Maya
Create Skeleton
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
Fit Skeletons: Select bipedGame.ma for Unity compatibility
Auto Orient: Fit Now and click Update now
Click Build Advanced Skeleton to create Rig
Import Character Model
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.
Characterize
Before we can use mocap data, we need to characterize (link each joint to a global label/character node):
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
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.
Create Control Rig
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.
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).
Import Mocap Data
In order to import motion capture data, you need to 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 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.
Update Mocap Data
Import Options > Set File Type to FBX
Import Add and Update Animation: it will just update the motion data. You do not have to recreate everything.
Fix Mocap Data
Select the Controller to fix
Window > Animation Editors > Graph Editor
Select parameter to fix and mark area/time range to fix with mouse
Curves > Simplify Curves (set start and end frame)
Do not Simplify over a whole take at once.
Export Rig
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, use File type FBX (Binary)
Export Animation
File > Export Game
Use FBX 2018 filetype
Activate Animation in Export window.
Acitvate Bake Animation
Add Animation Clips in Export Window