Rotation in MotionBuilder screwed up?

So we just bought the MotionBuilder FaceFX plugin and are having a weird issue with it. When trying to export the "open" face target, the rotation on the jaw joint in our rig isn't being registered properly. It's behaving incorrectly in both MoBu 2010 and 2012, but works fine when we try to set up the actor in the Maya plugin (not the one we bought, so it's phrase-locked). Exporting the actor from Maya to Motionbuilder doesn' fix the problem. I've included some comparison images to illustrate what's happening. Has anyone run into this?

It sounds like the plugin is writing the data incorrectly, which is why using data generated from the Maya plugin fails to fix the problem. Assuming there are no locked attributes or connections preventing FaceFX from writing data correctly, it's probably a problem in the conversion between FaceFX's rotations stored in quaternion form, and MotionBuilder's X, Y, and Z Euler rotations.

To fix the issue, we would need to take a look at the content in-house. The problem is that we are discontinuing the MutionBuilder plugin in FaceFX 2013, so fixing it in the next version is not possible.

If you would like a refund or if you would like to switch the license to a Maya plugin (which has scripting abilities unlike the MotionBuilder plugin), just let us know. Any particular reason why you are locked into the MB plugin? Feel free to contact us at support (at) oc3ent (dot) com.

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There's not a particularly pressing reason why we couldn't happily switch to the Maya plugin. We'll contact support. Thanks!