I'm new to Motionbuilder and we have been testing it for a few weeks here to guage if we can use it in an upcomming large scale animation project. In my testing I have encountered some strange things when using mocap data on skeletons inside of Motionbuilder then bringing it into Maya.
My main area of concern is character elbows and knees... I have tried a few different things but for some reason the mocap data placed onto my skeletons has rotational data on all three axies rather than just one and this is causing some, shall we say, less than desireable or realistic deformations in these areas once we get into Maya.
My knowledge of Motionbuilder is very slim at the moment as is my experience with mocap, I have only gone through the three Alias Motionbuilder instructional DVDs (MB Beginners Guide, MB Foundation and MB & Maya Pipeline) and none of them has really shown me how to filter this mocap data down to one rotational axis. A long time ago we did a project that needed mocap in Maya and we had another studio handle the mocap and mocap cleanup. I believe they used Motionbuilder originally as we dealt in .FBX files. We had this same problem back then of three degrees of rotation on hinge joints (elbow, knee) and we requested this be fixed and the studio doing it for us did it.
My problem is that the studio we worked with years ago is out of business and the nice guy that worked with me on that mocap project, who knew how to correct this three axis joint rotation issue, has since long departed town and I don't know how to contact him anymore.
Does anyone know the "trick" to getting nice, clean single axis rotations on elbows and knees inside of Motionbuilder using mocap? Is it a matter of "over keying" the mocap to manually edit the data down to single axis joint rotations or is there some faster, easier way that I just am not seeing?