Maya Animation :: Hide Non-active Animation Layer F-curves In Graph

Apr 18, 2013

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.

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Maya Animation :: Copying / Pasting Graph Editor Curves From A Scene To Another

Apr 10, 2011

I have a hard time copying/pasting graph editor curves from a scene to another, since it`s only a specific part of the timeline, is there some basic rules that are to be observed for things to work properly? Yes after a thousand tries i`m going to have to edit every darn ecking curves accordingly to those i wanted to copy.

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Maya Animation :: Hide / Show Components Within Animation?

Jan 20, 2011

I have made a 3d Spectrum analyser , its made of rectangular boxes 16 rows and 16 boxes in each row.

So i have made my cam from Bottom Left corner to Top Right over 96 Frames.

What i need to do, is make some of the blocks disappear and re appear as the cam pans across.

In sketchup i did it by HIDEING the component (block), make new scene, then un hide it..

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Maya Animation :: Additive Layer Animation For Rapid Prototyping

Dec 11, 2010

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?

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Maya Animation :: HumanIK With Graph Editor?

May 30, 2013

I am using HumanIK with Graph Editor to animate my character. First I create pose to pose and then I go to the Graph Editor to set the timing of the animation. In the Graph Editor I drag select multiple keys to get the timing correct. Then I go to the timeSlider and copy/paste keys to make some tweaking. And here we have the problem! When I copy key/keys all are good, but when I am going to paste key/keys Maya give me a fatal error!

Reproducible:

Make a default skeleton from the Character Controls menu and then make a Control Rig. Select HipsEffector set keys on frame 1, 12 and 24. Then in the Character Controls menu go to the Controls tap and left mouse click in the empty space next to the Character image to select all. Now open up the Graph Editor and select all the keys on frame 12 and with the Move Tool shift middle drag the keys to the right.

If you at this point go to the timeSlider and copy key frame 12 and paste it somewhere in the timeSlider Maya gets a fatal error pop up.

If the action shift middle drag with the Move Tool hasn't been used then Maya haven't popped up with the fatal error!

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Maya :: Retiming Animation In Graph Editor

Jun 1, 2011

I've got a problem with the graph editor in 2012 changing the values of my curves when I retime the curves. Basically, when I select all the controlers in my character rig, the go to move each set of keys over 2-3 frames, the curve values change. So the walk cycle essentially breaks, and my feet end up further in front, and the y trans value flattens out.

I've just installed hot fix 2, and that hasn't changed it. This has worked fine in every version of Maya i've used since version 3. Is it an 'new option' that i need to turn off I don't know about?

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Maya Animation :: Graph Editor Horizontal Flipping

May 13, 2011

I'm doing a walk cycle. and I have 2 feet. I have to manually switch in the numbers that result in a graph that is basically identical but with a horizontal and vertical flip.

instead of manually typing in the numbers I'd like to copy one set of keys and paste it onto the second foot. I know I can get a vertical flip by doing *=-1 but is there a way to get a horizontal flip also?

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Maya Animation :: Add Multiple Keys In Graph Editor?

May 6, 2013

I'd like to know if it is possible to add multiple keys on multiple curves in one step in graph editor as marked on attached image.

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Maya Animation :: Spacing Key Frames In The Graph Editor

Nov 17, 2011

I have a object divided to multiple parts, nearly 150, and when animating the rotation or any attribute I want some spacing between the keyframes, so that the second part starts moving after the first one by 5 frames, and it's about 150 objects, and i don' t want do it all manually, Is there any script or technique that could speed up my workflow.

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Maya Animation :: Controls Not Loading Into The Graph Editor?

Sep 23, 2013

After animating, controls will not show up in the graph editor for fine tuning.

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Maya Animation :: Graph Editor - Perfect Scale?

Oct 5, 2011

Say I have a series of keys, and I want to add exactly 1 or 2 spaces in between each key. is there a way to do that? rather than selecting chunks at a time and spacing them apart... like +=2 will move all the selected keys over 2 spaces all together. maybe theres a code that moves them with an offset?

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Maya Animation :: Graph Editor Showing Only One Curve At A Time

Mar 5, 2012

My Animation Graph Editor is only showing one animation curve (for one attribute) at a time after I have set multiple keyframes for the character set and various attributes. I select multiple attributes, and hit View-Frame All, and it only shows the top attribute of the selected attributes as one curve.

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Maya Animation :: Trying To Move Bezier Handles In Graph Editor

Apr 4, 2011

in C4D i can move the bezier to make the animation softer but in maya i can only move the point i click, try do middle mouse the bezier to move and i cant i know.

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Maya Animation :: Cycle Path - Cycling U-Value Through Graph Editor

Feb 1, 2012

I tried it by cycling U-value through graph editor, but not getting cycle.

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Maya Animation :: Copy Keyframes At One Point To Farther Down Timeline IN Graph Editor

Apr 7, 2011

This is a pretty basic function in the Graph Editor.

All I want to do is copy some keyframes at one point to farther down the timeline IN the graph editor. Basically, select some keys, move to a new time and paste those same values. When I paste, all it does is add keys to the existing curve. I haven't used maya in awhile (2008 version), but I'm PRETTY sure this function was available. Why doesn't it work in 2011?

I've searched online, I've tried copying, moving to new time, create some keys, select them and then paste over them, but still doesn't work. And yeah, I know about the middle mouse button time slide trick, which is a workaround but doesn't work if you're copying multiple keys over time. I want to be able to do this BASIC function. What's the deal? On a Mac.

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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 :: Convert Baked Mocap Keys To Spline Curves?

Oct 9, 2011

I have a skeleton with baked motion capture keys on every frame. I'm wondering if there is a method to convert these baked keys to curves, so it will be possible to start cleaning up the animation. I'm fairly new to dealing with mocap. Perhaps there is a method for achieving this in Motion Builder rather than Maya, that I'm not aware of?

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Maya Animation :: How To Create Walk Cycles That Follow Motion Path Curves

Jul 19, 2011

i have been using the drivenTime node to create walkcycles that follow motion path curves where the out time is connected to some attribute via a unitToTimeCOnversion node.in previous version of Maya.

When i try to connect anything to the Out Time of new drivenTime node the connection never works, not even keyframes?

is there a fix or workaround for this?

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Maya Animation :: Unlock The Scaling Attribute In Walk Cycle Animation File?

Feb 17, 2011

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?

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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 :: Expression To Automate Animation Of Wheels

Oct 10, 2012

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

problem.mudboxcar_maya_2plusexpression.mb.zip

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Maya Animation :: Blendshape Animation From Motion Capture?

Mar 6, 2012

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

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Maya Animation :: Baking Parts Of Animation Deletes Others

Apr 3, 2011

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?

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Maya Animation :: ATOM Animation Transfer Between Different Characters

Oct 23, 2012

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.

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Maya Animation :: Bicycle Type Chain Animation?

Dec 22, 2010

For some scenes we have a chain which is wrapped around several cogs, just like a bicycle. In this scenario we need the chain links to follow the path and retain their relationship to each other.

In other scenes we have a chain which follows along a changing path. Imagine this if you can: A heavy weight has a chain attached which goes vertically up, over a pulley and down the other side where it is attached to a lorry. The lorry drives off pulling the weight upwards. This is my challenge!

Should I individually constrain the links using a Pin constraint and use dynamics completely to keep the chain taught?

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Maya Animation :: How To Get Random Motion In Camera Animation

Nov 29, 2010

Was wondering if there is a way of getting random camera movements? For example, i am doing a fly through of an earthquake scene and as the camera animates along the street it randomly shakes with the earthquake shocks.

I know I could animate it by hand but I wondered if there was a way (perhaps an expression) to make it more simple?

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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 :: Smoothing Key Frame Animation

Dec 29, 2010

I want to key frame animate something to go in a straight line but it seems to start out slowly, speed up, and then slow down again at the end. Is there a way to make it so the object moves the same speed throughout?

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Maya Animation :: Merge Animation Layers

Aug 16, 2010

I have an animation layer that I have exported and Im trying to import it into a new file and then merge it down to the base layer.

what ends up happening is that when I do the merge i get two additional layers. and the layer with the animation stays there. and nothing gets baked. the animation stays in the imported layer.

I should be able to import/export animation layers right?

[URL]........

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Maya Animation :: Image Plane Animation

Jan 5, 2012

I have a image plane. I would like to move the image of the plane in animation. It looks out then masking. I need only some parts of the image in frame one, and I need other parts of the image on frame 100. The plane isn't moving, only the image is moving in the box.

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Maya Animation :: Editing Mocap Animation On Rig

May 23, 2011

I am working on a school assignment where we are to use mocap for character animation...well av gone that far but, now I need to edit the animation to fit better in my animation......below is a playblast of what I have now..i need to have my characters holding onto the broom....

[URL].......

heres also a screenshot.

Using Maya 20121 and Motionbuilder 2012

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