Load .c3d in MotionBuilder and create MB .fbx Actors
Posted on: Dec 31 2020
In this tutorial we present how to use .c3d files from our dance motion capture database in Autodesk Motion Builder, to export a MotionBuilder Actor (.fbx files). We show the process of converting the raw data from the markers captured in the lab, into a useful Actor that can be used to bake the animation into any humanoid 3d skeleton.
In this tutorial we present how to use .c3d files from our dance motion capture database in Autodesk Motion Builder, to export a MotionBuilder Actor (.fbx files).
We show the process of converting the raw data from the markers captured in the lab, into a useful Actor that can be used to bake the animation into any humanoid 3d skeleton.
Import a .c3d file in Autodesk Motion Builder:
- Launch Autodesk Motion Builder
- Go to File > Motion File Import ...
- Select your .3d file
- Click Import
Tip : Motion Builder can read only up to 65,535 samples (frames). But don't worry, our .c3d files do not exceed that number.
Snap Actor on the Markers and export .fbx file.
- In Viewer window, rotate the dancer facing towards default camera view (facing positive z axis).
- In Resources window, go to Asset Browser and find the autosetup script (PhaseSpace Actor Setup Tool).
- Drag & drop the autosetup script into the scene, and select Execute. The Auto Setup Tool window should be now visible.
- Load the BodyActorSetup.txt file which contains the definition, and select Apply. This will create a new Actor in the scene that matches the point cloud of the markers.
- In Navigator window, select Opticals to access the Rigid Bodies. Rigid Bodies will improve the quality of the animation and reduce the noise, by preserving the distances between markers on the same bone
- Manually group markers into Rigid Bodies, by selecting markers as shown in the image below.
- Now, you should be able to Snap the markers on your Actor:
- Make sure Active tick box is unselected.
- Select your Actor in the Navigator window.
- Click Snap, and select TR.
- If needed, fix any abnormal bone rotations by manually rotating the Actor's bones, and re-Snap by following step 7.
- Save as your scene as .fbx file, to save your Actor.