![]() He's always super helpful and what he's been able to do for LightWave has been fantastic.)Īny of these systems requires careful planning and following specific rules and naming conventions exactly.Īs shown in above posts, LightWave has this capability too. I think the workflow is a little clunky compared to third-party mocap re-targeting workflows, but it works well enough if your re-targeting needs aren't too extreme. (My goal is to eventually move away from my aging MB license.)Īs shown in above posts, LightWave has this capability too. bvh to MB workflow because I need to use some MB specific-features, and mostly out of habit. BTW, iPi Mocap Studio can re-target to an imported character directly and output FBX too.I just use the. I've been playing around with these two lately and will post more info about the experience when I get the chance. There are other programs that can do this too, for example, 'Webanimate Standalone' and 'Reallusion iClone 7 with 3DXchange'. bvh, and I retarget that to a rig in Motion Builder 2010 and output the FBX from there. ![]() My mocap come out of iPi Mocap Studio as. ![]() You can have extra bones and targets in the LightWave so long as they don't disrupt the main skeletal structure.Īlso, LightWave doesn't support FBX with multiple Takes, so make sure your 'LIFS' scene only contains one Take. Naturally, the hierarchical structure and bone-naming of the rig in the FBX needs to match the LightWave scene exactly for this to work. This way, you can set up the character's surfaces and controls only once in LightWave and keep re-using that for each motion you import. This option extracts only the animation from the FBX scene and applies it to your existing LightWave character rig. ![]() For me, the best way to get 'outside' motion onto a LightWave rig has been to prepare the motion in FBX and use Load Items From Scene with Merge Only Motion Envelopes enabled. ![]()
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