maya Paint Skin Weight Tool And Techniques
maya Paint Skin Weight Tool And Techniques
At work we're moving from a MotionBuilder pipeline to Maya, which I'm responsible for creating. One of the tasks on the list I was handed was to move animated takes out of MB and into Maya so that all exported files can be run through the same export steps, and also so that moving forwards animators would have the same tools for working on older animations as they will on files using my new rig.
I have Maya Creation Suite 2012 on my work machine, which is touted as being able to seamlessly transfer data between the included apps– Maya, MotionBuilder, and Mudbox. I haven't had need to open Mudbox yet, but in my limited testing so far the Human IK rigs never come through properly from MB to Maya and on the Maya side the HIK characterization gets broken. This means that to do any animation fixes or retargeting inside Maya, the characterization needs to be deleted and rebuilt. Also funny: the automatic naming templates in Maya don't always work, making recharacterization a tedious manual process. Keyed transforms (joints, etc.) and meshes come through just fine, however, with all skinning and materials in tact. Updating previously-sent objects did not.
Apart from all that, the first file I've been working on has 50 animations in it. I didn't relish the idea of converting all of them by hand, so I set about seeing what's possible on the scripting side.
The FBX import/export plugin comes with a number of commands for massaging how files are read in. A full list of the commands is on Autodesk's site. Note that the Python versions of these functions fail; I think they're being generated improperly at plugin load. Could be that I'm just not calling them properly; I didn't bug-hunt because I found doing the HIK post-import steps didn't work in Python, either.
I've written more MEL in the last two days than I have in the last four years, not that it's a lot of code!
I have Maya Creation Suite 2012 on my work machine, which is touted as being able to seamlessly transfer data between the included apps– Maya, MotionBuilder, and Mudbox. I haven't had need to open Mudbox yet, but in my limited testing so far the Human IK rigs never come through properly from MB to Maya and on the Maya side the HIK characterization gets broken. This means that to do any animation fixes or retargeting inside Maya, the characterization needs to be deleted and rebuilt. Also funny: the automatic naming templates in Maya don't always work, making recharacterization a tedious manual process. Keyed transforms (joints, etc.) and meshes come through just fine, however, with all skinning and materials in tact. Updating previously-sent objects did not.
Apart from all that, the first file I've been working on has 50 animations in it. I didn't relish the idea of converting all of them by hand, so I set about seeing what's possible on the scripting side.
The FBX import/export plugin comes with a number of commands for massaging how files are read in. A full list of the commands is on Autodesk's site. Note that the Python versions of these functions fail; I think they're being generated improperly at plugin load. Could be that I'm just not calling them properly; I didn't bug-hunt because I found doing the HIK post-import steps didn't work in Python, either.
I've written more MEL in the last two days than I have in the last four years, not that it's a lot of code!
In 3ds Max, create a CAT bipedal character and position it in a T-stance. (See Prepare a skeleton for HumanIK.)
NoteA T-stance is required to ensure that your CAT character has a valid skeleton definition once it is transferred to HumanIK in Maya.
Select a spine bone and open the Modify panel.
Set the Spine Control to Keyframed and click Yes in the warning dialog box that appears.
Repeat steps 3 and 4 for the neck bone.
Select your CAT character and send it to Maya ( > Send to > Send to Maya > Send as New Scene).
Selecting one element of your character will send the entire character to Maya.
NoteIf your CAT character is not a valid biped, it will be sent to Maya without a skeleton definition. If your CAT character is a biped with extra limbs, the bipedal part of the structure will be converted to HumanIK and the remaining limbs will be converted to simple joints.
Maya opens and loads your CAT character as an HumanIK character with a valid skeleton definition. Any animation that you transferred from 3ds Max is baked on to your character's HumanIK skeleton and/or simple joints.
Animate this HumanIK character in Maya.
To use a HumanIK Control rig, open the Character Controls window (Skeleton > HumanIK or Window > Animation Editors > HumanIK) and ensure that your character's name displays in the Character menu.
Select Control Rig from the Source menu. If your character does not have a Control rig, selecting this option automatically creates a new rig.
To retarget animation from another HumanIK source, assign the other HumanIK character as the Source to your CAT character.
Select your CAT character and send it to Maya ( > Send to > Send to Maya > Send as New Scene).
Selecting one element of your character will send the entire character to Maya.
NoteIf your CAT character is not a valid biped, it will be sent to Maya without a skeleton definition. If your CAT character is a biped with extra limbs, the bipedal part of the structure will be converted to HumanIK and the remaining limbs will be converted to simple joints.
Maya opens and loads your CAT character as an HumanIK character with a valid skeleton definition. Any animation that you transferred from 3ds Max is baked on to your character's HumanIK skeleton and/or simple joints.
Animate this HumanIK character in Maya.
To use a HumanIK Control rig, open the Character Controls window (Skeleton > HumanIK or Window > Animation Editors > HumanIK) and ensure that your character's name displays in the Character menu.
Select Control Rig from the Source menu. If your character does not have a Control rig, selecting this option automatically creates a new rig.
To retarget animation from another HumanIK source, assign the other HumanIK character as the Source to your CAT character.
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