Maya Animation :: Control Rig Forcing Rotation Key Tangents To Linear Button

May 6, 2011

1. Windows/Animation Editors/HumanIK/Skeleton Generator - Generate Skeleton
2. Create control rig for it.
3. Set keys to rotate shoulder down and back.

Keys are linear by default and cannot be changed, except to "stepped". Clicking Spline, Auto, etc. Doesn't change anything. Works fine on translation curves. URL....I accidentally check the "force FIK curves to linear" button? It's totally killing our animation pipeline.

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Maya Animation :: Control Curves Rotation Axis Coinciding With Joint Rotation?

Jul 15, 2011

When setting up a simple FK control curve on say the wrist for example, many times the control curve isn't exactly perpendicular to the local rotation axis of the joint movement, so when we position the control curve to be perpendicular to the joint - it has a rotational value added, but the rotational handles are lines up with the rotational handles of the joint that we want to move.

Freeze Transformations: then the control curves rotational handle go back to being skewed (out of alignment with the joints)

We want to Freeze transformations before constraining the curve, but we'd really to keep those rotations control handles to remain aligned with the joints rotational handles. This will make it an exact control when animating - grab the rotational handle of the curve, rotate it, and the joint will move exactly in the proper direction.

how to get the rotational handle of any control curve to run perpendicular to the shape after freezing transformations?

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Maya Animation :: Non-linear Bend Is Not Working

Mar 26, 2012

I wonder why it will not bend. Why it didn't bend? I attached the PrintScreen of the problem

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Maya Animation :: Setting Up A Rope For Animation Based On Control Panel

Jan 20, 2011

I'm trying to animate a moving rope based on simulation data. I know how to import my motion data for individual objects.I've seen lots of tutorials where one uses simulations or soft bodies with IK in order to create a rope. how to use all these features and I want the rope to follow my coordinates exactly. I was hoping I could do something like the following:

1. create points in Maya which correspond to my data points
2. connect the points with a curve
3. loft a circle using the curve as a path in order to make a rope
4. move the points. due to History, the rope position is updated

Is there a way to do something like this in Maya? I've tried, and it looks like ep points do not have key-able channel data, so I can't create animations for them separately. I'm using .mov data file imports to generate x, y, and z motion keys for the points.

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Maya Animation :: Finger SDK Rotation

Sep 30, 2011

I set up SDKs on my character's fingers. Everything was working fine. Fingers rotated properly from the open hand "0" position to a closed fist at the "10" position. I have the hand set up as the Driver and the fingers as the driven.

I then wanted my IK arm to work in FK, so I went into my attribute editor for IK pole vector constraint and checked on "IK/FK Control". I did a few rotations of the elbow joint and everything seemed fine.

I then went back to do some work on my hand, and when I when to change the values in my channel box to get the hand to clench, the fingers did not rotate into a fist, but rather went in all directions.

I can get the hand to work correctly intermittently (when I go back to the bind pose), so I know the correct rotation information is there. I have tried deleting history and making sure translations are not set on the hand. Would this be a gimbal or a local vs. global orientation problem?

Also, a side question: I noticed that when I built the SDKs for the fingers, I had numerous "blendWeights" created. Are these weights involved with moving the fingers between the minimum and the maximum values you set in the SDK set-up process?

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Maya Animation :: How To Fix Bone Rotation Orientation

Jan 4, 2011

I did the bones, but as you can see in the picture, the rotation not along the bone, is according to xyz, might be because i freeze them?

How can i rotate the bone accordingly? is there a way to rotate it local, and global like in Softimage?

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Maya Animation :: Changing Rotation On Object?

Feb 6, 2011

I have an object that I want to rotate different.... not sure how to explain, it, but you can tell what I want by looking at the screenshot attached. I want the rotate to align with the cylinder. I've tried reset transformations, and the home key to move the pivot. I've also tried the different settings for the rotate settings and nothing is changing this angle. Is there a way to manually set this?

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Maya Animation :: Rotation Of The Ball Into Direction Of Translation?

Sep 4, 2010

I am animating a ball right now, that is rolling all over the place. Would be cool to animate just the translation of an object and not to worry about rotation. Is there a way? Like.. through the expressions or set driven key? Also would be even better if rotation speed increased as the movement speed did.

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Maya Animation :: IK Handle - Rotation Limits On Joints?

Jul 13, 2013

I have set rotation limits on all  of my joints in a rig.  But when I move the Ik handle, the joints all rotate in however they want.

What can I do to make it so that when I move the IK handle, the joints are constrained to their individual limits?

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Maya Animation :: Parented Objects Deforming On Rotation?

Feb 19, 2012

I used to be able to create quick a makeshift skeleton for things like robots by parenting the objects that make up the robot to each other hierarchically. But the past few times I've tried to do the same thing, the child objects deform in weird ways when I rotate the parent. I looked and found a few references to this in forums, but not a single solution. The idea of going through and setting up either a proper skeleton, or parenting everything to group objects seems unnecessarily complex and frustrating when there was a simple solution before.

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Maya Animation :: Local Rotation Axis Display?

May 31, 2013

For some reason some of the joints in my character rig are displaying their local rotation axis and I am unable to turn them off. The usual Display>Transform Display>Local Rotation Axis doesn't do it. This doesn't apply to all joints, just some. This is very frustrating as it causes real clutter when rigging.

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Maya Animation :: Setting Rotation Axis Of Object?

Jan 1, 2011

I am busy working on rigging a character ( See attachment) to the best of my abilities and am running into some issues:

I have made a nurbs curve object which I intend to use as a controller in my rig, I have however modeled my character with his arms in a 45 degree angle so I snapped this particular object to the wrist and aligned it with the geometry...here comes the fun part , because it is a controller I wanted to have a clean channelbox zo I froze transformations which neatly sets every channel to 0, it also snaps the local axis to a world pivot orientation....

I went in componentmode pressed the question mark thingy and thought it was working..but it still alters the values in the channelbox.

I basically want the same rotation axes editing capabilities as I have with joints, I will try fiddling with that next, but I can't believe that this can't be solved any simpler.

See the image in the attachment

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Maya Animation :: How To Adjust Rotation Axis Of A Joint

Oct 18, 2010

how do you adjust the rotation axis of a joint. Attached is what am talking about.

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Maya Animation :: Animating Rotation Of IBL Dome Doesn't Render

Apr 22, 2011

When I set up the Image based lighting in Mental Ray, and key the dome that is created to rotate in a animation, it is clearly rotating in the viewport, and when I render individual frames, it works, but when I batch render (confirming that the render range is set correctly) it renders each frame with the dome in the same position.

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Maya Animation :: Human IK Effector Rotation Keys Only Flat?

Aug 28, 2012

I am having trouble with setting rotation to other then linear for the IK Controls, the FKs work fine. Is this some limitation, or option that I am missing ? Also, the keys are displayed as diamonds instead of the usual squares, so I guess there is some lock which I cannot find.

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Maya Animation :: 2011 - Adjusting Local Rotation Axis Individually?

Oct 1, 2010

So perhaps I'm missing something blindingly obvious, but in previous versions of Maya, I've been able to simply hit F8 and check the '?' icon to be able to go in and individually rotate Local Rotation Axis to be the way I want.

For some reason I cannot find how to do this now in 2011? I've only been able to do them using the auto-tool.

Looking for the steps I need to take to be able to manipulate the local rotation axis individually as I have in the past now?

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Maya Animation :: HumanIK Control Bending

Jun 28, 2013

I suffer a problem that my arm (rigged with humanIK , Maya 2013) can only bend a little angle but can`t bend anymore.

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Maya Animation :: Control Pivot Axis?

Aug 14, 2011

i am a 3ds max user but had to switch to maya for this project. I am trying to make the ctrl pivot axis to follow the bone axis but I dont know how to do it in Maya.

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Maya Animation :: Bake To Control Rig In HIK Causes Twitching?

Sep 17, 2013

I have made a custom rig, mapped it to HIK and got a set of perfectly working controlers. I have used them to animate by hand before without problem but now I have a skeleton from mocap data that I want to use instead.
 
So I go back to an older save of my project and import the file that I want to get the animation from. Then I make this new skeleton the source and everything looks good. My model is moving just like the mocap skeleton. Great. Since I need to tweak it somewhat and don't want to loose my controls, I then bake the animation to the control rig. This is where things go weird.
 
If I bake to every frame, all is well. That would make it a living hell to edit later on though so I only want something like every fifth frame. But if I bake only every fifth frame, the animation gets super twitchy in between some of the frames. And I don't see any trace of those movements in the graph editor.
 
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Maya Animation :: Skin Not Following Control Rig Anymore

Mar 11, 2013

couple of days ago i finished rigging, positionned my character in a nice pose for a render then closed maya. Foward a couple of days, now when i move my rig the character is not following it, he stays in the same pose as he was like if he was frozen.

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Maya Animation :: How To Constrain A Human IK Control

Dec 5, 2011

imagine you have a HumanIK character and a vehicle like motorbike or similar, and you want the character to drive the vehicle. Ok then: Parent the reference node (your_character_name:Reference) into your vehicle root. Ok, works fine but now you need to constrain or parent the control of the hands to the handlebar. With maya constrains not work fine and don't know why.

How i do? i need to create a Auxiliary Node in the Character Controls?

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Maya Animation :: Constrain HumanIK Control To Object?

Dec 6, 2011

imagine you have a HumanIK character and a vehicle like motorbike or similar, and you want the character to drive the vehicle. Ok then: Parent the reference node (your_character_name:Reference) into your vehicle root. Ok, works fine but now you need to constrain or parent the control of the hands to the handlebar.With maya constrains not work fine and don’t know why.

i need to create a Auxiliary Node in the Character Controls?I’m trying with Parent Constrain, Orient, Aim.. and don’t work properly: Position (tx,ty,tz) work’s fine but X-axis of rotations are inverted… when turn the handlebar to left, rotation turn to right.i trying with offsets or any parameter in the constrain but nothing..

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Maya Animation :: How To Create Human IK Control Rig From Pre-made Skeleton

Aug 20, 2010

How to create a Human IK control rig from a pre-made skeleton? I have matched the hierarchy and naming conventions of the pre-made skeleton to the that of the Human IK Skeleton Generator, but I keep getting an error that says, "Invalid skeleton or no skeleton. Can't create new rig."

Can even gotten the Create Rig function to work? If so, how did you set up your skeleton?

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Maya Animation :: HumanIK Control Rig Not Attached To Original Skeleton?

Sep 1, 2013

i have a model, bound to a skeleton, which is all green-lit in the character controls window.  however, when i create a control rig for it, maya creates a new skeleton which the rig controls (working fine) but that is not attached to the original skeleton.  what do i need to do to get them linked or to get the auto-rig to manipulate the skeleton that is bound to the geometry already?  see attached image as how i can move the bones in the maya created skeleton and its IK, but it doesnt affect the originals (ignore the custom rig panel, that was just me trying another approach to bind the default control rig to a previously made rig that does work)

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Maya Animation :: Control Curves Spontaneously Change When Saved

Aug 20, 2013

I set up my file. I set my controls to where I want them. The Control Curves are in position. I save. Everything is going well.When I reopen the file, control curves have spontaneously moved. Without permission.I've done several experiments with different results, but the same problem: the control curve of my rig are moved from where I had them when I saved the file.

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Maya Animation :: Move Files - Specify Rotation And Translation Of Object Using Text File Full Of Numbers?

Jan 7, 2011

My current goal is to specify the rotation and translation of an object using a text file full of numbers. I have been told that I should import a "move" file. However, I can't seem to find any kind of reference about the move file format or how to use it. I see in the import dialog box that there is a file type called "move" but I don't know how to format the data that I put into the "move" file.

Also, I tried to export a "move" file so I could take a look at what Maya generates, but I keep getting the error "// Error: Could not save file "C:/My Documents/maya/projects/body_in_ocean/scenes/examplemove.mov".

I created a group with my object in one file, referenced it in my working file, moved the group around and set some keys in the working file, but I can't seem to export any move data. How to get this to work?

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Maya Animation :: Bind A Facial Control Panel To Rigged Character?

Apr 3, 2013

I am working on (yet another) minecraft character rig xD

So i have set up a facial control panel, using blend shapes and driven keys, but i need it to follow my character. If i parent it to the head, i doesn't follow when i grab the skeleton and move the character around, and if i bind it to the neck joint, i am not able to use the control panel, because the movement of the controls are locked, since they're binded to a joint.

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Maya Animation :: Parenting Objects To Mesh (button / Buckle)?

Aug 29, 2011

I have a character who is wearing a vest with buckles on the side. Binding with skin weights creates distortion of these buckles, so it's not a good solution. So I'm experimenting with Duncan's Parent To Surface script: . It seemed to work ok until I noticed that when my character bent forward or backward the buckle di...

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3ds Max Animation :: How To Set Up The Flat For In Tangents

Jul 17, 2013

I was wondering how do I set up the flat for in tangents and stepped for out tangents as a default so that I can block out poses?
 
How do you create controllers for the biped rigging?
 
How do you zero out transformation and Rotations and how do I freeze all the channels?
 
How do you create a character set for animation in 3Ds Max?

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Maya :: Tangents Not Showing In Graph Editor

May 11, 2011

I have this scene with two characters, if i select a node (i.e. the hip control) and go to the graph editor it only shows one tangent. Even if i select a bunch of them in the left panel it only shows one! It seems like a bug to me because this file works fine in 2011.

I'm an Animation Mentor student and the staff have no clue of what's going on. They just advised me to stick with a working maya version for the moment, but maya 2011 is very slow for my computer.

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AutoDesk Smoke :: Adjusting Tangents In Animation

Oct 12, 2012

I'm adjusting the tangent in animation and every time I select and move the curve of a tangent, the display jumps to a wide shot of the entire curve. I select "frame" to get framed in again, select the tangent and wham...the display goes wide again. I tried it in the larger viewer and it happens again. I did the old restart, and got back in and it's doing it again.

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