Hi
I was very relieved to see a thread in the developers section regarding mechanim. I thought I was the only one having trouble with it. This is an extract from a post I found, its a couple of months old.
Ok, I am using a combination of BVH mocap and altered fbx files from the animation starters pack on a custom character. My character is humanoid enough to work with motionbuilder and be characterized in there. I can apply imported mocap to the model successfully. Also my character works seamlessly with the mechanim stock animations only my character has broad shoulders so the animations are unusable in that state. I thought that is what the muscle section was for but not being able to use it I decided to try motionbuilder itself.
I can import motionbuilder fbx files (Mobu 2013) but the animation only files come in with meshes even though I specify hierarchy only. Those clips behave very badly indeed. Clips or takes embedded in a fbx character file behave better but not well enough to be useful. I read the above post which took a long time to find, and thought that being able to use the muscle clip facility could help. Hitting the open button by the import settings at the top of the characters animation area opens Motionbuilder 2012 (although I have specified 2013 to handle my fbx files) and crashes it.
I am having a really hard time getting this to work. Will’s tutorial video is great but it glosses over importing your own clips and has no instruction on muscle clipsl. I have read the manual and it sort of says what the clips do except I think there is a discrepancy between what the author knows and what I hope the functions are. Where are those areas where I can set muscle definition? So far I can only fiddle with the sliders that wiggle my character in his prayer position. Is there any information on this? There is a video in the developers section but it is private. Any links suggestions or information very gratefully received.
Thanks in advance.