Maya Animation :: Selecting Multiple Joints For Setting A Keyframe
Apr 18, 2012
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.
View 1 Replies
ADVERTISEMENT
Jan 29, 2011
Currently I used the < and > keys to scrub through my keyframes when animating. However maya seems to count this as an action, so when I hit undo, maya also goes through all the times I pressed the < and > keys too. Is there a way I can use the shortcut keys < and > to scrub through my timeline keyframes without maya taking this into account whenever I do an undo.
View 6 Replies
View Related
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.
View 3 Replies
View Related
Apr 6, 2011
how to keyframe a light / object to be visible and invisible in my animation.
I just need it to disappear in the scene after a certain time. I know of the "Visibility" check box, but it can't be keyed.
View 2 Replies
View Related
May 3, 2011
Is it possible to make an object, say a NurbsSphere to always be on top of the geometry in the viewport, like x-ray on joints. That way, I could use a small sphere in say the Elbow as a controller, and it could be inside the mesh but not hidden. Much like what you see here:
[URL].......
Is that really not possible?
View 3 Replies
View Related
Nov 24, 2010
I see a lot of skeletons that people created with handles on them so you can manipulate your joints easier (Like arrows and nurb circles etc.) Is there a good tutorial that can show me how to make handles for my joints?
View 2 Replies
View Related
Mar 2, 2012
how to switch a texture at certain keys, or Keyframe a file texture on a shader at one key and then change the file texture to something else on a later frame, on the same polygon face. Like this...
How to switch or change these two images at different textures at different frames.
Click animation. Here I just keyframed and switched two poly planes. But I want to swap out the textures by keyframing them instead.
View 3 Replies
View Related
Jan 10, 2014
I picked up two characters that I had working just fine about 3 years ago. Somehow, when I imported them into the same file, the skins came unbound. Annoying, but not insurmountable--rebind and weight painting took a couple hours. However, while the controls move the joints and deform the skins, the global move controls do not move the characters. It seems like the main mass of the bodies are stuck in place.
View 1 Replies
View Related
Aug 12, 2011
I just rigged a model of mine and even added controls to certain parts of it. The problem is that I do not know how to bind the joints to the model. Every time I attempt it I get an error message. What is the best way to attach a joint with controls to a model?
View 3 Replies
View Related
Jul 13, 2013
I have set rotation limits on all of my joints in a rig. But when I move the Ik handle, the joints all rotate in however they want.
What can I do to make it so that when I move the IK handle, the joints are constrained to their individual limits?
View 4 Replies
View Related
Oct 19, 2010
is it possible to transfer rigged joints to another model without causing problems
View 1 Replies
View Related
Feb 24, 2012
I've been trying to feel out the pipeline for creating HIK rigs and jumping back and forth between Maya and Motion Builder. In Mobu, there is a way to add prop joints to a character's definition, but I haven't found a way to do so in Maya.
What I have done, is created the joints as necessary, and then created custom controls that the prop joints are constrained to. It's a simple parent constraint, so nothing too tricky. However, when I go to File-> Send to Motion Builder, the joints that are constrained are offset from their proper positions by a distance similar to their offset from the origin of the scene. The only way to get them back, is to turn off the effects of the parent constraints.
The controllers, and constraints transferred into Mobu fine, it seems. So I'm not sure where the discrepancy is. It would be ideal to be able to add these joints into the characterization step in Maya, to simply move them about with FK controls. What the best way to set this up would be? Is there a way to add prop definitions to a character in Maya?
While the original question remains, I found that the prop controls I had in my scene, were off from their proper positions, by the exact relative amount from the origin in the maya scene. Even though I froze transformations on the controls, coming into Mobu, they were put back on somehow. After selecting them, and setting their trans values to 0,0,0, they were put back into the correct position.
View 2 Replies
View Related
Aug 20, 2013
I can only make joints for Maya muscle on the default grid, they seem to snap on grid.
View 1 Replies
View Related
Sep 17, 2011
I want to rig a face for animating. (not for a game). and I can't figure out which is better and why: having all joints, and those joints driving parts of the face.. or just making blend shapes for all expressions like smile, angry, sad etc....
I know blend shapes won't work for games, but I'm planning to do mmo's anyways so I'll never need a complicated joint setup for faces... but as far as film, what works better?
View 1 Replies
View Related
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?
View 4 Replies
View Related
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.
View 4 Replies
View Related
Jan 1, 2011
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.
See the image in the attachment
View 2 Replies
View Related
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.
View 1 Replies
View Related
Jul 15, 2013
I have a problem with selecting multiple objects!!! Everywhere it says that you have to hold shift and select the objects you wish but when I do this it selects all the objects in between! How can I change this?
View 4 Replies
View Related
Jan 9, 2014
Inside After Effects, there is an option by selecting all the Layers and go to Keyframe assistance- Sequence Layers. Therefore you have all the layers overlapping each others the way you want without manually adjusting them, and you can create a Slide Show.I wonder If we can do that Inside Premiere Pro.
View 3 Replies
View Related
Apr 12, 2013
i 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 Replies
View Related
Apr 8, 2011
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 Related
Jan 10, 2014
So i was skinning my 3d model and when i started keyframing different leg poses this is what happened to my bones in the leg.
How do fix this without really having to reskin the whole model
View 1 Replies
View Related
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.
View 2 Replies
View Related
Nov 8, 2013
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?
View 1 Replies
View Related
Apr 30, 2013
I recently began using Unity at work, exporting from Maya does not allow me to keep Blend Shapes or Deformers (not even by doing a Geometry Cache, Unity does not read any of that) and wanted to test out how to make a facial rig using joints in case I ever need one.I have seen demos using 3D Studio Max and I see the gist of it is to create a round joint hierarchy around the mouth and eye, mimicking the edge flow. The place where I got stuck is when I saw a NURBS controller in Max move a parent joint without affecting the children joints. I know how to move a parent joint without affecting its children (press Insert) but not how to set a constrain to do the same in Maya. If I use a parent constrain or direct parenting moving the parent joint drags all the children along.
How can I get a constrain to affect only the parent joint and not its children?
View 2 Replies
View Related
May 4, 2012
I'm trying to make a pile of sponges for a dock, So I'm using PhysX to drop a hundred of them but After I run the simulation and stop it. it looks good. But it will not hold that final simulation location. How do you Key Frame the animation.
View 1 Replies
View Related
May 5, 2011
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 Related
Mar 28, 2013
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 Related
Feb 13, 2013
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.
View 2 Replies
View Related
Aug 27, 2010
Is 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 Related