In having a weird problen with MotionBuilder 2012 (32 bits).
The problem is that in some poses, the arm rollbone broke completly and rotates in axis that it shouldn´t.
This happens even animating another limbs, like a leg.
DOF = Degrees of Freedom
You might wanna check that, as primal mentioned. Somewhere in properties for that joint(s) and their controllers. Used to set limits on axes.
Also just curious what character solver you’re using. You said you actually created / characterized the rig in v2012 so I’m guessing you’re using HIK, since that’s MB2012 default solver.
What layer are you keying on? Silly questions, I know. But sometimes MB has silly problem :\
I didn´t set any DOF for the elbows. I just activate the kill pitch for the arms.
Aditionally, I have activated the “Realistic shoulder solving”. All the other options are by default in the characterize.
What is the difference between HIK solver and MB character solver?
Max- watch your rotate order since max joints come in with rotation values on them, you might have better results putting the dof on the control rig and of course make sure you are not using the default roll joint settings as this puts twist on the elbow ( just turning this off might make the DOF settings unnecessary.
I just discover that switching to Mobu character solver, the pinning system is not working in the same way than in HIK solver.
For example: when I pin a hand with TR reach deactivated, if I move the hips controller and I´m in “body part mode”, the pin doesn´t have any effect and the hand moves freely. I found this a bit unconfortable.
Do you know how to keep the pin system as “HIK solver” with “Mobu character solver”?
Eh 2012 fun…had to learn to grin and bare it.
HIK is a joke for MB2012. MB character solver had less bugs to work through, repro, log, etc. one of the main things 2012 did not take into account were character extensions.
Anyway, another small setting with a big affect on how you would expect your character ctrls to behave is the PULL. We’ve made a jump from 2009 to 2012 and by default (I believe even with rigs created in 2012) when bringing in 2009 work files, the PULL is set to 100 on many of ctrl nodes.
You’ll notice with pull = 100 on the wrist, even though you’re in body part the entire rig moves, rather than just that body part (as you may typical expect and desire in that mode)
Currently we’re on SP2HF12 and there have been many bugs addresssed and resolved, at least with the MB character solver. Poses are broken in HIK. The only poses it accepts are created from a character with HIK solver.
If you need older poses in HIK, pose with MB solver, switch to HIK solver, then create or update pose. Uh, yeah…i know (I’d rather be happy than right) HIK to MB solver poses are ok. MB to HIK, better off writing your own pose lib controls.
Hopefully you were able to find a way and it worked out.
HIK solver is a mess… Yes the pull settings can throw off how the rig works as Jason said but also joint limits that cause the rig not to be able to solve correclty will cause movement. Since you were doing things to limit the joints you might have created a problem for the solver by mistake.
Good times, Jason were you on Beta for 2013? I can’t remember if I saw you on there, if not you should be!
This is off thread topic but you guys seem to really up on Motionbuilder, and i hope you don’t mind helping me out.
I’m starting to have trouble with poses layered on top of animations. I am taking a saved pose from one file and applying it at the start of the animation (full body on a layer) and the pose applies nicely. The problem happens when i play animation, the Ankles seen to be locked in the pose shape. the rest of the body moves along naturally. The odd thing it just started doing this yesterday, and for the last 2 months it was working great. i have made many Cycles, and ins and outs use the pates pose on animation with out a problem. Not sure what changed or how to fix it, any help would be great.