I was wondering if direct animation export (via .FBX) from MotionBuilder to
Unreal3 is feasible.
My quick test showed that a single mesh with a single animation can be
transferred alright, but I’m relatively new to this animation business so I have
no idea how this would hold up in production.
The character animation will be done in MB so it would be great if I could
ditch the intermediate steps like import to Maya/Max and the ancient ActorX
plugin with the double skeleton and whatnot. (The hatred toward it was
intense in the last company I worked for.)
I’d like to streamline our workflow as much as possible, even if that would
mean a bit more work initially. For example the batched anim sequence
export of ActorX is indeed handy. However since MB has Python scripting,
something similar can surely be done there too, so I’d be fine with that kind
of extra effort.
Since the character animations are in MB, it would seem logical to make
weapon/prop animations there too. (Using the char anims as reference.) Is it
possible/practical to do?
Now I dive into the MB docs, but that’s no substitute for real life stories, tips
and pointers you guys might have.