuilder . . . . . . . . . . . . . . . . . . . . .Keyframing a character in MotionBuilder . . . . . . . .Importing back to 3ds Max . . . . . . . . . . . . . . . . . .Baking animation for Export to 3ds Max . . . . . . . .Opening MotionBuilder files in 3ds Max . . . . . . . . 129. 130. 130. 136. 142. 146. 153. 155. 159. 163. 167. 171. 172. 174Contents v

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MotionBuilder Tutorials1This book includes a set of nine Autodesk MotionBuilder tutorials that provide a commonMotionBuilder workflow and also demonstrate how to use the more powerful keyframe andcharacter animation features.The process of using MotionBuilder is shown in MotionBuilder workflow on page 3. Theactual tutorials are as follows: Loading and characterizing character models on page 7 Creating and Customizing a Control rig on page 17 Creating a Character Extension on page 31 Creating a Walk Cycle on page 43 Retargeting Character Animation on page 59 Editing Character Animation on page 69 Creating a Loop on page 83 Manipulating Clips on page 99 3ds Max-MotionBuilder Interoperability on page 111NOTE Before you begin, ensure that the tutorial files have been installed. See Installing tutorialfiles on page 1.Installing tutorial filesBefore you continue, ensure you have installed the tutorial files.1

Check if the MotionBuilder tutorial files are installed:1 Launch MotionBuilder.2 Close the Welcome to MotionBuilder screen.3 Click the Asset Browser window.NOTE If the Asset Browser window is not available, from the menubar, select Window Asset Browser.If the Tutorials folder displays in the Asset browser, go to step .If there is no Tutorials folder displayed in the Asset Browser, goto step .4 Click the Tutorials folder to view its content.The Tutorials folder contains the tutorial assets.5 Obtain the MotionBuilder DVD, de-install MotionBuilder, andre-install MotionBuilder from the DVD.Installing the latest FBX Plug-insTo facilitate transferring models and animation between different softwarepackages, Autodesk develops plug-ins for the following major 3D softwareproducts: 3ds max Maya 2 Chapter 1 MotionBuilder Tutorials

You can download the latest FBX Plug-ins teID 123112&id 6839916.For information on how to install the FBX Plug-ins, and what the Plug-inssupport, consult the plug-in documentation.MotionBuilder workflowThis section describes a common workflow that introduces the eight tutorialsprovided to help you become familiar with the using MotionBuilder. For anysteps in the workflow that do not include a dedicated tutorial, you can findmore information in the MotionBuilder Help.Although the tutorials introduced here assume you are using MotionBuilderfor a character animation project, this workflow can be easily adapted to anyanimation project where MotionBuilder is used in conjunction with other 3Dmodeling or rendering software.The basic workflow for using MotionBuilder can be summarized as follows:1 Install the necessary FBX Plug-ins so you can transfer your work fromother 3D software packages into and out of MotionBuilder.For example, if you are using Maya for character modelling, you need toinstall the Maya FBX Plug-in so that you can transfer the models youcreate into MotionBuilder. See Installing the latest FBX Plug-ins on page2.2 Create a character model in your 3D modeling software of choice.Before starting your animation project using MotionBuilder, there are afew things you can do when modelling to make working withMotionBuilder easier. Refer to Guidelines for creating a character model,Bone naming conventions, and Choosing shapes to create in theMotionBuilder Help for more information.3 Export the character model from your modelling software package.When you export your work from a modelling software package, the FBXPlug-in you have installed lets you save your character model in the .fbxfile format. This format lets you load your models in MotionBuilder.4 Start MotionBuilder and load your character model.Once you load a model into MotionBuilder, you can set it up to beanimated using the MotionBuilder Character asset.5 Add a Character asset for your character model and characterize it.MotionBuilder workflow 3

The Character asset helps you to map out the structure of your charactermodel so that it can be animated in MotionBuilder. Once you havecompleted this mapping process, you ‘activate’ the character model bycharacterizing it. Characterizing lets MotionBuilder know that thischaracter model is ready to be animated.All major character animation features in MotionBuilder, includingControl rigs and animating in the Story window, require a characterizedcharacter.The first tutorial, Loading and characterizing character models on page7, shows how to create a Character asset and use it to map out yourcharacter model’s structure.6 Add a Control rig and customize it to fit your character animation needs.Control rigs are an animation tool that make it easy to control andposition your character model. The second tutorial, Creating andCustomizing a Control rig on page 17, covers information on how tocustomize a Control rig and how to add character animation featuressuch as floor contacts and Auxiliary pivots.7 Add Character Extensions to support props or non-human body parts.The third tutorial shows you how to augment your character with anextra limb, in this case a ‘Servo arm’ with giant pincers attached to thecharacter’s right shoulder. See Creating a Character Extension on page31.8 Create your animation using different keyframing and character animationfeatures. One efficient method of creating animation involves creating a set ofposes that can be pasted onto your character at various points overtime. The fourth tutorial shows how to use the Control rig and thePose Controls to create a walk cycle. See Creating a Walk Cycle onpage 43. The seventh tutorial shows you an alternative method for creating awalk cycle using clips in the Story window. See Creating a Loop onpage 83.9 Edit and refine your animation.The following tutorials show how to modify and edit animation: The sixth tutorial, Editing Character Animation on page 69, showshow to use layers to edit animation.4 Chapter 1 MotionBuilder Tutorials

The last tutorial, Manipulating Clips on page 99, shows how tocombine different animations using the Story window to create newanimations.10 Retarget your animation between Character models.Although not a necessary step in creating animation withinMotionBuilder, during animation projects, the Character model you areusing might change. Instead of re-creating the animation on the newmodel, you can simply retarget the animation from your existing file.The fifth tutorial shows how to transfer animation and CharacterExtensions between character models. See Retargeting CharacterAnimation on page 59.11 Plot your finished animation to your model’s skeleton.Depending on the animation features that you are using to create yourcharacter animation, plotting may consist of plotting from your Controlrig to your character model skeleton, or plotting the tracks in the Storywindow to a single take.Whatever method you use to animate, the finished result must be plottedto the skeleton of your character model before you export it. See Theplotting process in the MotionBuilder Help for more information.12 Save your plotted model as an .fbx file.Your finished animations can also be exported for rendering in thesoftware of your choice using the appropriate FBX Plug-In.MotionBuilder workflow 5

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Loading andcharacterizing charactermodels2This tutorial takes you through the steps necessary to bring your character models intoMotionBuilder and get them ready for animation.Each character model brought into MotionBuilder has to be characterized before you cancreate a Control rig, create poses, and use other animation tools. In order to characterize acharacter model, you need to map out its structure.The major steps of this tutorial include:1 Prepare the scene on page 72 Complete the character map on page 93 Characterize the character model on page 14Prepare the sceneIn this step, you will prepare the MotionBuilder scene and open the files neededto start this tutorial.1 From the menu bar, select File New, then select Layout Editing.MotionBuilder displays a new scene using the Editing layout. This layoutdisplays all the windows you need for your work in this tutorial.7

2 Select the Tutorials folder in the Asset browser, drag the mia blue.fbx fileinto the Viewer window, then select FBX Open No Animation from thecontextual menu that appears.Drag mia blue.fbx into the Viewer window.A model named Mia appears in the Viewer window.Mia appears in the scene.3 This character model was created in Maya, and the bones were namedaccording to the naming conventions found in MotionBuilder’s Mappinglist.8 Chapter 2 Loading and characterizing character models

Complete the character mapIn this step, you define the structure of your character model for MotionBuilderby completing the required nodes in the Mapping list. Character mappingdescribes the character model for MotionBuilder, indicating what are the legs,arms, and so on.For the purposes of this tutorial, you will manually map out Mia’s structure.You can also automatically map and characterize a character by dragging theCharacter asset directly onto a character model.1 From the Templates Characters folder of the Asset browser, drag aCharacter asset into an empty area of the scene.Drag a Character asset from the Asset browser into the scene.A Character asset is added in the Scene browser (A) and the CharacterSettings open in the Navigator window (B).Complete the character map 9

Navigator window A. A Character is added in the Scene browser. B. The CharacterSettings display.2 Switch to the Character Definition pane in the Character Settings andexpand the Base (required) group of nodes in the Mapping list (A).Character Definition pane A. Base nodesThis group of nodes are required for MotionBuilder to recognize thestructure of your character model. If you had automatically characterizedthis character, the Mapping list would be populated with the character’sbone names.3 In the Viewer window, switch to the Schematic view (Ctrl-W) and pressA to frame the hierarchy.10 Chapter 2 Loading and characterizing character models

Schematic view of Mia’s structureThe Schematic view makes it easier to select bones from the model’shierarchy because each bone is represented as a rectangular node.4 In the Scene browser, activate the Lock option to lock the view of theCharacter Definition pane.Navigator window A. Scene browser B. Lock option5 In the Schematic view, zoom in (Ctrl-drag) and select the Mia:LeftUpLegnode.Complete the character map 11

Select the LeftUpLeg node in the Schematic view.NOTE When you know the exact name of the node you are looking for inthe Schematic view, you can press Shift-N to open the Find Model by Namedialog box and do a quick search.6 Alt-drag the LeftUpLeg node into the LeftUpLeg slot of the Mapping list.Alt-drag Mia’s LeftUpLeg bone into the LeftUpLeg field.12 Chapter 2 Loading and characterizing character models

When you characterize this character, MotionBuilder recognizes that forthis skeleton the LeftUpLeg node is called “Mia:LeftUpLeg”.7 Use the following checklist and figure as guides to map the rest of Mia’sbones to the Base (required) nodes in the Mapping eadMia:HeadMappedxComplete the character map 13

Although Mia has many bones, you are only required to map the Basegroup of fifteen for MotionBuilder characterization.After you have completed the character mapping process for the Basegroup, the Mapping list resembles the following figure:All of Mia’s bones are mapped to the Base nodes in the Mappinglist and the character mapping is complete.Characterize the character modelThis step shows you how to characterize a model. The moment you characterizea character model, MotionBuilder reads the structure you have outlined inthe Mapping list, taking the model’s current pose as the base for all futureposes and movement.1 In the Character Definition pane, activate the Characterize option (A).14 Chapter 2 Loading and characterizing character models

Character Definition pane A. Activate the Characterize option.2 In the Character dialog box that appears, click Biped (A), since the Miaskeleton stands on two legs and makes contact with the floor using onlythe feet.A. Select Biped in the dialog boxthat appears.Generic offsets are calculated so that the character is compatible withany source, the character is characterized, and MotionBuilder recognizesits structure. The nodes in the Mapping list are gray and cannot be edited.NOTE If you want to add more bones or edit the Mapping list later, you cantemporarily disable the Characterize option when your character is in aT-stance.3 In the Scene browser, right-click the Character asset, select Rename fromthe contextual menu, and name the character “Mia” (A).Characterize the character model 15

Scene browser A.Rename the Characterasset.Your character is now fully characterized and ready to be animated.SummaryIn this tutorial, you loaded a character model, mapped out its structure, andcharacterized it. In the next tutorial, Creating and Customizing a Control rigon page 17, you will create and customize a Control rig for your characterizedcharacter.16 Chapter 2 Loading and characterizing character models

Creating andCustomizing a Controlrig3This tutorial shows you how to create a Control rig and customize it for creating animationin later tutorials. Control rigs are an animation tool that make it easy to control and positionyour character model. After you have created, customized, and saved a Control rig, you canreuse it for other models.The major steps of this tutorial include:1 Prepare the scene on page 172 Create a Control rig on page 183 Adjust the foot floor contact markers on page 214 Adjust the hand floor contact markers on page 255 Add Auxiliary pivots on page 26Prepare the sceneIn this step, you will prepare the MotionBuilder scene and open the files neededto start this tutorial.1 From the menu bar, select File New, then select Layout Editing.MotionBuilder displays a new scene using the Editing layout. This layoutdisplays all the windows you need for your work in this tutorial.17

2 Select the Tutorials folder in the Asset browser, drag themia characterized.fbx file into the Viewer window, then select FBX Open No Animation from the contextual menu that appears. A model namedMia appears in the Viewer.Drag Mia characterized from the Asset browser into the Viewer window.Create a Control rigIn this step, you will create and prepare a Control rig for the Mia character.1 Expand the Characters folder in the Scene browser and double-click theMia character (A).The Character Settings for Mia appear in the Navigator window (B).Navigator window A. Double-click Mia in the Scene browser B. The CharacterSettings display.18 Chapter 3 Creating and Customizing a Control rig

2 In the Character Settings, switch to the Character Definition pane (A)and click Create in the Control Rig area (B).Character Settings A. Switch to the Character Definition pane.B. Click Create in the Control Rig area.3 In the Create Control Rig dialog box that appears, select FK/IK (A).Create Control Rig dialog box A.Select the FK/IK option.An FK/IK Control rig is created for the Mia Character.4 In the Character Controls window, activate the Ctrl Rig In option. Thismakes the Control rig the active motion source for the Mia character.Character Controls A. Ctrl RigIn optionCreate a Control rig 19

5 Click in the Viewer window, then press Ctrl-A until you are in X-Raydisplay mode.In X-Ray display mode, you can see the FK and IK effectors that make upthe Control rig. The blue and red IK effectors let you intuitivelymanipulate the character using a setup that simulates how the humanbody moves. The yellow FK effectors let you selectively fine-tuneindividual body parts. If you plan to do any fine-tuning with your owncharacters, create Control rigs with both FK and IK effectors.6 In the Character Controls window, open the Show menu (A) and disablethe Skeleton option.This hides the character’s skeleton so you can see the FK and IK Controlrig effectors clearly in the Viewer window (B).A. Select the objects you want to display in the Show menu.B. The Control rig displays on the Mia character.7 Switch back to view the Character Settings pane (B).20 Chapter 3 Creating and Customizing a Control rig

Character Settings pane A. Input Type menu B. ActiveoptionThe Control rig is also shown as the active motion source by the InputType menu and the Active option in the Character Settings pane (A andB).Adjust the foot floor contact markersIn this step, you will adjust how the character’s feet touch the floor using thefloor contact markers.The floor contact markers are the blue and green markers that appear aroundthe character’s hands and feet when you characterize your character model.These markers create an invisible grid that determines where the character’sfeet come in contact with the floor.When no floor object is defined in the Mapping list of the Character Definitionpane, the MotionBuilder grid is used as the floor. In this tutorial, the floor isnot defined.1 In the Character Controls window, make sure Floor Contact is active inthe Show menu (A).Adjust the foot floor contact markers 21

Character Controls A. Show menu Floor ContactThe green and blue floor contact markers display around Mia’s handsand feet.Green and blue floor contact markers display around Mia’s hands and feet.2 In the Viewer window, switch to Producer Right camera view (Ctrl-R)and zoom in on Mia’s feet.22 Chapter 3 Creating and Customizing a Control rig

Switch to Producer right and zoom in onthe feet.3 Select one of the floor contact markers underneath Mia’s feet and translateit, using the following guidelines and figure for the marker placement: Align the middle marker where the toe bone starts (B). Align the front marker with the toe of the model (A). Align the rear marker with the heel of the model (C).Placement of Mia’s foot floor contact markers A. Front marker B. Middle markerC. Rear markerAdjust the foot floor contact markers 23

NOTE Moving one foot marker adjusts the other markers accordingly sothat when you adjust the green markers on Mia’s left foot, the bluemarkers on the right foot are adjusted as well.4 Switch to Producer Front view (Ctrl-F), zoom in on the feet (Ctrl-drag),and translate the foot markers right or left to position them at the edgesof the feet as shown in the following figure.Left and right position of the markers5 In the Character Settings pane, expand Floor Contacts (A) and activatethe Feet Floor Contact option (B) to activate the floor contact for the feet.Character Settings pane A. Floor Contacts group ofproperties B. Feet Floor Contact option24 Chapter 3 Creating and Customizing a Control rig

Adjust the hand floor contact markersIn t

If the Tutorials folder displays in the Asset browser, go to step . If there is no Tutorials folder displayed in the Asset Browser, go to step . 4 Click the Tutorials folder to view its content. The Tutorials folder contains the tutorial assets. 5 Obtain the MotionBuilder DVD, de-install