wodagone
04-17-2010, 10:00 AM
Hi,
I have been developing my workflow for applying mocap to my charcter rig using Maya 2009 and
MotionBuilder 2010.
Upon searching the forums I am happy that I am working correctly
Except for the final stage of getting an IK rig from MB into Maya.
workflow
1. build skeleton and skin in Maya ( no IK applied )
2. export all to MB
3. Characterize and load animation
4. plot animation to IK/FK Control Rig
5. save as FBX ( seems more reliable than exporting )
6. Import back into maya
Here i have a rigged mesh with keyframes on every frame for every joint.( Fine so far....)
But no IK control.
There are effectors present for all joints c/w pinning options in channel box, but they are not connected/ have no influence on the skeleton.
What i want to do is modify animation over existing on anim layers. I just need IK setup for legs so as to be able to tweak the hips (COG) position. The rest of body will stay FK.
Also i have tried exporting same rig with IK into MB. BUt get same results.
some other info: importing into maya FBX statistics say " FBIK Definitions:1 " so i am assuming IK info is in the scene.
once imported into Maya there are 2 overlying rigs. One is my original rig and other is MB control rig . Both have identical sets of disfunctional effectors.
Im obviously missing some fundamental step here and have searched for similar threads but everyone else seems to have no probs with this.
ANY suggestions kindly appreciated.
Thanks
I have been developing my workflow for applying mocap to my charcter rig using Maya 2009 and
MotionBuilder 2010.
Upon searching the forums I am happy that I am working correctly
Except for the final stage of getting an IK rig from MB into Maya.
workflow
1. build skeleton and skin in Maya ( no IK applied )
2. export all to MB
3. Characterize and load animation
4. plot animation to IK/FK Control Rig
5. save as FBX ( seems more reliable than exporting )
6. Import back into maya
Here i have a rigged mesh with keyframes on every frame for every joint.( Fine so far....)
But no IK control.
There are effectors present for all joints c/w pinning options in channel box, but they are not connected/ have no influence on the skeleton.
What i want to do is modify animation over existing on anim layers. I just need IK setup for legs so as to be able to tweak the hips (COG) position. The rest of body will stay FK.
Also i have tried exporting same rig with IK into MB. BUt get same results.
some other info: importing into maya FBX statistics say " FBIK Definitions:1 " so i am assuming IK info is in the scene.
once imported into Maya there are 2 overlying rigs. One is my original rig and other is MB control rig . Both have identical sets of disfunctional effectors.
Im obviously missing some fundamental step here and have searched for similar threads but everyone else seems to have no probs with this.
ANY suggestions kindly appreciated.
Thanks
