https://i.ytimg.com/vi/FKrc_KqMEeQ/hqdefault.jpg
Truebones .BVH motions work perfect in the following programs: Poser, Daz3D Genesis 1 and 2, I-Clone X-Change, 3DSMax Biped, iPiSoft, Secondlife, IMVU, Blender, Lightwave, Hash, Ikinema, Bvhacker, Mixamo and more..
Truebones also come with compatible .FBX files for GAME animation developers that use the following programs: Unity3D Mecanim, Unreal Engine, Autodesk MotionBuilder, Maya, Mixamo, Adobe Fuse, and more…
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6 responses to “How to Use Autodesk MotionBuilder to Create Animations for Daz3D Genesis 1 and 2 Characters”
I followed the How to Characterize Genesis 2 in Motionbuilder tutorial on Flipbook Market's channel but when I switched the input type of Genesis 2 to Character, her arms do not follow the animations. Instead, they are doing a stiff awkward raised broken wings pose. Have you ran into this issue? I cannot seem to find a solution to it.
Hi. Thanks for the tutorial videos. I filled out the contact form requesting the demo files a couple of weeks ago, but I never received an email confirmation or response. Today I resubmitted the request. I believe one of the other videos mentions that they come with the basic genesis 1 control rig for MotionBuilder. Is that correct, or did I misunderstand? I see below someone requested the DAZ Genesis Skeleton. Is there a download like just for this so we can try out this tutorial?
Joe, what's your favorite kinect motion capture program you've tried to date? It looks like ipi from all your videos :b but let me know if I'm wrong!
Thanks!
So… it looks like your animations are amazing. however, I'd like to know if I can use a batch convert, I am interested in subscribing to the monthly plan but it'd take a long time to convert each animation…
Dear Truebones. Can I have a Daz-G-Skeleton file?
Hello,
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