Hi,
I’m getting into a Maya setup workflow, coming from a 3DS Max background.
Plan:
Use HumanIK as the base rig, for easy mocap and export to game engines.
Problem:
I want to take my A posed character and use HumanIk, without having incorrectly oriented joints.
After clicking create skeleton, I repositioned the joints to fit the model. Most areas are fine, but the fingers and wrist in particular are a mess, in terms of joint orientation. When I change the orientation using the Joint Orient tool, it seems to go right back, and even with the orientation changed, the Joint is still rotated in the same wrong way.
I read on another forum that you can delete the node HIKSkeletonGeneratorNode1, but then you also lose the mirroring and other skeleton creation options in HumanIk.
Can anyone suggest a good workflow? to achieve this? Also, what is the best way to store the default model pose as well as a TPose for HumanIk?
I positioned the joints, created a Bind on the model then keyframed the arms in their default position one one frame and in the TPose on another frame. Is this a possible way? Still need to fix the arm and hand joint orientations before I can test that out properly though.
Thoughts or ideas?
Thanks,
Adnan