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Devblog #3: MotionBuilding Lovecraftian Horrors

  • Writer: Remco Nijs
    Remco Nijs
  • Jan 30
  • 2 min read

Last 2 weeks I've been finally getting into MotionBuilder and what a journey it has been.


Motionbuilder seemed very daunting from the onset and it still does even now. While I'm beginning to open up to the possibilities that MotionBuilder offers, if I did not have an experienced friend and Mocap mentor, Yaro Copijn, I don't think I would've gotten nearly as far.


The UI seems ancient and every accidental button press leads me to reload my latest save (oh god when did I last save?). My first attempt at exporting to Cascadeur had some interesting results...


Not just a stop along the way.

When I was asking around about Mocap cleanups, a lot of people mentioned using MotionBuilder to retarget the animation to their preferred skeleton before moving on to Maya and cleaning up any issues there, however, I found I much prefer working in MotionBuilder for a majority of my cleanup and splicing.


My first successfully cleaned animation was a combat idle loop that I spliced together using the story menu in Motionbuilder and then exported to Unreal Engine.

Combat Idle unedited:
Combat Idle looped and edited imported into Unreal Engine:

For the cleanup and editing of this idle, I first created a control rig animation layer for the hands to add closed fists to the animation before I double-looped it to make a nice and consistent idle loop.


I then tweaked the playback speed a bit to create a more relaxed idle pose and locked the feet into place.


Next steps:

Now that I've gotten a (basic) handle on MotionBuilder I will be continuing the cleanup process of the additional 45 shots left in my backlog (god help me).


First things first though, I gotta work on my Learning Log! It's the document by which I'm judged each block here at BUas and I'd very much like to pass :)


Cya in the next one!


 
 
 

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