Maya Animation :: Export Entire Trax Layer With Multiple Clips
Aug 27, 2010
Is there any way to export the entire trax layer with multiple clips as an MA file? I need to swap out a character rig with a new one currently I am able to do this with single clips, but if i have a bunch of clips sequenced on the time line id like to do them all at once if possible?
Previously in 2013, you were able to identify you clip ghost joint set and your master controller separately. HOWEVER, in maya 2014 there is only one option and that is "Set Ghost Clip Root". This works on HIK IF and only if you select the root FK controler, yet I've not been able to get it to work if I'm using a custom rig as the joint is driven by a transform (i.e. a nurbs curve). , using a reference character seems out of the question with anything related to trax and clip sequencing if you want to use the ghosting options.
I've used Trax to create a number of animation clips for a character in a video game. I can create more complex animations by arranging several of these in the Trax editor and setting blends.
What I would like to know is: can I select several scheduled clips in the Trax editor and turn those into a single clip? Like if I had two walk cycles that blend into a jump, could I select those and create a single walk-then-jump clip which would appear in the visor, and which I could then drag into the Trax editor as a single unit?
Once i set up a motion path for my object to follow, it sets the object to follow it over the entire timeline. what if i just want to object to start later on? I want it to raise up, hover over to the path, and then be attached to it.
I'm having a lot of problems trying to load a model I animated using Trax.
First I modeled and rigged a character in Maya and saved it as model.mb.
Next I created an empty file and referenced my model file into in. In the new file I created a character set based on all the rig handles. Next I spent a few hours animating some simple walk cycles and jumps, putting each animation into a separate Trax track. I also created a few character poses.
Last night, everything was working fine. I could select poses and apply them. I could enable single Trax tracks and play them and everything went smoothly. I saved and closed my file.
Today when I opened the file and tried to continue, none of the Trax animations I saved were working. When I try to assume a pose, the rigging moves seemingly random directions. When I enable a Trax clip and play it, the animation is all messed up.
I experimented today with a simple test file. I created a new empty file, referenced in my model, created a character set and a few character poses. Everything was working fine. I could select the bind poses in the visor and assume whatever pose I wanted without error. Then I saved the file and closed it. When I reopened the file and tried to assume the same poses, my character's limbs shot off in all sorts of weird directions.
What's going on? Have I lost my work? How am I supposed to use Trax is if this happens if I simply save, close and reopen Maya?
(The rigging was all nurbs curves with a little bit of Set Driven Keys for the fingers and feet. I also hid and locked attributes of the nurbs I wasn't using. The rigging mostly done using constraints, although I also used straight parenting for some IK handles.)
My current scene has 10 animation layers for a character, and seeing every f-curve from all layers, although grey and locked, when I only need to see the f-curves in layer I'm working on is really cluttering the graph editor. My current work around is selecting my active layer in the Layer Editor every time I select a rig control. Simple enough, but a pretty inefficient way of working. I can't seem to find a setting that allows me to just see ONLY the fcurves in the active layer. I imagine some of you out there may have hundreds of animations for a single game character.
I have an assignment for a class where part of the final project is detailing the construction of a mold for a part. The animation that I would like to do would show the build up of the part in a 3D printer layer by layer. The closest method of animating this that I can think of is unfortunately backwards.
As I would have the part and a camera facing up from the bottom of the part and would have a plane that would recede upwards in the y direction. This would reveal the part as the plane translates in the y direction.
This might be okay, but the problem is that I would like to show this from a camera on top facing down instead of a camera on bottom facing up. How I can create the look of a part being built up in this additive method?
My question is, does Videostudio X5 have the capabilities to either:
A) Batch convert while using one or more of the FX B) Export multiple clips in one go from the timeline?
I have 120+ short video clips that I need to crop to a different size. I've figured out how to crop them to the size I need by using the "Croping" function in the FX. There seems to be no way however to apply this to all the clips at once in the Batch Convert.
The only way I can do it is to import all of the individual clips to the timeline and then export them individually...one at a time....taking a lot of my time. I notice they all retain their same file names in the timeline. Isn't there a way I can select all of them at once and export them with their individual file names all in one go (with any FX I've added)?
so i know if you want two blend shapes to happen at the same time they have to be in the same node.but what if i want 2 separate nodes? say: one for body shape, one for face shape a blink, and an inflated belly, that i want to happen at the same time? I don't want it to be all in one node, but 1 cancels out the other depending on the order.
How to successfully import/export deformer weights ?
Like, a simple head made out of clusters on Left side. Would like to create/mirror these clusters to the other side. NONE of the default tools worked for me. Mirror deformer weights didn't and neither did the import/export deformer weights.
I am currently working on a game and am pretty new to the world of Maya ( 2D animator gone rogue!), I have some animation that I am cutting and I have noticed something I find strange. There seem to be multiple keys inside one frame ( see pic). I am guessing this is something extremely obvious that I as a new user do not understand, how to edit these keys within the frame?
I´d like to know how to move/displace multiple objects (in this case bricks) like it is done in this animation (at approx. 0:15 sec) [URL].I tried to reconstruct the effect using bigger bricks and tangent constraints, which worked kinda ok but I had to constrain every single brick manually which was rather time consuming and definitely not the approach they must have had used. Is there a way to achieve similar effect (pref. without scripting)?
Trying to animate a rigged model for a class project but I'm running into problems. If I, for example, pick the joint at the top of the hierarchy, in the main view it appears as though everything gets selected. When I try to set a keyframe for the whole model, though, it only gets set on the actual joint I picked, none of the ones below it.
I looked at things via Outliner and see the same problem: I pick a joint there but the ones below it show as unselected in the Outliner window. Right now it appears the only way I can select multiple joints to set a keyframe on them all is to manually expand the tree in Outliner and then explicitly pick each one with command-click or shift-click. If I select an un-expanded joint section in the tree the hidden joints do not get selected, and if I expand the tree and pick a root node the ones below it are not selected.
I have tried this on three different models, including one I rigged myself, and the same behavior is present across all three.
Is this normal behavior for Maya animation? Is there some configuration setting that will change this so I can select an entire skeleton tree via the root node and have all of them accept a keyframe?
I'm running Maya 2011 for the Mac, on OS X Lion, with service pack 1 installed.
I'm trying to use the same interactive skin capsules for multiple characters. Because the characters have different geometry I can't simply copy the weights. Is there some way to copy the capsules used for interactive skinning to a new model?
I was wondering if there is a way in maya 2013 to import like 20 takes at the same time, work on those 20 takes in one maya file and export them simultaneously just like motion builder and his "export all takes, save one take per file, use take name".
I'm asking this because i am thinking of switching to maya, but this motion builder native feature is just essential to me.
How do you select Multiple clips in a long sequence with many clips? I am cutting a short documentary and I need to move around a large quantity of clips. How do I quickly select a bunch of clips?
Best method of linking several AVI clips by fading in/out. I have an animation where I want to show the first 30 seconds of a process then miss the next 30 seconds and come back in showing the third 30 seconds (several times).
E.g 0-30 seconds fades out and runs into 60-90 seconds fading in. 60-90 fades out and runs into 120-150 etc.
Do I render these off from Max and compile as separate animations in RAM Player, then use something like Video post or some other method to compile the animations into one?
I am using a script to export multiple layers of 16x16 pixel icon files into separate PNG files. It works very well with one big exception. All layers that contain text becomes very blurry.I have tried converting the text into outline paths before exporting, but it does not work. The text becomes blurry and thick.
When performing a regular Non Script export to a PNG file you are allowed to chose antialiasing method between "type" and "art". When using the "type" alternative everything looks good, but when the "art" alternative is selected the text look very blurry and bad.When using script multiexporters it seems they all use the art version. URL....
But I have tried a bunch of other scripts as well but with the same blurry result for the text. How to get the option to chose the type optimized initializing for the script exports?
I have rigged a character and made it into a character set in which i have locked the scaling attribute , I have then saved this file. I have then referenced this file and and have done a walk cycle animation and saved this file. I have then realised that I needed the scaling attribute when I have added other parts of my scene. Is there a way to unlock the scaling attribute in my walk cycle animation file or will i have to go back and change it in the rigged file, create a new character set and do the walk cycle animation again?
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.
The mayaProject (and all it's subfolders: scenes, assets, etc.) was created in Maya, and the OLDname folder was where I kept it and the other files related to the project.
After renaming that folder, when I double clicked the Project01.ma file to launch Maya, I received this error: // Error: Wrong number of arguments on call to pv_performAction
When I relaunched Maya by its icon and used the File > Open Scene… option, I received this error: // Error: Wrong number of arguments on call to performFileAction does not match number of parameters in procedure definition.
In both cases, Maya opened a blank Untitled file, instead of my Project01.ma file. When I changed the name of that folder back to OLDname, the Project01.ma file opened properly.
My question is, how can I rename or move this folder and still preserve the file hierarchy that Maya needs to open the Project01.ma file?
I am trying to add an expression to the standard Mudbox car to make the wheels turn when the vehicle moves in both the X & Z dimension. I have found many scripts that let me do this in a single dimension. I have found some others that claim to work for both dimensions, but at certain angles the wheels turn in the wrong direction.
My work flow is as follows: 1 - Export car from Mudbox to Maya 2 - Separate the wheels & center pivot all items 3 - Add NurbsCurves to create a rig 4 - Parenting the elements of the car 5 - Add an expression based on this web post [URL]....... 6 - Test the animation
It works great when translating the car in the Z axis, but when the car is rotated 95 degrees in the Y axis the wheel will only go backwards no matter which direction the car is moved.
I have attached an MB (Maya 2013) so you can see the
translate facial motion capturing data (basically 2d point clouds) to blendshape weights. I finished rigging my character and wanted to drive my blendshapes by the relative position of my tracking data, e.g. distance between corners of the mouth drive the "wide" blendshape and so on...
Hope YOU know a solution for this, I believe blendshapes are THE way to create realism in tracked animation but I was not able to find ANY reference to something like that. I'd like it to be customizable and not to expensive, so the imagemetrics faceware service won't do for me
How come baking some part of animation in graph editor deletes everything before and after the part i bake and how can i bake that part while leaving the rest untouched?
I have a character with animation. Another character is the same(same bones, meshes), but with no animation, 100 times larger in size and I resize the head to make the head looks slimmer. They are saved in different fbx files and I imported them into mb scenes. I select the root bone and "select hierarchy", the export options is shown below. Then select in the same way in the larger character's scene, the importer options is shown below. THE PROBLEM is: after I import the atom, the character becomes shrinked to the same size as the former one and the ratio of head becomes the same as the former one too.