Yes FBX kinda bakes down the animation file almost into single frames. The reason so you can rig in one package, animate in another and render out frames on your favorite render all with the FBX. All translation and rotational values for each item and or joint are recorded with FBX.
This is what i did in the final of this facial capture video....I ran the motion capture in faceshift , live into Maya on a rigged character i built, then recorded the animation and exported via FBX, then imported it to Lightwave to render out the final frames...seen at the end. Funny thing is you have to have the correct FBX plug in for all packages and Autodesk updates them all the time. So if i use FBX 1.2.3.4 and i dont have the same in Lightwave does screwy things. As in this case the Y and Z were inverted, So I had to parent to a null and rotate it.
FBX was created by Autodesk the compnay that bought all the remaining 3d packages and they are the ones who created FBX formate for studios that have an existing pipeline as a way to transition from one package to another.
As a reminder we dont need to be concerned with translation only rotational values of joints. Translation in world space won't even be used. Thats 50% less data and values to have to be concerned with.
Man this is awesome! So it seems like you know a lot about all the different types of setting up animations, morph targets, rigging and all the different types of getting stuff moved cross different platforms!
Not talking about the great job you did lighting, modeling, and rendering the model with all the high displacement mapped details!
Maybe you could check the rig I did for the JD in max...i am really struggling to get the IK right, just trying to find a solution which would work out for our idea to use the virtual JD rig to drive the real one...
And since you mentioned working on the Guardians Of The Galaxy Sequel over at the other post, you must be a very talented person in every field!
I would die to be on the set and check how they get all this awesome stuff done!
Thanks ! My actual job is make up and make up effects, but in 1997 I hurt my back and was off work a year so taught myself cgi. I'm always coming up with POC merging all the stuff I know into different areas, sculpting, 3D printing, mo cap, animation, animatronics and now robotics.
There is a axiom in software development which says "10% of your problems will take 90% of your time." That has, indeed, been the case the last couple of weeks or so. I knew zero about Maxscript when I started, but still managed to come up with something, thanks largely to the script Mickey666Maus already had.
However, as the nitty gritty phase of making things work came to pass, I ran into more and more time consuming problems. I continue to run into them. So I have had to back up and punt fairly often, looking for solutions and testing, testing, testing. Maxscript is sorely lacking in certain desirable features, despite having something like 8000 commands and variations. Or maybe because of it. And, of course, life keeps interfering with the fun.
Presently, I have finally overcome the major ones I have encountered. Those I've not still bug me (every pun intended), but I have found work-arounds that will have to do for now.
I had hoped to have an update posted this week. But then, I had hoped to have one posted last week too. Ain't gonna happen this week either so my sights are set on next week. Currently, the next "release" will include just the recording and playback functions. After that the real time motion mimicking.
Things are slow but steady. The both of us are still quite enthusiastic about the project so it hasn't lost steam, just a some of the momentum.
Yes FBX kinda bakes down the animation file almost into single frames. The reason so you can rig in one package, animate in another and render out frames on your favorite render all with the FBX. All translation and rotational values for each item and or joint are recorded with FBX.
This is what i did in the final of this facial capture video....I ran the motion capture in faceshift , live into Maya on a rigged character i built, then recorded the animation and exported via FBX, then imported it to Lightwave to render out the final frames...seen at the end. Funny thing is you have to have the correct FBX plug in for all packages and Autodesk updates them all the time. So if i use FBX 1.2.3.4 and i dont have the same in Lightwave does screwy things. As in this case the Y and Z were inverted, So I had to parent to a null and rotate it.
FBX was created by Autodesk the compnay that bought all the remaining 3d packages and they are the ones who created FBX formate for studios that have an existing pipeline as a way to transition from one package to another.
As a reminder we dont need to be concerned with translation only rotational values of joints. Translation in world space won't even be used. Thats 50% less data and values to have to be concerned with.
Man this is awesome! So it seems like you know a lot about all the different types of setting up animations, morph targets, rigging and all the different types of getting stuff moved cross different platforms!
Not talking about the great job you did lighting, modeling, and rendering the model with all the high displacement mapped details!
Maybe you could check the rig I did for the JD in max...i am really struggling to get the IK right, just trying to find a solution which would work out for our idea to use the virtual JD rig to drive the real one...
And since you mentioned working on the Guardians Of The Galaxy Sequel over at the other post, you must be a very talented person in every field! I would die to be on the set and check how they get all this awesome stuff done!
I came out supergreat...cannot stop watching!


Thanks ! My actual job is make up and make up effects, but in 1997 I hurt my back and was off work a year so taught myself cgi. I'm always coming up with POC merging all the stuff I know into different areas, sculpting, 3D printing, mo cap, animation, animatronics and now robotics.
Heyya fellas any progress?
There is a axiom in software development which says "10% of your problems will take 90% of your time." That has, indeed, been the case the last couple of weeks or so. I knew zero about Maxscript when I started, but still managed to come up with something, thanks largely to the script Mickey666Maus already had.
However, as the nitty gritty phase of making things work came to pass, I ran into more and more time consuming problems. I continue to run into them. So I have had to back up and punt fairly often, looking for solutions and testing, testing, testing. Maxscript is sorely lacking in certain desirable features, despite having something like 8000 commands and variations. Or maybe because of it. And, of course, life keeps interfering with the fun.
Presently, I have finally overcome the major ones I have encountered. Those I've not still bug me (every pun intended), but I have found work-arounds that will have to do for now.
I had hoped to have an update posted this week. But then, I had hoped to have one posted last week too. Ain't gonna happen this week either so my sights are set on next week. Currently, the next "release" will include just the recording and playback functions. After that the real time motion mimicking.
Things are slow but steady. The both of us are still quite enthusiastic about the project so it hasn't lost steam, just a some of the momentum.