An actor (FBActor) connects the animation data from a source (for example, an optical motion capture device or marker) to a character (FBCharacter). The actor converts the positional information from the marker into joint rotations that are retargeted onto a character. Actor is a kind of constraint between the source data and the character.
To follow the instructions in this topic, download the files and script from http://area.autodesk.com/downloads/scripts/motionbuilder-animation-scripts.
Open the ActorDrivedByMarkers.fbx file and run the character_animation_from_markerset.py script step by step as explained in the following section to understand how to transfer the animation from an actor and marker set to a character.
CopyMarkerMappingFromActorToCharacter(lChar, pActor) creates a marker set for the character, then snaps the actor’s markers to the character’s marker set. It uses lMarkersProp.ConnectSrc(lMarker) to connect the character's marker property with the actor’s marker. The actor’s marker is the driving source. The character marker set is shown in the following figure.
lChar.PlotAnimation() can plot the animation to the character’s skeleton or control rig. Running this step plots the animation to the skeleton.
Now, the skeleton contains the animation that you can export as an animation clip.