import problem (mb 6 pro...to...maya 6.0.1)


#1

hi there i have a major problem (i use maya 6.0.1 and mb 6 pro)…and some minor ones…
i modeled, rigged, and weighted a character in maya (t-pose) and exported it through fbx into mb. then i animated all my scenes…i plotted the character and exported it back to maya…only to notice that all my fingerjoints, toejoints, and heeljoints dont get any keys whatsoever (images of it and also the joint-labeling are attached)…that means that the feet “break” through the floor in maya :frowning:

in addition i have no luck in letting the feet roll (i used the videotutorial provided in mb 4 with an alien walking silently) but i dont get the feet to roll :frowning:

help would be gladly appreciated :slight_smile:

thx in advance

ps.: on the left is the right animation; on the right the wrong one…in between is the jointlabeling

here is the picture of my problem: http://www.krueschet.de/images/import_problem.gif

around 120kb


#2

The naming convention has changed since 4.0.

Instead of Toes and Toes_End, you should call them LeftFootExtraFinger1 and LeftFootExtraFinger2 (2 being the end, but you can go out to 4).

You can see a list of the current naming conventions by opening up the Character Definition tab and opening up those lists.

Also, using these names, you’ll need to have both Foot Floor contacts set and Toes Floor contact. Then, depending on the movement you’re looking for, you’ll have to go into those two menus and play with the contact types.


#3

thank u very much…
just this one: what name should i take for the heel joints?
anyway great job -> u helped me out big time since i already tried to figure out the problem for 2 days rofl

cu around im gonna be back with more FAQs ^^


#4

The heel joint isn’t supported inside of MB’s default Rig. If you want to animate it (like you have a bird talon or something) you’ll have to unlock the skeleton and animate it by hand.

Also, check out 3D Buzz, they just put up a few tutorials about alternate pivot points with feet.


#5

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.