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====== Maya ====== | ====== Maya ====== | ||
+ | ===== Create Skeleton ===== | ||
- | ===== Create Rig ===== | + | The Advanced Skeleton Rigging Tool is needed for this step. It is currently not installed on the Innovation Lab computers. |
- | Advanced Skeleton | + | - Use Advanced Skeleton |
- | Fit Skeletons: Select bipedGame.ma for Unity Compatibility | + | |
- | Auto Orient: Fit Now | + | |
- | Build Advanced Skeleton | + | - Click Build Advanced Skeleton |
- | Export only Deformation System for Unity | + | |
- | ===== Import Character ===== | + | {{:: |
+ | {{:: | ||
- | File > Create Reference link to the Modeled | + | ===== Import |
- | A referenced Character has a Namespace | + | - Model your character in T-Pose and not Y-Pose to connect the mocap data. |
- | Use short namespaces. | + | - File > Create Reference... and choose model file and namespace to link to. Set a short namespace, |
- | Namespace change: Windows ... > Namespaces | + | |
+ | {{:: | ||
- | Model character in T-Pose and not Y-Pose to connect the mocap data. | ||
===== Characterize ===== | ===== Characterize ===== | ||
- | Before we can use mocap data, we need to characterize (link each joint do a global label/ | + | Before we can use mocap data, we need to characterize (link each joint to a global label/ |
- | Windows > Animation | + | - Display HumanIK: |
+ | - In HumanIK click on Create Character Definition | ||
+ | - Rename Character by clicking on the blue icon > Rename Character | ||
+ | - Map Joints from Outliner to HumanIK (map only main joints, part joints not need to be mapped) by: | ||
+ | - Select Joint in Outliner | ||
+ | - Right click on corresponding joint in HumanIK Character Definition and select Assign Selected Bone | ||
+ | - Map Root in Outliner is the Hip in Character Definition | ||
+ | - Map Chest to the first Spine (Spine1) | ||
+ | - Map Neck the first neck (Neck) joint | ||
+ | - Go on with all other Joints. | ||
+ | - If the green checkmark is displayed, everything is OK. The character will get orange if there is a problem. | ||
+ | - Save Skeleton Defintion at the end by clicking on floppy disk symbol at HumanIK window. | ||
+ | - The prefix of the skeleton defintion needs to be changed since we use a reference. If we import the mocap data, there will be a Namespace (name of the Character in Motive). Delete the " | ||
+ | - Save the Scene | ||
- | Define Characterize: | + | {{:: |
- | Create Character Definition | + | {{:: |
- | Rename Character (by clicking on blue IK icon) | + | {{:: |
- | Map Joints from Outliner to IK character. | + | {{:: |
- | Part Joints do not need to be mapped. Only Main Joints. | + | {{:: |
+ | {{:: | ||
- | Map Root in Outliner | + | Remarks: |
+ | * Map Shoulder does not work if character | ||
+ | * Also the feets must be parallel to the Z Axis. | ||
+ | * If you change the model, make sure to clear the assignment data before reassigning the bon it to refresh the offsets. The offsets are calculated when you assign the bones. | ||
+ | * If you create a new scene, you can import the saved skeleton defintion so you don't have to do it once again. | ||
- | Map Shoulder does not work if character is not in T-Pose. The character will get orange if there is a problem. | ||
- | Rotate Arms so that the Model is in T-Pose. The character part will switch to green if it can be mapped correctly. | ||
- | Also the feed must be parallel to the Z Axis. If you change the model, make clear the assign data before reassign it to refresh de offsets (the offsets are calculated when you Assign the bones). | + | ===== Create Control Rig ===== |
- | At thte first Spine (Spine1) apply the Chest. | + | We do not key joints directly. We key curves/ |
- | + | - Unlock the Character Definition by clicking on the lock in Human IK. | |
- | At the first neck (Neck) apply the Neck. | + | - Click on " |
- | + | | |
- | Go on with all other Joints. | + | - Connect controllers to the control rig by select the controller and right click on coressponding control rig point and " |
- | + | - Disconnect the translation on the head (deactivate Map Translation). | |
- | If the green checkmark is displayed, everything is ready. | + | |
- | + | ||
- | Save Skeleton Defintion at the end by klicking Floppy at IK Window: | + | |
- | The prefix needs to be changed since we use a Reference. If we Iimport the Mocap Data, there will be a Namespace (name of the Character in Motive). Delete the " | + | |
- | + | ||
- | If you do a new scene, you can import then this character defintion so you don't have to do it once again. | + | |
- | + | ||
- | + | ||
- | Save the Scene. | + | |
- | + | ||
- | ===== Control Rig ===== | + | |
- | + | ||
- | We need a control rig. In Maya not key joints directly. We key curves/ | + | |
- | + | ||
- | Click on " | + | |
- | Connect controllers to the control rig by select the controller and right click on coressponding control rig point and " | + | |
- | + | ||
- | Disconnect the translation on the head (deactivate Map Translation). | + | |
+ | {{:: | ||
+ | {{: | ||
+ | {{: | ||
===== Import Mocap Data ===== | ===== Import Mocap Data ===== | ||
- | File > Import and choose | + | In order to import motion capture data, you need to [[motive_takeexport|export the correct format (FBX Binary) in motive]]. Choose |
- | Also the mocap data has to be characterized. | + | Also the mocap data has to be characterized: |
- | Grab all Joints and set rotation to 0 (in channel box). | + | |
- | Select Hip and set x=0 and z=0. | + | - Open channel box and set Rotate X,Y,Z=0 |
- | Select Hips and move y so that character stands on ground. | + | |
- | + | | |
- | Open Human IK and klick Create Character Defintion. | + | |
- | Rename | + | |
- | + | | |
- | Assign all bones from mocap Skeleton | + | |
- | + | | |
- | Save Skeleton Definition. | + | |
- | + | | |
- | In Human IK, select | + | |
- | + | ||
- | Select the pole vector and set it to follow (10) in channel display. | + | |
- | + | ||
- | You need to Bake the Mocap Animation | + | |
- | Human IK > Bake > Bake Custom Rig | + | |
After that, you can start clean the Mocap Data. | After that, you can start clean the Mocap Data. | ||
+ | {{:: | ||
+ | {{: | ||
===== Update Mocap Data ===== | ===== Update Mocap Data ===== | ||
- | Import | + | - Import |
- | When you know File Content: import | + | - Import |
===== Fix Mocap Data ===== | ===== Fix Mocap Data ===== | ||
- | Select | + | - Select |
- | Window > Animation Editors > Graph Editor | + | |
- | Select parameter to fix and time range to fix with mouse | + | |
- | Curves > Simplify Curves (set start and end frame). | + | |
Do not Simplify over a whole take at once. | Do not Simplify over a whole take at once. | ||
+ | |||
+ | {{:: | ||
+ | {{: | ||
===== Export Rig ===== | ===== Export Rig ===== | ||
- | Open the original character file. | + | - Open the original character file |
- | + | - Export only Deformation System for Unity: | |
- | Open Deformation System in Outline. | + | |
- | Select Root and Geometry. | + | |
- | File > Game Exporter | + | |
- | Export only Selection | + | |
- | File Type: FBX (Binary) | + | |
===== Export Animation ===== | ===== Export Animation ===== | ||
- | File > Export Game | + | - File > Export Game |
- | FBX 2018 Filetype | + | - Use FBX 2018 filetype |
- | Activate Animation in Export window. | + | |
- | Acitvate Bake Animation | + | |
- | Add Animation Clips in Export Window | + | |
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