Product Review:
MotionBuilder 2011
Part of Autodesk's Entertainment Creation Suite 2011
Background
The "Autodesk Entertainment Creation Suite," is a collection of
3D software which includes MotionBuilder and Mudbox, coupled with
either 3ds Max or Maya. For this review, I received the Maya
variant. For those new to these programs, here is a brief synopsis
of what each of the components is targetted toward:
Mudbox® is a high resolution polygonal
sculpting software. It is a brush-based software designed to
efficiently sculpt on multi-million polygon meshes as if they were
digital clay.
MotionBuilder®, the focus of our review, is
a keyframe and motion-capture animation software targetted at the
professional animator. It focuses on character animation and
features a robust, full body IK solver and rapid character setup.
It also has a very fast physics toolset for rigid body simulations.
The viewport is realtime, with the 2011 version featuring GPU
accelerated skin deformations and the ability to connect the
physics solver to the NVIDIA® PhysX® software.
Maya® is a production hub, with the ability
to do everything from model to animation of any variety, to
physics-based simulations of everything from cloth to fluids, to
complex effects work and even production-quality rendering through
the integrated mental ray rendering software. When using
MotionBuilder, you'll be moving files back and forth between it and
Maya, or any other FBX capable exporter.
Best of all, is that these programs are all offered in 32-bit
and 64-bit versions, the latter of which operates on the now
ubiquitous 64-bit hardware, capable of addressing copious amounts
of memory. With so many cool programs in the same suite, this
raised an interesting question: Could I run Maya on Linux, and
Mudbox and MotionBuilder on Windows, all under the same license?
After some correspondence with Autodesk, apparently not:
"The DVDs of the software come with all versions (Mac,
Windows, Linux 64, and 32 bit); however the suites are licensed as
a collective, so all 3 applications in the suite will need to be
loaded on the same machine."
While one could get around this limitation by using the network
licensed variant, there exists a single network license for all
three programs, i.e. when one checks out a license to an individual
program, all three programs in the suite are listed as checked out.
The programs cannot be run concurrently on different workstations.
However, the real advantage to the suite is that you'll save almost
40% over purchasing each program individually. Given the price tag
on some of these titles, that's a huge savings!
Review Copy Arrives
Installation of the suite was easy. There was a single installer
provided which installed all of the software. For this review, I
installed the 64-bit software on a newly assembled AMD Phenom II
quad core system, with a modest 4GB of RAM, running Windows 7
Professional x64. While MotionBuilder 64-bit recommends 8GB of ram,
I had no trouble running any of the example scenes I tried with
half that much. This, while running Maya and numerous other
programs as well.
Each program in the suite received several updates and new
features, but the bulk of those upgrades are claimed by Maya.
See Renderosity Maya review. However, in this
review we'll be taking a look at the small set of new features
found in MotionBuilder 2011.
GPU-Calculated Skin and Blendshape
Deformers
This helps offload some of the most computationally intensive
work of any animation package: vertex deformations. These include
things such as skinning deformations caused by the bending of
elbows and knees, to blend-shape deformations for facial animation
and so forth. The ability to offload much of the work onto the GPU
means faster interaction and faster playback. This, in turn, makes
animating faster; you can see the results in real-time. Even with
dense meshes, such as this specially re-worked Edward sample model,
things remained highly interactive:
Animation Layers Updates
The animation layers has matured a bit. You can now rename
layers, mute them, put them in solo mode (where you only see that
layer's effect) and merge them. Another cool feature I found, was
the ability to weight a layer's effect. One could think of this
like adjusting the layer's transparency, as if it were Photoshop.
The lower the weight, the less the selected layer affects the
overall animation. Animation layers in MotionBuilder2011 are now a
lot more similiar to, though still not as mature as, Maya's
animation layers.
But, here's the great part: You can animate in Maya using
animation layers, export your scene to FBX, and all of the
animation and the layers, including names and so forth, will all be
preserved. In this respect, MotionBuilder, and animation tools in
general, have come a long way from those dark days before the dawn
of animation layers and before any real interoperability. They were
not the 'good old days.' MotionBuilder's added support for the
layer features that we often take for granted in the 2D editing
world, will benefit everyone, but, most especially, those
interacting back and forth with Maya.
New Material Handling Method
Materials in MotionBuilder will now be more consistent from
program to program. MotionBulder now more closely uses the FBX
material model, thus providing beter interoperability. Hence, our
scenes in Maya will look a lot closer to our scenes in
MotionBuilder, and vice versa. The same applies for exports to game
engines which utilize FBX as well.
Of course, this isn't to say that there aren't situations in
which an FBX exported scene won't work. Some MentalRay shaders from
Maya do not translate correctly, and instead are replaced by a
default gray lambert. This is unfortunate, but quite
understandable, given the extremely flexible and sometimes complex
nature of Mental ray shaders and their networks, as the following
screen capture from Maya illustrates:
Unfortunately, Maya doesn't tell you exactly which shader failed
to export, and apparently neither does the log file, as this Maya
Script editor screen capture of the log file illustrates:
Tracking down exactly which shader failed to export, in a
complex scene, could be an interesting endeavor. I also ran into
some other interesting quirks to the Maya 2011 FBX exporter.
Namely, it reports a successful file write operation, even if you
try to write to a read-only location. While this would usually just
be a minor irritation, when working with a network server and
jugling permission bits on a collaborative project, it would be
nice to know whether the exported file now actually exists on disk.
That said, I took the liberty of filing a bug report on this issue
with Autodesk. We'll see if the next release fixes this. Speaking
of which, last year we had the problem of the 'undo' operation and
the 'set start state' dynamics solver not being on the best of
terms. I'm pleased to report that this year... nothing has changed
in that regard :(
Other Goodies
There were also a few other goodies included in this release.
Among them are the Batch Tool, which permitted users to use a
scripting language to carry out repetitive tasks on a batch of
files, has now been re-written in Python. This is a good move, as
Python is becoming more ubuiquitous as an embeded scripting
language. It can now be found in everything from Maya, to game
engines, to Houdini, to web servers. It's also a good move because
Python itself is a very well thought out, easy to use,
full-featured programming language. There are many third party
IDE's and other tools to aid in development, debugging, testing and
deployment, as well as a large and supportive user community. To
see high-end software employ as much Python as possible is a good
sign.
MotionBuilder 2011 was also updated to FBX 2011, supporting the
latest extensions to the FBX format. There's also been support
added for NVIDIA's PhysX API to dramatically accelerate physics
compuations via CUDA physics enabled chipsets, now found on many
graphics cards.
Other, less visible changes are updates to the Software
Development Kit, permitting developers to directly access data on
character's bones, as well as numerous additional examples and
updates to the SDK documentation. This will aid in getting
developers new to MotionBuilder up to speed on talking to
MotionBuilder at the code level.
Bottom Line
This release was small in comparison to the last time I reviewed MotionBuilder. The updates feel more
like incremental changes, rather than a rich set of major new
features. That said, I think the udpates that users will enjoy the
most are the introduction of more flexible animation layers and the
overall peformance enhancements. Finally, here's a few other bonus
screenshots, courtesy Autodesk:
System Requirements
Motion builder is available in two flavors, for 32-bit and
64-bit. The latter of which can address significantly more memory,
but requires compatible 64-bit hardware running a 64-bit operating
system.
Software:
The 32-bit flavor of MotionBuilder 2011 runs on the following
operating systems:
- Microsoft® Windows® XP Professional operating system
(SP2 or higher)
The 64-bit flavor of MotionBuilder 2011 runs on the following
operating systems:
- Microsoft® Windows® XP Professional x64 Edition (SP2 or
higher)
- Microsoft® Windows® Vista Business x64 Edition (SP1 or
higher)
- Microsoft® Windows® 7 Professional x64 Edition
To view the supplied documentation, you'll also need to use one
of the following two browsers. Unfortunately, this is actually a
requirement, as after trying to view the docs with Google Chrome, I
ran into problems. The documentation just said 'loading' forever
and would never display anything. When I loaded it up with
Microsoft Internet Explorer, everything went smoothly. I assume the
same to be true for Mozilla Firefox.
- Microsoft® Internet Explorer® 7.0 or higher
- Mozilla® Firefox® 2.0 or higher
Hardware:
- Intel® Pentium® processor (minimal)
- Dual Core Processor Workstation or higher (Intel® or
AMD® processors) (recommended)
- Qualified hardware-accelerated OpenGL® 2.1 (or higher
recommended) professional graphics card.
Reviewer's Note: You can try your luck with consumer grade
cards. Some work flawlessly, while others have display problems.
Some minor, some major. Luck of the draw. The official qual charts
are here: Autodesk Qual Charts
- 2GB hard drive space.
- 2GB RAM (minimum for 32-bit flavors)
- 4GB RAM (minimum for 64-bit flavors, 8GB recommended)
- Network card with Internet connection for licensing (offline
license methods also supported)
- DVD drive for software installation
For more information on MotionBuilder 2011, see autodesk.com/motionbuilder.
Autodesk
All supporting images are copyright, and
cannot be
copied, printed, or reproduced in any manner without written
permission
Kurt Foster (Modulok) falls somewhere between
programmer and visual effects artist. When not sifting through
technical manuals, he takes on freelance roles in both programming
and visual effects, attempting to create a marriage of technical
knowledge with artistic talent. He can be seen helping out on the
Renderosity Maya forum, when time permits.
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