maya
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| maya [2018/04/20 11:32] – nkottman | maya [2018/04/20 18:48] (current) – nkottman | ||
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| ===== Create Skeleton ===== | ===== Create Skeleton ===== | ||
| - | Remarks: | + | The Advanced Skeleton Rigging Tool is needed for this step. It is currently not installed on the Innovation Lab computers. |
| - | * Export only Deformation System for Unity. | + | |
| - | * The Advanced Skeleton Rigging Tool is needed for this step. It is currently not installed on the Innovation Lab computers. | + | |
| - Use Advanced Skeleton Rigging Tool to create a rig | - Use Advanced Skeleton Rigging Tool to create a rig | ||
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| {{:: | {{:: | ||
| - | {{:: | + | {{:: |
| ===== Import Character Model ===== | ===== Import Character Model ===== | ||
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| - Model your character in T-Pose and not Y-Pose to connect the mocap data. | - 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/ | - File > Create Reference... and choose model file and namespace to link to. Set a short namespace, which is important for import/ | ||
| - | | + | |
| {{:: | {{:: | ||
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| - Map Neck the first neck (Neck) joint | - Map Neck the first neck (Neck) joint | ||
| - Go on with all other Joints. | - Go on with all other Joints. | ||
| - | - If the green checkmark is displayed, everything is ready. | + | - 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 | ||
| {{:: | {{:: | ||
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| {{:: | {{:: | ||
| {{:: | {{:: | ||
| + | {{:: | ||
| + | {{:: | ||
| - | Map Shoulder does not work if character is not in T-Pose. | + | Remarks: |
| - | Rotate Arms so that the Model is in T-Pose. The character | + | * Map Shoulder does not work if character is not in T-Pose. Rotate Arms so that the Model is in T-Pose |
| + | * 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. | ||
| - | 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 ===== | ||
| + | We do not key joints directly. We key curves/ | ||
| + | - Unlock the Character Definition by clicking on the lock in Human IK. | ||
| + | - Click on " | ||
| + | - 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 " | ||
| + | - Disconnect the translation on the head (deactivate Map Translation). | ||
| - | If the green checkmark is displayed, everything is ready. | + | {{::maya-8-unlock-skelton-definition.png?300|}} |
| - | + | {{: | |
| - | Save Skeleton Defintion at the end by klicking Floppy at IK Window: | + | {{:maya-10-control-rig.png?200|}} |
| - | 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 FBX | + | In order to import motion capture |
| - | + | ||
| - | 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. | + | |
| - | Select Hips and move y so that character stands on ground. | + | |
| - | + | ||
| - | Open Human IK and klick Create Character Defintion. | + | |
| - | Rename Charackter to " | + | |
| - | + | ||
| - | Assign all bones from mocap Skeleton to Character by selecting bone in Sekelton and right click on Character " | + | |
| - | + | ||
| - | Save Skeleton Definition. No need to change prefix. Change Location to your maya project. Change Template name to " | + | |
| - | + | ||
| - | In Human IK, select Character your Character, and on Source select | + | |
| - | + | ||
| - | Select the pole vector and set it to follow (10) in channel display. | + | |
| - | You need to Bake the Mocap Animation | + | Also the mocap data has to be characterized: |
| - | Human IK > Bake > Bake Custom Rig | + | - Grab all Joints of the mocap |
| + | - Open channel box and set Rotate X,Y,Z=0 | ||
| + | - 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 click Create Character Defintion | ||
| + | - Rename the character to " | ||
| + | - Assign all bones from mocap skeleton to character by selecting bone in skeleton and right click on character " | ||
| + | - Save Skeleton Definition. There is no need to change the prefix. Change to location to your maya project. Change Template name to " | ||
| + | - In Human IK, select the character the character to animate, and select as source the mocap character. | ||
| + | - Select the pole vector and set it to follow (10) in channel display. | ||
| + | - You need to bake the mocap animation | ||
| 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 | + | |
maya.1524216754.txt.gz · Last modified: by nkottman
