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 :: How To Rig HumanIK Character So That Both His Hands Stay Attached To Object

Jun 17, 2013

I am trying to rig a HumanIK character so that both of his hands will stay attached to an object (gun, sword, bat, golf club, etc.). I can get the object parented to one of the hands and it follows along as expected, but cannot for the life of me figure out how to get the other hand to automatically stay attached to the object or follow it.

I've tried parent, point, orientation, etc., constraints using locators, the IK effector itself (wrist) and a few other things. It seems the HumanIK programming keeps a firm hold on the effectors and won't let anything other than the software drive them.

My HumanIK rig is properly setup and its definition locked. Using Maya 2013.

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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 :: 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 Zero Out Controls

Feb 10, 2012

Just started looking at Mayas human IK rig system and initial thoughts are thats it looks quite good. Thats until I created the controls for the rig!

I've previously rigged many characters before (just basic rigs) from scratch and also used some of the free auto rigs thats are around on the net so I know the basic stuff but I'm no expert. But as any rigger will tell you its always best to keep you rig clean and tidy and all controls to be zeroed out at bindpose. This make things easy all round especially when animating.

So going back to creating the controls for the HumanIK when you look in the channel box there are values in some translates and rotates!

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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 Animation :: Retargeting HumanIk To Cartoon Like Rig

Oct 16, 2012

Putting a motion tracking data on a cartoon like character rig?

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Maya Animation :: Custom Rig To Work With HumanIK System

Oct 13, 2012

Custom rig to work with the HumanIK system in Maya 2013. Im currently trying to map my custom skeleton and get the mocap data to retarget but the skeleton freaks out when I try to change the source.

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Maya Animation :: How To Join The Skeleton With Skin

May 15, 2013

I tried to join the skeleton with skin but I can not. I selected the entire group by outliner.

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Maya Animation :: How To Create A Skeleton For Cylinder

Aug 27, 2010

how to create a skeleton for just a simple cylinder. I use the joint tool and create the joint in the end, in the middle, in the other end. I use the smooth bind to bind the skin with the skeleton, and then ik handle tool selecting the both end joints. But when i move the ik handle the object will not bend even though the skeleton is bending. I can only point the cylinder in the direction i want it.

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Maya Animation :: How To Smooth Bind A Mesh To Skeleton

Nov 18, 2011

How can I smooth bind a mesh to the skeleton and have everything start out at 0. (so basically nothing gets moved by the skeleton.) So that I can add the weight wherever I want manually.

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Maya Animation :: Binding Skeleton To Character With Hair

Jun 1, 2012

I'm having tons of trouble with the hair system for a character I've made. One that I'm very stumped on is for the rigging. I have a skull cap with hair on it and then the character separate. I have created a skeleton with which I want to smooth bind to the skin. While the smooth bind seems to be working, I'm having issues with the hair not following the global skeleton when I move it. The character herself moves, but her hair stays put and I don't know where to go from here to make her hair follow. I have tried combining the skull cap and character. I have tried grouping the skull cap and character. I have tried just about everything, but the hair will not follow. The most I could do was make the follicles and skull cap move, but not the hair. Any way to get the hair constraints to move along with the hair system after it has been binded, that would be great too as I have used hair constraints to form her hairstyle.

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Maya Animation :: Delete Transform Nodes In Outliner Hierarchy For Skeleton?

Oct 7, 2011

I'm using Maya 2011 and I'm noticing, there are transform nodes in the outliner hierarchy for my skeleton. Should these be deleted? Some of them delete cleanly and some of them delete taking the bone with them. ???

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Maya Animation :: Character Rigging - Model Moves Separately From Skeleton

Jan 26, 2013

I am having issues with rigging a simple character in Maya 2013. I was able to set up the joints and the skeleton but when I move the joints to start animating, the model moves separatly from the skeleton. It seems to be moving in the same direction but exponentially more than the skeleton, creating separation between the model and the skeleton. I am new to rigging and was going off the tutorial and am stuck at this point.

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Maya Animation :: Importing Rig - Skeleton Joints Appear And Hard To Click On Controls

Feb 7, 2014

I'm looking to import a rig into a maya scene but every time I do the skeleton joints appear and it's hard to click on the controls. I have opened up the rig file and it's completely fine with no skeleton showing. Why is this happening?

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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 :: 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 :: 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 :: 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.

[URL]

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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 :: HumanIK And Character Sets?

Oct 28, 2011

i had custom rigs with a character set to store our animations in clips. now i want to do the same with the new humanIK rig. the documentation is not very big on this. it just covers the retarget workflow.which nodes do i have to include in my character sets, so i can store my animations in one file?(retargeted and classic hand animated) or is there any documentation i overlooked on this?

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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 Modeling :: How To Bind Skeleton Of Character To Skin

Jun 29, 2013

I'm just trying to learn the very basics of making a simple character. When I paint on any polygon shape, the same paint stroke is painted on all the polygon shapes of my character. What i've noticed though is if I separate the polygon meshes I can paint on them separately, but then that makes it impossible for me to bind the skeleton of the character to the skin.

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3ds Max Animation :: Animating Skeleton - Connecting To Offset Biped

Aug 1, 2013

I am animating a skeleton.  As a result, I'm not using physique-- I'm just connecting different mesh objects to different bones in the biped, and I'm good to go.
 
Here's my issue: I don't want my biped inside my mesh.  I want to stick it off to the side somewhere where it's not interfering with my actual mesh, and I can do my links easily by just dragging over to them.
 
Naturally, when I do this, things rotate around the biped's pivot point rather than where I want them.
 
Is there any way to offset the biped-- just for interaction, and visually?  I just want it outside of my mesh so I can animate the biped without having to look at it all merged up with my mesh.

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3ds Max Animation :: Skin Modifier Skeleton Has Moved Outside The Mesh

Mar 17, 2011

Skin modifer, skelleton has moved outside the mesh.

I flick the light on and off on skin modifier, when its off the skelleton fits the model perfectly and when it,s on the hand and arm has been liftet outside the skel.

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Photoshop :: JPG Attached To Email Show Larger File Size Than Original

Oct 3, 2012

Attaching a JPG to an email, says its a larger size than the original?

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3ds Max Animation :: Animate Tubes Attached To Object

Jul 29, 2012

I am modelling a Domestic Pump with tubes hanging out of them (I've made the model of the pump itself already), the tubes themselves is what I want to animate.

how to make the tubes using the Line Tool and increasing the thickness which would result a nice long tube However my problem is, is that how do I get to have the Line (or Spline?) directly attached to a certain point on my Domestic Pump model to make it look like it's part of it and moves along with it (and not having to keyframe it's movement precisely and all the time)? in addition, to animate it afterwards as well without it being detached from it.

If any of you are having difficulty imagining what I'm talking about, think of it as a Hoover (Vacuum Cleaner) with a Hose Pipe that needs to move freely through the use of a

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