View Full Version : Animation Transfers in Maya
10-04-2007, 04:21 PM
Search function for the board seems to be broken and I haven't seen what I'm looking for yet, so hopefully someone with more Maya expiriance then me can give me an idea if this is even possible.
I have two meshs, both with the same bone structure, but two different rigs. I want to "bake" the animation, simular to how you can in Max, from one mesh and apply that animation to the second mesh with a different rigging system.
Is this even possible with Maya? I am currently using 8.0 but have access to 8.5 and 2008.
10-04-2007, 06:33 PM
If the rigs are different, then you have a bit of a pickle and it becomes trickier to do the animation retargeting. However if there are the same bones or same controllers you can simply copy the animation using Edit -> Keys -> Copy Keys and then Edit -> Keys -> Paste Keys which will allow you to copy and paste animation (in the same maya session so you can open one file, copy and open the other to paste).
If you don't need the controls, you can bake down the animation to just the joints(bones) using Disable Implicit Controls so that it ignores all incoming connections except for the keyframe data and then copy the keys off the skeleton and onto the other.
Post back if you have any trouble.
10-04-2007, 06:38 PM
I tried copy+paste method but it severly distorts the scale of the bones, I think because the second rig is full body IK and the original is normal IK. I'm going to go ahead and guess that FBIK makes this task much more complicated.
10-05-2007, 07:14 PM
Oof, yeah that's quite a bit more complicated as FBIK functions quite differently than regular IK (self descriptive basically as FBIK is full body ik). And yeah, the scale will get thrown off, though you could actually delete the scale keys and try and appendage by appendage transfer. Can't guarantee the results will be desirable or work very well though to the hierarchical differences.
10-05-2007, 07:29 PM
could you create a duplicate of just the fbik skeleton that is outside of the fbik heirarchy, but parent constrained to each of the fbik joints? it wouldn't be part of the fbik rig but it would follow any animation from that rig. then you could copy paste or do an animExport or whatever to the second skeleton?
10-07-2007, 09:15 PM
Maya has a retargeting option but i guess nobody is using it, it's kindda of pain since it need label and all that, but since the FBIK already has it it should work.
Check the doc for (retarget) though.
Forgot: check the character mapper too in the character menu..
10-08-2007, 07:08 AM
Filmbox or fbx exporter which is free can work. Only if the bones are the same name, and don't include bones with set driven keys on them.
You can get the fbx exporter on the Area, or Autodesk, or probably even the Maya sites.
10-08-2007, 07:08 AM
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