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maya [2018/04/20 08:45] nkottmanmaya [2018/04/20 18:48] (current) nkottman
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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.
  
-  - Use Advanced Skeleton Plugin to create a rig+  - Use Advanced Skeleton Rigging Tool to create a rig
   - Fit Skeletons: Select bipedGame.ma for Unity compatibility   - Fit Skeletons: Select bipedGame.ma for Unity compatibility
-  - Auto Orient: Fit Now+  - Auto Orient: Fit Now and click Update now
   - Click Build Advanced Skeleton to create Rig   - Click Build Advanced Skeleton to create Rig
-Export only Deformation System for Unity 
  
-{{::maya-1-advanced-skeleton.png?400|}} 
  
 +{{::maya-1-advanced-skeleton.png?300 |}}
 +{{::maya-5-bipedgame.png?400 |}}
  
 +===== Import Character Model =====
  
-===== Import Character =====+   - Model your character in T-Pose and not Y-Pose to connect the mocap data. 
 +   - File > Create Reference... and choose model file and namespace to link to. Set a short namespace, which is important for import/export.
  
-File > Create Reference link to the Modeled Character+{{::maya-2-reference-namespace.png?600|}}
  
-A referenced Character has a Namespace which will be important for import/export. 
-Use short namespaces. 
-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/character node):+Before we can use mocap data, we need to characterize (link each joint to a global label/character node):
  
-Windows > Animation Editor > HumanIK+  - Display HumanIK: Windows > Animation Editors > 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 "Root" of of the prefix but leave the ":". Change the path to the "data" location in your maya project. 
 +  - Save the Scene
  
-Define Characterize+{{::maya-3-create-character-defintion.png?200|}} 
-Create Character Definition +{{::maya-4-rename-character.png?200|}} 
-Rename Character (by clicking on blue IK icon) +{{::maya-5-assign-selected-bone.png?300|}} 
-Map Joints from Outliner to IK character. Open by Shift Click in Outliner on ++{{::maya-6-assignement-ok.png?200|}} 
-Part Joints do not need to be mappedOnly Main Joints.+{{::maya-7-save-skeleton-defintion-1.png?300|}} 
 +{{::maya-7-save-skeleton-defintion-2.png?300|}}
  
-Map Root in Outliner is the Hip in Character by click in Outline the Hip and Rightclick on Hip in Character > Assigned selected Bone.+Remarks:  
 +  * Map Shoulder does not work if character is not in T-Pose. Rotate Arms so that the Model is in T-Pose until character switches to green. 
 +  * 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/controls in order to fix mocap problems. So we create a custom control rig: 
- +   - Unlock the Character Definition by clicking on the lock in Human IK. 
-At the first neck (Neck) apply the Neck. +   - Click on "Create Custom Rig Mapping" in Human IK. 
- +   By default, it assign ankles and hips
-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 "Assign selected Effector"
- +   - 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 "Root" of of the prefix but leave ":". Change the path to the "data" location in your maya project. +
- +
-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/controlsorder to fix mocap problems. +
- +
-Click on "Create Custom Rig Mapping" in Human IK. By default, it assign ankles and Hips+
-Connect controllers to the control rig by select the controller and right click on coressponding control rig point and "Assign selected Effector"+
- +
-Disconnect the translation on the head (deactivate Map Translation).+
  
 +{{::maya-8-unlock-skelton-definition.png?300|}}
 +{{:maya-9-create-control-rig.png?300|}}
 +{{:maya-10-control-rig.png?200|}}
  
 ===== Import Mocap Data ===== ===== Import Mocap Data =====
  
-File > Import and choose FBX+In order to import motion capture data, you need to [[motive_takeexport|export the correct format (FBX Binary) in motive]]. Choose File > Import and import the motive FBX binary file.
  
-Also the mocap data has to be characterized. +Also the mocap data has to be characterized: 
-Grab all Joints and set rotation to (in channel box). +  Grab all Joints of the mocap 
-Select Hip and set x=0 and z=0. +  - Open channel box and set Rotate X,Y,Z=
-Select Hips and move y so that character stands on ground+  Select Hip joint and set Translate X=0 and Z=0 
- +  Select Hips and Translate Y until the that character stands on the ground 
-Open Human IK and klick Create Character Defintion. +  Open Human IK and click Create Character Defintion 
-Rename Charackter to "Mocap" +  Rename the character to "Mocap" 
- +  Assign all bones from mocap skeleton to character by selecting bone in skeleton and right click on character "Assign Selected Bone"
-Assign all bones from mocap Skeleton to Character by selecting bone in Sekelton and right click on Character "Assign Selected Bone"For Hip and Neck use lowest joint. +  Save Skeleton Definition. There is no need to change the prefix. Change to location to your maya project. Change Template name to "mocap_CD"
- +  In Human IK, select the character the character to animate, and select as source the mocap character
-Save Skeleton Definition. No need to change prefix. Change Location to your maya project. Change Template name to "mocap_CD"+  Select the pole vector and set it to follow (10) in channel display. 
- +  You need to bake the mocap animation to the Human IK skeleton: Human IK > Bake > Bake Custom Rig
-In Human IK, select Character your Character, and on Source select the Mocap Character+
- +
-Select the pole vector and set it to follow (10) in channel display. +
- +
-You need to Bake the Mocap Animation to the Human IK skeleton: +
-Human IK > Bake > Bake Custom Rig+
  
 After that, you can start clean the Mocap Data. After that, you can start clean the Mocap Data.
  
 +{{::maya-10-connect-character-source.png?200|}}
 +{{:maya-12-bake.png?200|}}
  
 ===== Update Mocap Data ===== ===== Update Mocap Data =====
  
-Import Otions > File Type set to FBX. +  - Import Options Set File Type to FBX 
-When you know File Content: import Add and Update Animationit will just update the motion data. You do not have to recreate everything.+  - Import Add and Update Animationit will just update the motion data. You do not have to recreate everything.
  
 ===== Fix Mocap Data =====  ===== Fix Mocap Data ===== 
  
-Select Controler to fix. +  - Select the Controller to fix 
-Window > Animation Editors > Graph Editor +  Window > Animation Editors > Graph Editor 
-Select parameter to fix and time range to fix with mouse  +  Select parameter to fix and mark area/time range to fix with mouse  
-Curves > Simplify Curves (set start and end frame).+  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.
 +
 +{{::maya-11-graph-editor.png?500|}}
 +{{:maya-12-simplify-curve.png?200|}}
  
 ===== 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 
-Open Deformation System in Outline +  Select Root and Geometry. 
-Select Root and Geometry. +  File > Game ExporterExport only selection, use File type FBX (Binary)
-File > Game Exporter +
-Export only Selection +
-File Type: FBX (Binary) 2013 +
  
 ===== Export Animation ===== ===== Export Animation =====
  
-File > Export Game +  - File > Export Game 
-FBX 2018 Filetype +  - Use FBX 2018 filetype 
-Activate Animation in Export window. +  Activate Animation in Export window. 
-Acitvate Bake Animation +  Acitvate Bake Animation 
-Add Animation Clips in Export Window +  Add Animation Clips in Export Window
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maya.1524206727.txt.gz · Last modified: by nkottman