Maya Animation :: No Motion On Objects In Setting Keys?
Apr 20, 2012
There is no motion in my meshes when using set key or auto key.
So lets say I have a cube and set a keyframe at 1 and move it a little to the right and set a keyframe at 13, between 1 and 13 there's no motion from 1 to 13, just it jumping straight to 13. I hope that makes sense, I've tired going to Animate setkey options and checked current manipulator handle, didn't worked.
I'd like scale my biped animation. I have 200 frame mocap animation, all frame has keys. I want scale it to 72 frame. I found how can I scale the keys, is ok, but after scaling the bip01 bone jump there and back.
I made a walk cycle (walking forward). I saved the .bip file and what I want to do now is load the walk cycle and loop it a couple of times so that I can fine-tune a couple of things. The problem is that when I load the .bip file from the "Load Motion Capture File", I get many unwanted keys, as if I were loading a MoCap file or something. I want the same keyframes I used in the original animation, just looped. Been playing with Key reduction settings for a bit, but couldn't figure out how to do what I need.
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
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?
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.
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.
I've got a Locator attached to a Curve with a Motion Path - the Motion Path is animated so the Locator moves nicely along the Curve. I now want to swap the original Curve with a new one and have the Locator follow it instead.
Is there a way to simply switch curves and tell the Motion Path to use a new Curve while keeping the animated keys in the Motion Path node?
I've tried playing around with the connection editor but cant manage to connect the new Curve to the Motion Path nodes "geometryPath"
I'm currently working on a advertisement for a client and I need to creat a kind of ribbon to wrap around like a present. I thought what would be best would be making the ribbon and then using a motion path add it on but also I would add a gravity field to the ribbon so to moved more like a ribbon.
Also with the motion path I have made them and connected my ribbon and for some reason it doesn't move until the last frame and just snaps to that position?
I've been having this issue with Maya's timelines since my first usage of 2010 (on Windows) and now 2011 on Mac. The problem is an odd one, My keys start to show up "between" two frames in my timeline. This makes selecting and moving, and judging timeline distances super difficult. If I open up the graph editor, I get the same results.
I'm running Maya 2011 x64 Educational SP1 on Snow Leopard 10.6.8 on an 2009 iMac. I'm not sure this has any bearing on what is happening in my timeline, as I've had similar results on a Windows machine a few years ago.
I've been working on this scene for a few weeks now, and only recently did this start happening, near the end of the timeline in the scene. I am working at 24fps REALTIME, which is necessary for the project. I have also tried scaling the timeline up and won, but I get no relief from the problem.
I made a stupid mistake and started lip-syncing a long piece of animation at 25 FPS instead of 24 which I need to use. I just set it to 24 and it put all of my keys on frames like 10.68 or 54.22, it has become really frustrating to animate with. I was wondering if there's some way to snap these keyframes to solid keys instead of having them on decimals, I don't care if the animation is slightly off, I can fix it later.
To create an animation similar to the one shown in the page 225, in the tutorial, I created a curve but I am not too sure that was the correct way to create it.
1. Selected the Surfaces Menu.
2. In the font view, using the CV Curve Tool, created the first half.
3. Using Duplicate in the Edit Menu, I created the other half.
4. In the Edit Curves Menu, selected Attach Curves and connected two curves.
5. I, then selected the Animation Menu and created an object to be used as an aircraft and followed the same steps shown in the tutorial and it worked nicely.
I am trying to attach an object to a motion path but when i do the object goes to the beginning of the path but when i move the time slider nothing happens and when i move the object it isn't attached to the path.
Trying to find the closest thing to 3dsmax trajectory, I'm using a motion trail. Once deleted the specific controller it was used for becomes very very slugish, with over 20 sec to respond.
I tried deleteing all the connections in hypershade and using the delete command but nothing works.
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?
Is there a setting for the time range where I only see frames that have keys? say I have the keys spaced out over time for my animation. but now I want to just veiew the keys and I don't want to use < and > to run through all the keys and I don't want to have hundreds of frames to scroll through..
a few things involving cameras. My assignment was to use our plane that we modeled with poly's and animate it on a motion path(used cv curve tool) and have a camera above it follow it. Now I got that down perfect.
But what I don't have a clue on, is how do I attach a camera on the same motion path as the plane and have a camera angle right behind the spinning propeller? Like a cockpit view.
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.
I am having trouble with setting rotation to other then linear for the IK Controls, the FKs work fine. Is this some limitation, or option that I am missing ? Also, the keys are displayed as diamonds instead of the usual squares, so I guess there is some lock which I cannot find.
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?
Any way to evenly distribute Locators on a motion path along a nurbs circle? Its for a mouth/lips rig. and I need it to be symmetrical with out manually inputting values.
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 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?
I am busy working on rigging a character ( See attachment) to the best of my abilities and am running into some issues:
I have made a nurbs curve object which I intend to use as a controller in my rig, I have however modeled my character with his arms in a 45 degree angle so I snapped this particular object to the wrist and aligned it with the geometry...here comes the fun part , because it is a controller I wanted to have a clean channelbox zo I froze transformations which neatly sets every channel to 0, it also snaps the local axis to a world pivot orientation....
I went in componentmode pressed the question mark thingy and thought it was working..but it still alters the values in the channelbox.
I basically want the same rotation axes editing capabilities as I have with joints, I will try fiddling with that next, but I can't believe that this can't be solved any simpler.
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 made a Robotic arm whose function was to pick a dropper from a beaker and pour the droplets in another beaker from the dropper and then place the dropper back into the first beaker.
I used combine to attach the dropper with the robotic arm; everything worked well but when i placed the dropper back into the first beaker and rotated the arm back to its original position all the groupped objects got scattered ...