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Week 5 Maya Character Animation Using Hik Retargeting Motion

week 5 Maya Character Animation Using Hik Retargeting Motion
week 5 Maya Character Animation Using Hik Retargeting Motion

Week 5 Maya Character Animation Using Hik Retargeting Motion About press copyright contact us creators advertise developers terms privacy policy & safety how works test new features nfl sunday ticket press copyright. Learn: maya hik custom rig motion capture retargeting.

animation retargeting In maya Cg Tutorial
animation retargeting In maya Cg Tutorial

Animation Retargeting In Maya Cg Tutorial The retargeting system is based on the humanik (hik) solver. retarget even can be a non destructive workflow. retargeting with the integrated hik lets you work nondestructively to transpose character animation. there are always some issues when transplanting animation from two very different rigs. daryl offers some great tips and work around. Retargeting animation works fine except for when the source animation has root animation. let me explain my steps:1: bring in hik compatible character, then bring in the characters animation which doesn't use root motion. 2: i cut the animation keys from the character's hip bone and paste them to the root bone. everything works as intended. Basic hik tutorial for the newbies in motion capture for maya and motion builder. watch the pros and cons of setting your automated and custom hik characters. When we do retargeting, what we're saying is we're, we're telling the software, hey, take my motion capture animation, which is just keyframed joints with rotational data, transfer that rotational keyframe data to my character's joints. the thing is, maya does not know automatically which joints are which on your character and on your mocap.

animation retargeting In maya Cg Tutorial
animation retargeting In maya Cg Tutorial

Animation Retargeting In Maya Cg Tutorial Basic hik tutorial for the newbies in motion capture for maya and motion builder. watch the pros and cons of setting your automated and custom hik characters. When we do retargeting, what we're saying is we're, we're telling the software, hey, take my motion capture animation, which is just keyframed joints with rotational data, transfer that rotational keyframe data to my character's joints. the thing is, maya does not know automatically which joints are which on your character and on your mocap. With the character skeleton selected, from the attribute editor, choose the hikproperties tab the hik solving attributes let you define how specific movements are solved. rig align when you have a complex rig set up, it can be difficult to visualize how your manipulations create the final solving on the skeleton of the character. To use hik retargeting of move one animation data to maya, please follow these steps: . 1. import your .fbx with the rig. here, we use a ue4 mannequin rig as an example. 2. create hik character definition (character1) and map all bones. make sure your rig is set to t pose. otherwise, it will not work correctly.

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