Hello! This is the second workflow breakdown for my thesis film. It will concern the motion capture animation process. Check out the first post about using Unity to make a short film here, and watch the film itself here. Purpose: This post is designed for students or independent artists considering using motion capture for animated … Continue reading Using Motion Capture in an Animated Short Film
Tag: Motionbuilder
Character Setup in Motionbuilder: Characterization and Character Face Mapping
I wanted to share my process for setting up a character for mocap retargeting and facial animation in MotionBuilder. I prefer to make a clean character file to retarget onto, with all the possible assets that I would need for a given project. Having all assets on a character from the beginning of the retargeting … Continue reading Character Setup in Motionbuilder: Characterization and Character Face Mapping
Setting Up an Eye Controller in Motionbuilder + Avoiding Lazy Eye
An eye controller that allows you to manipulate the character's look-at point is a bog-standard feature of any rig: If I'm just doing one or two shots, I'll do my body/face mocap re-targeting in Motionbuilder, bake it, send it to Maya, and set up my eye controller in Maya. However, for work recently, I was … Continue reading Setting Up an Eye Controller in Motionbuilder + Avoiding Lazy Eye
Automated Lip Syncing using MotionBuilder Voice Device
UPDATE: In section 1 of this post, we paint the blendshape weights for the character. I've noticed a bug where sometimes, all your morph targets don't appear in the "Target" section of the Paint Blend Shape Weights Tool. You can get around thing by right-clicking on your base mesh, and while holding down the right … Continue reading Automated Lip Syncing using MotionBuilder Voice Device




