In this article you will learn how to retarget FBX or BVH exported files from Axis Studio to Motionbuilder
Axis Software Setup
Axis Studio Export Settings
- File Type: .bvh or .fbx
- Skeleton: Maya/MOBU/Human IK
- Enable: Displacement
Axis Neuron / Axis Neuron Pro Export Settings
- File Type: Select FBX binary
Characterize Mocap Data
- Open Motionbuilder and drag in your BVH or FBX
- Highlight the skeleton and make sure the timeline is on the first frame
- Go to the Properties tab and set all the Rotation values to 0 so that the skeleton is in a perfect T pose
In the Asset Browser:
- Go to Templates --> Characters.
- Drag the Character asset onto the hips of the character in the Viewport
- Click Characterize --> Biped
- If this option does not pop up, delete the character in the outliner and try again
- Next, go to the Outliner and rename the character to MOCAP. This is just for organization purposes
- Save as a new file
Characterize Character Model
- Open a new scene and drag in your character's FBX file
- Highlight the skeleton and make sure the timeline is on the first frame
- Go to the Properties tab and set all the Rotation values to 0 so that the skeleton is in a perfect T pose
- If you cannot see your character model’s skeleton, press Ctrl + A
In the Asset Browser:
- Go to Templates --> Characters
- Drag the Character asset onto the hips of the character in the Viewport
- Click Characterize --> Biped
- If this option does not pop up, delete the character in the Outliner and try again
- Then go to your Outliner and rename the character
Remember to save. I would recommend naming the file CharacterNameCharacterized
Retarget Mocap Data to Character Model
- Open a new scene
- Drag in your characterized motion capture data
- Drag in the characterized character model
- Click FBX Merge --> All Takes
-
Next, go to the Outliner and click on the character’s name
- Check Active
- Change Input Type to Character and Input Source to Mocap
- The motion capture data should now drive the target skeleton
- Next, click on Plot Character --> Plot to Skeleton
- The animation data is now baked to the character model’s skeleton and you can delete the mocap data skeleton from Characters and Scenes in the Outliner
- Save as a new file
Getting Ready to Edit
Now just a few more steps before your character is ready for editing in Motion Builder
- First, click on the character in your Navigator
- Click on Plot and this time select Control Rig --> FK/IK
- You can now click on the points on the control rig or on the character controls window to modify your character’s position
Next, go to Animation Layers and add a New Animation Layer. You will primarily want to use this new layer for your animation cleanup.
You now have a character ready for animation cleanup.