Blog Post

The Rigging Buddies Podcast #2: Brad Clark – YouTube

Did you miss the live discussion? The replay interview with Brad is now online.

What people are saying

“…really great interview. @bclark_cgchar is humble and full of insight. I feel inspired. Thanks guys!”

“It’s not about failing fast, it’s about failing fearlessly” Such and Inspiring and insightful chat, this was a great episode!

Subscribe and make sure to catch all of the episodes

Blog Post

Open MotionBuilder Rigging Tools

Sergey created two new videos covering the use of his extensive set of MOPLUGS, his MotionBuilder tools, scripts and plugins. He is one of the few if not the only Developer to create a set of opensource tools for MotionBuilder and has been an incredible resource for us at Rigging Dojo.

Author of ideas and supervising by Cam Christiansen (Anlanda Studio)

Developed by Sergey Solokhin (Neill3d)

Check out Part 1 and 2 and explore the code and tools, a must have for someone working with MotionBuilder.

Table of contents:

In the live session I would like to give more details about open source extension projects for Autodesk MotionBuilder
OpenMoBu –
MoPlugs –

Openmobu repository page –
Spring relation box –
Ray intersection relation box –
Pose Reader relation box –
Sphere coords relation box –
RBF relation box –
Attachment contraint –
Blendshape Toolkit and Sculpt Brush –
Comand line rendering and Render Layers –
CleanUp Tool –
Aim Sprite Constraint (Billboard) –
Camera RIG Tool –
Additive Animation Tool –
Restructuring Tool –
Post Processing (OpenMobu) –
Super Dynamic Lighting Shader –

Table of contents Renamer Tool –
Camera Link Vis Tool –
Geometry caching –
Color Renderer –
MoPlugs Renderer and Logarithmic Depth –
Dynamic Masks –
Projective Mapping Shader –
Composition Tree –
Extended rendering (camera and cubemap) –
Light Visor Tool –
Ball Toss Tool –
Car Wheel Tool –
MoPlugs User Guide –
GPU Particles –

Table of Contents
– Configuration application
– Sprite sheet solver
– Calculate Normals Solver
– IBL/Skin Shader, Eye Shader
– Column Play Constraint

Table of contents:
– Blendshape Toolkit, mesh operations (snapshot, combine meshes, calculate delta morph target)
– GPU Particles Terrain collision

Free MotionBuilder tips from Rigging Dojo:

Blog Post rigtip

Learn: Maya HIK Custom Rig Motion Capture Retargeting and Animation in 1 minute

When it comes to working with Motion Capture in Maya there are a few options with external tools but the out of the box solution is HIK and is the only solution that has compatibility with Max(Cat) and in MotionBuilder when trying to share setups and process large animation sets.

The problem often comes when animators don’t want to use the HIK control rig or don’t understand how to use it effectively. We have much deeper training on this but for now we will focus on using a traditional rig including animating on a “traditional” foot roll custom rig during the retarget, in our first one minute video tutorial

HIK Maya Custom Rig Animation and Retargeting 1 Minute Tutorial

Reuse: Save and load characterization and custom control rig mapping

If you have to work with the HIK system when the bone names don’t match, you know it can be a pain to remap a character skeleton for a new file. In this video we show you a way to save that mapping when the built in save function breaks and how to save and reload your custom rig mapping as well.

Download the settings file: gameAnim book AZRI rig.Rigging Dojo HIK

HIK Reusable Assets Maya 1 Minute Tutorial

This workflow pairs well with Mocap Editing Techniques – Level 1
Kristjan Zadziuk (note: We don’t encourage the use of BIPED but if you need to use it for some reason check out our HIK to Biped Workflow)

Game Anim:
Video Game Animation Explained

For the TD that wants to check out another rig example and play with a game type character rig or work to make your own, check out the Rig and resources on how it works.  

Free Rig

The AZRI Rig is a simple animation rig for non-commercial animation #game-anim, #azri-rig and @GameAnim

Rig by Sophie Brennan

Free Motion capture sword animation

About the Tony Cross Sword Animation set

Tony’s inspiration came from his life experience participating in realistic and historically accurate Viking fight reenactments where he used real weapons, and he also passionately practiced martial arts.

He was a big, loud, fun, bearded dude who loved mocap animation and working in the game industry. Unfortunately, Tony passed away shortly after our first capture session, leaving his work incomplete. We’re hoping to revive this pack in his honor.

May his body rest in peace and the mocapped motion of his that is featured in so many of our current animation packs live on forever.

Source Motion Capture for our retarget #tcsword

Free Training for anyone using Motion Capture or HIK

Jonathan is the author of GAME ANIM: Video Game Animation Explained (published by CRC Press) and is currently creating interactive cinematics for The Last of Us Part II at Sony’s Naughty Dog studio.

Learn how to great a smooth seemless cycle from a mocap run using MotionBuilder or similar non-linear animation tool. to Motion Editing and MotionBuilder
Your inside guide to better looking captures, edits and MotionBuilder tips, you don’t want to be without! This Twitter conversation between industry pros is now in a handy PDF guide book.

“… I have been using it for years and pretty much every single one of his tips were new to me….will save me countless hours in production.”
#animtip, #rigtip, Autodesk, education, gamedev, GDC, GDC2014, HackMobu, HIK, Maya LT, Mocap, Motion editing, MotionBuilder Character, Tech Artist Bootcamp

Hacking MotionBuilder: 10 Things You Aren’t Doing but Should Be!

Techniques learned in this session, while focused on MotionBuilder, can be applied to the HIK rig in Maya as well.

Other Resources: Paid

MotionBuilder for Animators

Video crash course on getting your workflow for Keyframe Animation in MotionBuilder dialed in from Rigging Dojo. This is priced low, get it, learn and get your work done…Good, Fast, Cheap – now you can have all 3!

Check out our workshop on Rigging, Motion Editing, Character Prep, Ragdoll, Best Practices and the latest tips and tricks on MotionBuilder Updated regularly with new content based on software updates. Learn to stop spending animation time fighting and fixing problems that you might have caused in the retargting of the source animation data.

We also cover rigging techniques and workflows for editing and animating that have saved hours and hours of work, something that might take you a 8 hour day could be done in under 2 hours once you understand the tools. to Retargeting Workshop

Blog Post

A book from someone who knows- GAME ANIM: Video Game Animation Explained is out now!

If you are a TD that still doesn’t have much experience on the animation side of things, you should learn and this could be a great resource for you to learn from.
Jonathan is a great resource on animation technique and working with Max, Maya and MotionBuilder tools to create and craft AAA movement and animation through his blog but now he has a well crafted book as well.



For the TD that wants to check out another rig example and play with a game type character rig or work to make your own, check out the Rig and resources on how it works.

Free Rig

The AZRI Rig is a simple animation rig for non-commercial animation.


Some basic tutorials to get you up and running animating with the AZRI Rig.


Download free software for educational purposes and be directed to related tools and the Game Anim Demo Reel gallery.


p.s. This isn’t a paid post nor were we asked to post it, just supporting someone who we have learned from and who has been a huge contributor of knowledge to the community and that deserves support.

Blog Post

FBX to Biped : There and Back Again

How to match the 3ds Max Biped to your custom skeleton for easy sharing of rigs, animation and better retargeting in MotionBuilder.

Use Case:
You Have a character rigged for Unreal with custom joint locations using the ART rig. You also have existing animations that are in Max and Maya and you need to have people use Biped to animate.
Biped is a GIANT pain to fit to other skeletons… so this handy guide will help you out.

Part 1:

Use the #Autodesk Character Generator to create a file and download for max. In the zip there is a script that will build a Biped that matches the skeleton. We tried a few variations of existing scripts and custom tools but they all had issues, this is the best choice for speed and getting a good end result.

Autodesk Character Generator download settings to get the Maxscript

Part 2

Next import the Character Generator FBX skeleton you downloaded and align it to your custom skeleton. We did this in Maya since that was where our source skeleton came from.
We aligned position and used IK to rotate the joints so they stayed clean, then froze transformations to clear the skeleton of rotation values. (this puts the rotation into the joint orient)
Then mirror the FBX skeleton joints so you don’t do twice the work, and be sure to replace the _L for _R.
Export the FBX skeleton back out to .FBX and then import into #3dsmax

Align the FBX skeleton to your own custom skeleton

At this point we don’t care if they are a one to one match because we can adjust the Biped structure/bone count after it is created, we just need the major joints to align and the fingers!!

Part 3:

Import the exported aligned .FBX file in to Max
Open the free script from your Character Generator download zip file that will convert the skeleton to a Biped.
Run it and the FBX skeleton gets replaced with a matching Biped, that we then edited in FIGURE mode to add prop, twist bones and adjust neck count.
Note we placed a marker at the head and then had to snap the Biped Head back to where it was after changing the neck count, since the head moves when the bone count changes 🙁
Now save off a .FIG file so that anyone that needs to can create a Biped that matches your custom skeleton.

*The hip joints in Biped don’t like to move so some manual adjustment might be needed to align hips and feet but it is minimal and easy to snap the ankles to the correct location. Just double check against your source skeleton.

MotionBuilder or Maya HIK retargeting:

If you need to retarget existing FBX moves onto the character, from Max, Export this new biped as .FBX and you can characterize it in MotionBuilder. From there you can retarget animation onto it, then save that motion back to FBX and import that motion with file Import directly onto the Biped skeleton. This will bypass the Biped mocap import/BVH process because it is very limited and destroys the motion quality AND makes everything harder. By staying in FBX the entire way and you will have a Custom Biped that has full motion capture ready to save out or animate in #3dsmax and stay in sync with anyone using Maya or MotionBuilder to animate with.

Final step after loading into Max is run the script that builds the Biped

Part 1: Custom Biped skeleton for MotionCapture retargeting and animation in #3dsmax from #Maya or #MotionBuilder