Something that comes up often is dealing with hip vs root bone motion and having to either add or remove it to work with diffrent game engines or mix and match move sets. If you are a AAA team and have tech artists and experienced editors it is a challenge but if you are an independent game studio or a lone artist, this might simply be impossible as was the case for the people who reached out to us.
I passed this on to Crispin and he worked up a great and clear tutorial on how to get motion ready for Cry Engine using their Motus Mocap online animations.
Click the image and check out the video on their blog post
A Motionbuilder tutorial discussing how to re-target animations from one character to another, and transfer the full Root motion correctly and accurately – even if there is a scale difference between the two rigs.
INDEX is below to jump directly to any section. The question came up on the Autodesk forums. Shout out to Brad Clark with Rigging Dojo, our friends at Crytek and CryEngine, and Epic and the Unreal Engine.
INDEX: 0:00 Introduction
01:49 Basics – Settings, Extensions, Constraints and Match Source
07:41 Plotting and Results
08:16 Scaling – Why do it and problematic results.
12:25 Some things are simpler than they first seem… Doh
13:40 Scaling – The Simple Fix and Results
17:00 Vertical Root Motion – Yes it works, an example.
19:57 Plot All Takes and Editing afterwards.
If you are needing more MotionBuilder training and help you can check out our other free tips and tutorials, dig in with our paid on-demand workshop or get custom studio training and consulting like Epic Games, EA and Sony have (contact us for information).