HumanIK Auxilery pivots


#1

I’m having a problem understanding how the auxiliary pivots work. I’m trying to use them to offset the pivot of the foot. As the pivot is at the ankle I would like to move it at the heel. Created the pivot just fine adjusted to the right position. When I try to animate it I can not set a key on it. I can rotate it and translate it fine. When I go to try to set a key it wont hold the key. If I switch it to IK on both trans and rot. I lose all mocap on the foot. The foot stay planed and not jerky which is great but I have to reanimate the whole foot again. Which is no good. So how can I offset the foot pivot to the heel and still maintain the mocap.


#2

They work as expected for me. But that is using a rig I imported from MotionBuilder into Maya. I am animating in Body Parts mode and on an Additive Layer above the mocap.


#3

Really? Ok then I’m doing something wrong. So this is what I did:

Created aux for the foot moved it to the bottom of the heel. Then I created an override layer from selected (used the drop down menu under layers). Moved the newly created pivot and set a key also animating in body parts. So far so good. When I go to the next frame I lose the position of the foot it snaps back. And keeps going on the mocap animation. It only recognizes that position on that frame only. Also I see all key frames on my time line on the newly created layer, only when I animate in selection I dont see the keys in the time line. But animating in that mode does not let me move the foot around.

Ok one last thing. If I delete the layer and the pivot auxiliary the foot still keeps the position I moved it in with the auxiliary for that frame. So, I deleted the key, deleted the layer on which the key was set and the auxiliary. And the foot is still in that position in time???


#4

Yeah the aux pivot actually translates the control rig which results in stored rotation and location which you keyframe on the control rig. And that is why you have to key in Body Parts mode. And also why even if you clear the effector after the animation is created, you will still have the keys on the control rig which need to be cleared. Think of the auxillary pivot as just a temporary pivot from which to control the control rig.

As far as animating in override mode are you using Zero keys to bracket the animation on the layer?


#5

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