2012年10月29日星期一

maya how to make a simple IK rig

maya how to make a simple IK rig

maya how to make a simple IK rig
you will learn techniques for reusing control rigs in Maya to work more efficiently. Throughout the tutorial you will learn techniques for re-purposing rigs to save time in your character setup pipeline. We'll start by merging a completed rig into our character's scene. At that point, we will start modifying the rig to match the proportions of our character. Moving on from there, we will then add controls that are necessary to accommodate any new accessories that require controls.ted & Numbered List tips
Character Rigging In Maya Continued
Select the LHip joint, and then Shift Select the COG joint, now press P to parent the LHip to the COG Joint, a bone will appear between them : - 
Now do the same with the Left_Clavicle and Neck joint, and then again with the first joint on each of the fingers and the thumb and parent to the Left_Hand joint, you'll end up with something like this : -
Ok, we've now set up and parented all of our joints, now there's one last thing to do now before we've finished with the skeleton, and that's to Mirror our Joints from the Left Side over to the Right Side. Select the Left_Clavicle joint and then from the menu select Skeleton > Mirror Joint and open the options box, within the options, select YZ as the Mirror options and Orientation as the Mirror Function : -
Select Mirror, and you should now have the right arm set up, including the parented joint :-
Do the same now for the LHip and then again for the LReverse_Foot, that's it, we now have all of our joints mirrored across. We don't need our Local Rotation Axes displayed anymore, so select each joint one by one, and then issue the command DISPLAY > COMPONENT DISPLAY > LOCAL ROTATION AXIS, or press G to repeat the last command. Once you've done that to all the joints, open up the Outliner. We need to rename our joints that we have mirrored across, essentially we need to differentiate the two sides, so Left and Right is enough to do that, so rename all the mirrored joints so that they are R - Right related, as in
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2012年10月23日星期二

how to integrate the HumanIK API into Unreal Engine in maya

how to integrate the HumanIK API into Unreal Engine in maya

how to integrate the HumanIK API into Unreal Engine in maya
Animating a character flipping or spinning around can be a hurdle in 3d. A character will forward flip over a different center of gravity then if it were to spin around 180 degrees on its right heel. Typically the solution is to set up a hierarchy of groups with pivots at different locations in which the animator can choose to rotate individually as needed. The problem with this solution, besides the redundancy of having so many group nodes to dig through, is that it takes a heavy amount of preplanning to pull it off cleanly. The idea here is to make one control that will easily move around the character's center of gravity in order to rotate the character as a whole around that center.
Let it be clear that this is a MOVABLE pivot not an ANIMATABLE pivot. What that means is that it is generally a one time deal per shot. Once the control starts rotating, translating it can cause some very funky results. If you have a character that is walking and then you use the movable pivot to make it turn left 90 degrees on its heel, trying afterwards to move the pivot over to the right heel will cause the character to translate oddly. However, if the character does a forward flip 360 degrees (essentially rotating the control back to its initial orientation), then the control can be moved and used again.
1. Create a locator (create > locator), name it "objectLocator"
this will represent the character rig or object to be rotated at different centers
2. Group objectLocator to itself and name the group "locatorBuffer"
this is where the movable pivot will do its work leaving the objectLocator free to be transformed as needed underneath
3. Create a nurbs circle (create > nurbs primitives > circle), name it "movable pivot"
this will represent the movable pivot control that is simply translated into place and then rotated4. Open the connection editor (window > general editors > connection editor), select the movablePivot control and click Reload Left in the connection editor then select the locatorBuffer group and click Reload Right in the connection editor
5. Find and click the translate attribute on the left side to select it and then find and click rotate pivot on the right side to make the connection. This will lock the Rotate Pivot of the buffer node to the translate values of the movable pivot. Next we need to connect the rotation of the movable pivot to that of the buffer node so find and click rotate on the left side to select it and then find and click rotate on the right side to make the connection | save my driven keys?

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2012年10月21日星期日

techniques initialize a character for HumanIK maya 2013

techniques initialize a character for HumanIK maya 2013

techniques  initialize a character for HumanIK maya 2013
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!

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.

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maya HumanIK Vs Custom Rigg

maya HumanIK Vs Custom Rigg

maya HumanIK Vs Custom Rigg
Using an FBIK rig based on Autodesk HumanIK technology, Maya software users can now apply any animation in Mixamo's online collection directly onto their FBIK control rigs. Consequently, Maya FBIK users can animate their characters more efficiently than previously possible. Furthermore, because the control rig is preserved, users can make additional keyframe adjustments to the applied animations. With these advancements, Mixamo can help to significantly reduce the time it takes to create high quality animations using Maya software.
"We are seeing more casual and mobile game developers move from a 2D to a 3D pipeline with Autodesk Maya software, as a way to differentiate their games in an increasingly crowded market," said Marc Stevens, Autodesk vice president, Games. "Mixamo's support for Maya FBIK control rigs will be especially valuable to these developers. It helps to simplify the animation process and makes quality animation more attainable for smaller game development teams working with tighter budgets and on shorter deadlines."
Mixamo provides animators, game artists, and 3D professionals an improved character animation pipeline that fits seamlessly into their existing 3D projects. Users simply upload their own FBIK-rigged character to Mixamo and select and customize animations from an extensive production-quality collection, which are then automatically applied onto their character. Finally, users can download the animations and import back into their Maya scenes. This improved workflow results in significant time and cost savings.

In this Maya tutorial we will be learn techniques, workflows and best practices for use with Maya's HumanIK (HIK) toolset. Throughout these lessons we will be learning some of the MEL commands needed to add HIK to a character rigging pipeline. Along the way we will look at some of the limitations with the HumanIK toolset and how we can work around them. By the end of the this tutorial, you will comfortable with HIK whether you are an animator with no rigging experience or a TD looking to add HIK to your rigging pipeline. About Digital-Tutors Since 2000, we've been a dedicated team of artists, professionals, representatives and problem-solvers who are truly passionate about teaching the people around the globe who make movies and games. But enough about us, let's talk about you. No matter your skill level or experience, you need an educational resource that helps you conquer complicated topics so you can focus on your future. So whether it's graduating from school, advancing your skill set or getting a promotion, you can access the world's largest online CG training library and find the solution you need in seconds.

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