Jacob I. Posted May 27, 2012 Share Posted May 27, 2012 Hi, I have been working on a project for my final in Motion Capture, and want to have the mocap animated character (FBX import from Autodesk MotionBuilder) interact with RBD Objects. However I can't seem to get it to work. I have a hunch it has something to do with the keyframed nature of the character. If I import the FBX with "joints and skin" option turned off, there is interaction, but no motion in the character. With it checked I have character motion, but no interaction. I also set up a basic test with 2 boxes and it seems that keyframed RBD Objects cannot affect another RBD object. I have a keyframed transform node between the Box and the rest and dopimport nodes. Any insight would be greatly appreciated. Let me know if you'd like to see either file. - Jacob Quote Link to comment Share on other sites More sharing options...
portdusk Posted May 27, 2012 Share Posted May 27, 2012 If you just want the keyframed character to knock something around, you can make it a "static object" and check "deforming geometry" That'll check every frame and make a collision object out of your character that RBDs will react to, but it won't affect the movement of the character. Quote Link to comment Share on other sites More sharing options...
Jacob I. Posted May 28, 2012 Author Share Posted May 28, 2012 If you just want the keyframed character to knock something around, you can make it a "static object" and check "deforming geometry" That'll check every frame and make a collision object out of your character that RBDs will react to, but it won't affect the movement of the character. Alright, I have checked Use Deforming Geometry, yet the Box I have set as an RBD object only moves a tiny bit, and the character steps through the box. Quote Link to comment Share on other sites More sharing options...
portdusk Posted May 28, 2012 Share Posted May 28, 2012 Alright, I have checked Use Deforming Geometry, yet the Box I have set as an RBD object only moves a tiny bit, and the character steps through the box. Are you using a static object plugged into a static solver? Here's a picture that should be the very basic set-up. The static object is your character, and the RBD is whatever you want the character to kick around. Note that the Static object is the one where you should check "use deforming geometry" Quote Link to comment Share on other sites More sharing options...
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