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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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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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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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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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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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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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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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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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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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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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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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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May 20, 2012
I send to Maya Animation build by MotionBuilder via HumanIK.This animation have 2 layers.Since this animations is driven by IK and is intended to be used in our game engine, I use Bake Simulation Command to generate keys on the bones. (work fine)But I loose my layers precision and the BaseLayer contains the merging animation.how to generate bone keys and still preserve anim layers ?
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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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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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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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Mar 23, 2011
I've been working on an animation for a week or two and all of the sudden the file no longer plays the animation. The keyframes are there and I can scrub through them, but when I hit play it just hangs on the frame it's already on, it says it's playing (The icon changes to stop and in the corner it says "Hit ESC to stop playing", but nothing moves. I can bring it into older versions of Maya and it plays, but the only other version of Maya I have is 2008 and it doesn't like the transfer from 2011 to 2008.
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Nov 30, 2011
i'm actually starting to design and code the animation part of the pipeline for my studio. So if you have a given shot in a given version, you have a bunch of animations for all characters/props, and you can publish a version of your animation and rollback your animation to older versions.I have two kinds animations exported : one "normal" and a geocache version also. For the geocache, I use Alembic and for the moment I'm pretty happy with the results.
For the "normal" version, i was thinking of using animImportExport module from maya. It seems to work fine, but then comes THE issue I remember having to discuss for hours in all the studios I've worked : what about the constraints?i have my character, for example Ogre_chr (group node) and i export all anim below that node and call it Ogre_chr_Shot101_v01.anim. But if there's a constraint outside the ogre, it won't be exported. I could take the anim of the object that is constraining and add it to my .anim, but imagine two characters interact with one same constraint : saving versions of both characters will cause issues when you play around with loading different versions of both characters.
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Nov 23, 2010
how to create a vacuum sucking animation?
What I need to do is suck little strands of something I made into/thru a hollow a needle.
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Feb 4, 2014
When I key the arm on frame 1 for instance, then key the hip they both appear on the same frame, meaning if I copy the arm to frame 20, it copies the hip too.Or if I want to adjust the arm on frame 10 it also adjusts the hip (and all the other frames in the scene.)Making it practically impossible to tween anything at all because it's all lumped together.
I deleted my entire walk cycle and started over again, reset the options to default, reloaded Maya... and it's still happening but only in this scene.
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Sep 23, 2011
As I am setting the driven successfully in Maya 2011, and when i am animating the driven controller by using the attribute, the animnation is snapping to the default driven value, to max. driven value, and to min. driven value, So, i can't the see the in-betweeings between to keys.
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Dec 25, 2007
I only just got photoshop yesterday and I barely know a thing but I have got an image with 3 layers and I want to make it into a simple animation, displaying each layer in turn.
I am a novice user using C2
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Dec 2, 2011
I have created three files that animate ribbons flowing through a space. I need to merge them into one file to animate. The problem that I am having is that when I try to move the object the different ribbons start skewing and going in all crazy directions. Is there a way to move the object and it maintain it's values and not morph around?
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Aug 5, 2012
I found a toy which is belong to my brother's son in my grandmother' house. It is a Fire engines, and it has a adjustable Fire ladder,then I want build this things with maya, so ......the modeling is done, and then the problem comes out when I ready to rig the fire ladder, look at the pic below, let me explain:
1.there are three axle in red : A B C , blue things is base of axle
2.the green thing is the fire ladder
3.the yellow thing is a hydraulic push-rod which can be adjustable
4.the pink thing looks like a Skateboard, and hydraulic push-rod base on it.
5.the gray thing is a part of fire engines' body.
there is no problem if it has a fixed pole instead hydraulic push-rod, because I can just use a IK handle link A & C, but now....it doesn't work.
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Sep 14, 2010
I've been getting my hands on a few models from different games (Such as the Spy from 'Team Fortress 2', and Mario from 'Super Smash Brothers Brawl') lately, all of which are already weighted properly... So I can simply apply IK's and begin animating in a matter of minutes...
However, I can't set up any of them with a HIK rig (To use with Motion Capture..).. I keep getting an "Invalid skeleton or no skeleton. Can't create new rig." error when trying to Create the HIK Rig (I can Characterize the skeleton with no problem though). I know that the mesh is binded already to the skeleton using skin clusters..
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Aug 22, 2013
I have 3+ Nurbs Circles that I have parented up in a hierarchy and now want to use them to create an IK chain.I can create a chain with a joint system, but can I create it with just my curves? I have tried using the IK handle tool and it requests that I LMB on the first joint and nothing happens.
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Sep 3, 2010
Is it possible cause I want to render a rig I created in maya 2009 in other 3d package
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Nov 11, 2012
How do I to rotate planets around the sun?
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Jun 25, 2011
say objectA and objectB are both Parent constraining objectC. how would I remove the constraint of say, objectB? because in the outliner it only shows up as 1 constraint that has 2 W values.
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Sep 29, 2010
I have two models that are identical other than the faces. However, when I apply a blendshape, in addition to morphing between the two faces, motion is created in the legs of the target. These are FBX files exported from MB 2011 into Maya 2011.
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Nov 17, 2010
I have a completed, weighted character mesh, now I want to add a little bone under the arm to move the back very little. When I use the "Add Influence" option - I've tried every setting.It puts a lot of extreme weighting on this little bone and ruins my weighting in the arms, shoulders, back, etc.
How to add this new joint into the influence of the mesh with just the bare minimum of weight, so I can slowly, gently Paint Weights onto it and carefully grow its influence in a small area?
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