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maya [2018/04/20 12:06] 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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 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 
-  - Open Human IK and click Create Character Defintion. +  - Select Hips and Translate Y until the that character stands on the ground 
-  - Rename the character to "Mocap". +  - Open Human IK and click Create Character Defintion 
-  - Assign all bones from mocap Skeleton to Character by selecting bone in Sekelton and right click on Character +  - Rename the character to "Mocap" 
-  - "Assign Selected Bone". For Hip and Neck use lowest joint+  - Assign all bones from mocap skeleton to character by selecting bone in skeleton and right click on character "Assign Selected Bone"
-  - Save Skeleton Definition: No need to change prefix. Change Location to your maya project. Change Template name to "mocap_CD"+  - 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 as Character your Character, and on Source select the Mocap Character.+  - 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.   - 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+  - 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.1524218770.txt.gz · Last modified: by nkottman