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In this tutorial, we will show how to do it with the following steps:
Extracting the.c3d markers from the raw.wld file.
Saving the file as a.fbx file.
Importing the.fbx file into the MotionBuilder script, creating a new.fbx file.
Converting the.fbx file to a.fbx
Importing the.fbx file into the MotionBuilder sculpting tool.
The marker information is contained in the same file as the.wld information, called the.c3d file. There are two types of marker information in the.c3d file, one for each of the marker types . The marker type can be roughly categorized as follows:
Local data : This is data needed only at the time of the.wld capture.
Global data : This is data that we can share with other applications, by extracting the.c3d file and importing it in a different application, or by sharing it on a website.
In your MotionBuilder software, import the marker positions from the.c3d files (we have selected the first row of each file in both files). You will notice that the.c3d files are stored in an.nsv format, and there are no.c3d files on the website, they are only available in the.nsv format. We can convert the.nsv files into.c3d files, but this will make it much harder to import the markers into motionbuilder. So we have decided to leave the.nsv files as is.
There are two.c3d files on this page that we would like to test, they both have the same set of markers, but they are exported in different formats. Both files are provided as the Actor scene from the builder website . The first one is simply an.fbx file and we will export it to the.fbx format. We then explain what you need to do to export the.fbx file into an autodesk MotionBuilder Actor , which is the format that we use to export the.c3d files into.
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