Working With Range of Motion (ROM) Files Tutorial

By Jimmy Almeida and Kevin Wang

Part 3

20. In the character line in the Navigator, double click on the newly renamed character.  Two tabs appear in the pane.  Click on the Character Definition tab.  Here is where you match the Character’s Skeleton to MB’s naming convention.  Follow the charts below.  SBC the proper joint and then Alt+Click and drag it into the corresponding spot


21. Once that is done, check the “characterize” box.  An option box will pop up.  Choose Biped.  Since all people name things differently, by doing this, you are giving Motion builder a way to recognize your naming convention. 

22. Once that is done, green and purple markers will appear by the hands and feet.  These dictate where the floor is.  Once they are aligned, the feet should not dip below the floor.  Align the green and purple markers so that they are in line with the feet.  The heels and toes are the most important part to line up.  The middle markers should be at the ball of the foot joint.  The markers should be under the mesh and on the ground plane.  When you move one marker, the opposite marker and the marker on the other foot move in conjunction with it.  Do the same for the hand markers.  On the hand markers the fingers don’t need to be included. 

23. Open your adjusted CS_BVH (see: Fitting a BioVision Skeleton to a Character Studio Skeleton (CS_BVH)) and “Append” it into the scene.  If you don’t have one already made, you can bring the default in and create it here following the how to instructions.

24. Characterize the CS_BVH just as you did for the Model Character by first dragging in a character from the asset browser.  Then assign it and chacterize it the same way you did with the model above (Steps 18-22).  NOTE:  You should use the same “Floor” marker when you are assigning the joints in the Character Definition Pane. 

25. Save out the file.  This will now be used to review and carry all other *.c3d’s to their final stage.