Hello this is my first time posting in this forum. I'm hopeing someone can help me with my problem.
I am trying to import animation clips from motionbuilder into houdini with bclip files.
I figured out how to convert the Bvh files to bclips and I got the channels into chops.
The problem is when I bring in my fbx character and export the channels
all the animation falls apart.
Also I don't know what the .cmd file is for. I sourced it and ran the script but nothing happens.
I'm not that familiar with motionbuilder so maybe I exported it wrong.
If anybody has any experience with this or could help me out I would really appreciate it.
Thank you
motionbuilder to houdini
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- tc_trent
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- oleg
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Have you tried converting everything, including animation, through FBX, as opposed to having separate bcip files?
For rigged characters, the FBX importer creates a structure which is somewhat different from the original skeleton. Since most FBX characters are joint-based, the FBX importer creates a Houdini Null node in place of each joint, and adds dummy bones between them so a skeleton looks like a skeleton.
If you wish to add animation to such skeletons, make sure your CHOPs export animation to these null nodes, not the bones between them. Furthermore, you have to make sure that the overall animation stored in bclips is correct - for example, most joints have pivot transformations, which on FBX import are baked into each node's animation curves. If your bclips don't take that into account, the animation will look wrong.
For rigged characters, the FBX importer creates a structure which is somewhat different from the original skeleton. Since most FBX characters are joint-based, the FBX importer creates a Houdini Null node in place of each joint, and adds dummy bones between them so a skeleton looks like a skeleton.
If you wish to add animation to such skeletons, make sure your CHOPs export animation to these null nodes, not the bones between them. Furthermore, you have to make sure that the overall animation stored in bclips is correct - for example, most joints have pivot transformations, which on FBX import are baked into each node's animation curves. If your bclips don't take that into account, the animation will look wrong.
Oleg Samus
Software Developer
Side Effects Software Inc.
Software Developer
Side Effects Software Inc.
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- tc_trent
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hi ,thanks for the response. the reason that i want to use bclips to bring in the animation is because i am tring to do a simple crowd sim. i want to have a bunch of ramdom characters with similar rigs instanced to particles. and for each of those characters have a random animation clip applied that make i motionbuilder.
the bclips seemed like a good way of haveing different animation switched out. how would i know if my pivot transformations are being exported properly? everything should be the same, i loaded the blcip into the same fbx rig that exported the motion from motionbuilder.
also what is the .cmd file for that comes from mcbiovison. when i try to run it nothing happens.
the bclips seemed like a good way of haveing different animation switched out. how would i know if my pivot transformations are being exported properly? everything should be the same, i loaded the blcip into the same fbx rig that exported the motion from motionbuilder.
also what is the .cmd file for that comes from mcbiovison. when i try to run it nothing happens.
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