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maya [2018/04/20 11:41] nkottmanmaya [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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 {{::maya-1-advanced-skeleton.png?300 |}} {{::maya-1-advanced-skeleton.png?300 |}}
-{{::maya-5-bipedgame.png?300 |}}+{{::maya-5-bipedgame.png?400 |}}
  
 ===== 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/export.    - File > Create Reference... and choose model file and namespace to link to. Set a short namespace, which is important for import/export.
-   +
 {{::maya-2-reference-namespace.png?600|}} {{::maya-2-reference-namespace.png?600|}}
  
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     - Go on with all other Joints.     - 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.   - 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:+  - 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
  
 {{::maya-3-create-character-defintion.png?200|}} {{::maya-3-create-character-defintion.png?200|}}
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 {{::maya-5-assign-selected-bone.png?300|}} {{::maya-5-assign-selected-bone.png?300|}}
 {{::maya-6-assignement-ok.png?200|}} {{::maya-6-assignement-ok.png?200|}}
 +{{::maya-7-save-skeleton-defintion-1.png?300|}}
 +{{::maya-7-save-skeleton-defintion-2.png?300|}}
  
-Remark+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.   * 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.    * 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 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.
  
  
 +===== Create Control Rig =====
  
-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. +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. 
-If you do a new scene, you can import then this character defintion so you don't have to do it once again. +   - 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"
-Save the Scene. +   - Disconnect the translation on the head (deactivate Map Translation).
- +
-===== 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. +
-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 "Mocap" +
- +
-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. No need to change prefix. Change Location to your maya project. Change Template name to "mocap_CD"+
- +
-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: +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 "Mocap" 
 +  - Assign all bones from mocap skeleton to character by selecting bone in skeleton and right click on character "Assign Selected Bone"
 +  - 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. 
 +  - 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
maya.1524217282.txt.gz · Last modified: by nkottman