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Old 02-28-2013, 01:00 PM   #1
dunkelzahn
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Christoph D.
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Rigging in Maya?

Hey everybody,

quick question around here. I have been approached by a student working on his bachelor movie in Maya. The student himself is a modeller and has never created a single rig. Hes seen some of my rigs in Max and has asked me how to achieve a rig in Maya that is to be used in MoCap as well as hand animation and should handle martial arts action.

Okay, now that everybody has stopped laughing, lets get down to business .

In Max I would either create a custom rig PEN-style or use a CAT base rig and add additional controls on top of that. Sure, It would be a rush job, but it would work.

I havent worked in Maya for the last 5 years, so my first thoughts here would be the Human IK template or create a custom rig with a big amount of driven keys and maybe some Spline IKs for the spine and stuff like clothing. I also remember that using driven keys on the Human IK wasnt possible because the rigs structure.

What are your opinions? Are there any new major features concerning rigging that I am unaware of? If anybody can give me some food for thought, Id be really grateful.

Cheers

Chris
 
Old 03-04-2013, 12:50 PM   #2
dunkelzahn
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Christoph D.
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*Shameless bump*

28 views and not a single comment, Come on, people . All I want to know, is if there are new rigging templates in Maya that are recommended for MoCap sessions. Id need to installa 30 day license to make an evaluation so I am dependent on your advice here...


Cheers

Chris
 
Old 03-04-2013, 11:50 PM   #3
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Quote:
Originally Posted by dunkelzahn
*Shameless bump*

28 views and not a single comment, Come on, people . All I want to know, is if there are new rigging templates in Maya that are recommended for MoCap sessions. Id need to installa 30 day license to make an evaluation so I am dependent on your advice here...


Cheers

Chris


When it comes to mocap, Human IK seems to be a pretty standard tool from 2013+

I'd look up what some game studios are using that need to meet those specs.
 
Old 03-04-2013, 11:55 PM   #4
Cactus Dan
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Howdy,

Well, I'm not using Maya, but I like to create a dummy mocap driver skeleton with dummy targets parented to the bones and then target a rig's IK controllers with PSR constraints to those dummy targets and let the mocap animation drive the IK rig.

Something like this:
http://www.cactus3d.com/bvhBlend.mov

... that way the animator can make manual tweaks in the animation if necessary.

I'm not sure how you'd go about that in other applications because I'm using Cinema 4D with my own character rigging plugins.

Adios,
Cactus Dan
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Old 03-08-2013, 06:28 AM   #5
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Quote:
Originally Posted by Cactus Dan
Howdy,

Well, I'm not using Maya, but I like to create a dummy mocap driver skeleton with dummy targets parented to the bones and then target a rig's IK controllers with PSR constraints to those dummy targets and let the mocap animation drive the IK rig.

Something like this:
http://www.cactus3d.com/bvhBlend.mov

... that way the animator can make manual tweaks in the animation if necessary.

I'm not sure how you'd go about that in other applications because I'm using Cinema 4D with my own character rigging plugins.

Adios,
Cactus Dan


I would go with the same technique as mentioned by Cactus Dan. Basically have a mocap rig drive the animation rig via some layering like constraining the offset groups of controllers. This way the animators can do hand key animation on the controls to override or fix the mocap. Pretty much similar setup to IK FK blending controls.
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Old 03-08-2013, 06:28 AM   #6
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