Maya Animation :: Import Multiple FBX In Sequence?
Apr 12, 2013i would like to know how can we import multiple .fbx animations in sequence, in the same .ma or .mb (ex: idle.fbx + walk.fbx + run.fbx...)
View 1 Repliesi would like to know how can we import multiple .fbx animations in sequence, in the same .ma or .mb (ex: idle.fbx + walk.fbx + run.fbx...)
View 1 RepliesI 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.
In Maya, how do I do a transformation sequence. my plan is to have the character transform into a tiger human hybrid that is at least twice the size. (also its texture changes as it morphs)and can there be a bone rig that grows along with it?
View 1 Replies View RelatedI've tried deleting all preferences. I was working with the camera originally then suddenly the keyframes wouldn't appear as red lines (there was only 1 camera) and appeared blank, i deleted these 'blank' keyframes and ever since I've been unable to play the entire camera sequence, the timeline simply sits at 0. I've tried a new camera with it's own keyframing but to no avail, it refuses to play.
edit: I just tried in a new scene also, same problem. It's making it near impossible to preview animations in real-time.
why my video plays faster than the set animated sequence i have saved in the playback preferences. I have a camera on a motion path and have slow the playback speed to 3fps yet when i play the avi video in quicktime after it's rendered it plays much faster.
View 3 Replies View RelatedIs there any way to get a sequence of frames into Photoshop and have the layer visibility set up to play straight away ?
What I mean is, I'm using Bridge to import ....Tools > Photoshop > Load Files into Photoshop layers, and was wondering if the frame visibility could be automatically set to play the animation.
Currently all the layers come in visible and I have to "Alt" click the layer visibility in each frame....can be a pita with large animations. It would be cool if I imported frames 1 to 50 and PS set them up to play in order as imported.
Though I am a long time CorelDraw user I've recently download VideoStudio Pro trial. The problem I am having is importing a sequence of animation images (360 total at 30frames/sec) The images where render and exported from Lightwave3D (jpg)
The only way I found to import the images was through the capture button and that worked fine. Once that was done imported VS editor and exported to several formats...
the problem is the sequence is choppy and not smooth it is a wee bit choppy the 30 frames/sec imports fine but the final play back is not smooth as it should be. If I export directly to video from Lightwave the playback is smooth. I'd render direct from LW but LW is is a wee bit wonky at time when writing direct to video format. LW prefers direct to image then you would composite in a 3rd party program
I tried VS video at 60 frames, 15 frames that made no difference at all the same unsmooth playback
How do I import a sequence of images at 30/sec so then export so that the playback is smooth.
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.
View 1 Replies View RelatedI'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.
View 2 Replies View RelatedI 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?
View 1 Replies View RelatedHow 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´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)?
View 4 Replies View RelatedTrying 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?
View 1 Replies View RelatedIs 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?
View 1 Replies View RelatedI want to put multiple people in the scene. So I'm trying to import people.fbx into the scene. It succeed at the first time. I grouped the meshes and skeleton and name it in name people1. But I can't import the same people.fbx again. Is there any way to import one .fbx into the scene for multiple times?
View 1 Replies View RelatedIs there anyway to export an OBJ sequence from Maya 2012? I found an old script for it but it is not compatible with 2012. I want to be able to export an animated OBJ sequence to use in Trapcode Form as a base shape for a particle system.
View 4 Replies View RelatedI am thinking of purchasing VideoStudio pro X3, but I can't seem to find out from the website if it will do exactly what I need.
I want to use an image sequence of an animation created in Lightwave 3D, bring it into VideoStudio and then create a BluRay disc with it on. I am hoping to do this in one go rather than convert it to a movie file first.
is there any way to export max 2012 animation to obj sequence?
View 2 Replies View RelatedI have a animation and want to export the animation to sequence images. The sequence images is in the custom selected area.
I just know to use the Rendered Frame Window to render an image with selected area and save to a png file. But I cannot do that for every key frame.
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?
View 2 Replies View RelatedMy 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.
View 4 Replies View RelatedI'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.
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?
In ipn file, after I created sequence and wanted to add in some more components. When I edit the sequence, I cannot find the place to add the components.
View 2 Replies View RelatedI am creating animations with rendered image sequences with StudioMax. I'm looking for a way to overlay a PNG with translucent background onto my render frames as sort of a logo border/window.
[URL] Specifically at the :18-:19 second mark, where the model is rotating but the logo image is static. The above animation was created in Blender and I've been told they add that as a 'background' image when they render.
Again, I render out individual images and use RAM Player to create an .avi that I then import into Movie Maker or similar application to add title screens, etc. None of the applications I have available to me or are affordable appear to allow me to do Video Layers which would also allow me to accomplish this.
I'm doing a HD production (1920x1080) and can't get any animation previews to run at 100% when trying to create from the Animation Sequence? Surely there can't be a limit to the maximum size you can preview at?
View 9 Replies View Relatedwhy the create animated sequence (Make Preview) will often times freeze and get stuck on one frame even though the time is progressing? Quite often when I create my previews, it will progress to a certain point and the frame won’t progress and it will continue to create the same frame over and over even though the time slider is progressing through the animation. I’m using Max 2011 and 2012 but this has happened in 2009 and 2010. To fix it I have to keep a close eye on the sequence images and stop the preview to restart it at the point it stopped.
3ds Max 2013/2014
Autodesk Inventor & AutoCAD
HP xw8600 Workstation
Windows 7 64Bit
Dual Intel Xeon 2.83 E5440 GHz
8.00 GB of Ram
I have tried to record a simple animation sequence in Inventor 2012, I press the record button, select where to save .avi file, click play and it runs the animation. The file appears as an .avi in the saved location however it will not play (file size is 0).
Autodesk Inventor Professional 2013 SP2 64-Bit Edition
Windows 7 HP Z400, Intel Xeon W3550 3.07GHz
12.0GB RAM, ATI FirePro V4800 (FireGL)
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
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