During the work with MotionBuilder I have found that not always bake the animation via the menu “Plot On Skeleton” gives equivalent results on the skeleton. Sometimes there are small shifts, and this is not desirable. I want to be sure that my animation will not spoil any menu item.

That is why I practice the following process to bake animation on the skeleton. I’m selecting manually all my base skeleton joints, bake movement by choosing Animation -> Plot Selected (All properties), turn off the control rig and delete it. This method is most stable.

My way to plot control rig animation into the skeleton
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2 thoughts on “My way to plot control rig animation into the skeleton

  • Thursday September 5th, 2013 at 07:05 PM

    Hello Serguey,
    I do the same !

    Plus : During the Plott process, as the animation is filtered (Constant Key Reducing) even if the option is de-activated (wtf autodesk!!), I need to filter all the keys of the skeleton with a “Resample” filter. If I don’t resample the keys I may have troubles/differences/emptyanim in UnrealEngine3….

    just sayin’


  • Friday September 6th, 2013 at 03:31 PM

    Hi Antonin,

    Yes, it’s a pity, but the “constant key reducer” option is not working. I think to add this as a tip to the tips and trick page. Thanks.

    Best regards, Sergey Solohin (Neill3d)

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