maya
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| maya [2018/04/20 12:06] – 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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| 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). | + | - Grab all Joints |
| - | - 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. | + | - 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 " | + | - Open Human IK and click Create Character Defintion |
| - | - Assign all bones from mocap Skeleton | + | - Rename the character to " |
| - | - " | + | - Assign all bones from mocap skeleton |
| - | - Save Skeleton Definition: No need to change prefix. Change | + | - Save Skeleton Definition. There is no need to change |
| - | - In Human IK, select | + | - In Human IK, select |
| - 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 | + | - 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.1524218770.txt.gz · Last modified: by nkottman
