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You are here: Home / MotionBuilder Tutorials / How to Characterize A Character In MotionBuilder [VIDEO]

How to Characterize A Character In MotionBuilder [VIDEO]

By Mocappy 1 Comment

In this video tutorial you’ll learn everything you need to know to successfully characterize your character in MotionBuilder.

  • How to correctly T-Pose your character – the most important part of the process.
  • How to automatically complete the mapping process if you’re using MotionBuilder’s naming convention or a Biped character.
  • How to complete the mapping process if you’ve used your own custom joint names.
  • How to tick that Characterize box or padlock button to characterize your character, and…
  • How to create a Skeleton Definition file so MotionBuilder can automagically complete the mapping process for characters with same joint names.

The success of any mocap project in MotionBuilder depends on how well you Characerize your character. Every time you use a character in MotionBuilder it relies on the characterization in some way: remapping mocap with Actor and Character assets, animating with the Control Rig and Poses, simulations with Rag-doll.

Get it wrong and you’ll not only affect the quality of your mocap data, but you’ll also find yourself spending more time fixing problems than you do animating.

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Filed Under: MotionBuilder Tutorials

« 5 Things to do BEFORE you Characterize Your Character in MotionBuilder
How to Retarget Motion Capture in MotionBuilder [video] »

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Hi, I’m Simon Kay

My aim for this site is to share everything I’ve learned over the last 20 years using MotionBuilder at some of the leading video game, motion capture and visual effects studios.

Top Posts:

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  • How to Characterize your character in MotionBuilder
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  • How to Write a Skeleton Definition File Using Python
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  • How to T-Pose and Characterize your Character Using MotionBuilder Python

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