Maya Animation :: Set Neutral Pose To A Object?

Jan 6, 2011

i created a sphere that will control the rotation of the fingers. i align the sphere to the bone so it has the same angles. the bone angle is 0,0,0 but the sphere is (15, 10.23, 2)if i freeze the sphere, the angle get 0,0,0 but they get align with the world axis as X Y Z, how can i 0,0,0 and maintain the align rotation of the bone?

in Softimage there is something call set neutral pose, only change the angle displays to zero so the animator dont have a hard time.

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Maya Animation :: Rigging Character In Relaxed Pose?

Nov 8, 2013

I'm currently rigging a character who is standing in a relaxed pose. Everything works fine until I get to the hands. The hands are also relaxed and a bit bent which makes it a bit hard to get the joints exactly where I want them. I have to jump between every viewport view to tweak the joints.. and it's rather tedious. I've read on several animation forums that people prefer to rig a character in relaxed position and that the T-pose is pretty much outdated. I watched a video from Naughty Dogs (the studio behind Uncharted game-series) and apparently they rig their characters in relaxed pose.

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Maya Animation :: 2 Constraints On 1 Object?

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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Maya Animation :: Object X-ray As Joints

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?

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Maya Animation :: Getting Position Of Object At Different Time?

Apr 25, 2011

In the expression editor, is it possible to get the position of an object at a different time ?

For example, we are at time 100, and I would like to get a given object's position when we were at time 50. Is it possible?

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Maya Animation :: Add Object To Skinned Character?

Jan 1, 2012

I have setup everything for my charecter painted weights, so im now ready to animate but now i watched that my charecters eyes are not attached...im a newbie so i've struggling here....i like to combine the eyes to face..i dont animate eyes..

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Maya Animation :: Separating Imported Object?

Jul 9, 2013

I imported a character model that I downloaded off of the internet into maya, and I have run into a snag as I'm rigging, skin binding, etc.  The model has a main body, but its armor is actually separate geometry.  My problem is that the shoulder pads and leg armor are mirrored, so that when one moves, the other one does as well, which is a big problem when I want to animate the model.  Is there a simple way to split the pieces up so that they are not mirroring each other?  My guess is that they were originally created that way so that each side didn't have to be individually worked on.

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Maya Animation :: Detach Object From Character Set?

Sep 30, 2010

I have an animated character from which at a certain point i need an object to be 'detached' from the character and animated on its own, problem is as soon as i want to manipulate that part of the character i get this gray manipulator tool that tells me nothing will move, should i give up my whole dream upon this? Maybe i should have visibility turned and switch to a duplicate up to that point in the timeline, problem is i havent been able to move a duplicate either so far, back to hell.

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Maya Animation :: Make Object Deform Another?

May 12, 2013

I have this minecraft rig which I downloaded from Shrogg2. I have added a few of my own features but wanted to add things to the facial rig. How the facial rig has been made but I have this plane which has stubble on it. I want it to be fixed in one location but follow the deformation of the jaw when it moves. The controller which is used to move the jaw down is already there, I just need to get it to deform this plane.

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Maya Animation :: How To Transform Object In A Transformer

Aug 21, 2011

I wanna know how to transform an object in a transformer.

I wanna create an animation like the movie transformers. (Transform a car in a transformers)

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Maya Animation :: Object Not Staying On Path

Dec 15, 2012

When I assign an object to a path using the default setting the object sits nicely on the first point of the cv curve in the path. And moves fine going in one direction but as it goes around a corner it is offset from the curve but continues along with this new offset until the end.

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Maya Animation :: Changing Rotation On Object?

Feb 6, 2011

I have an object that I want to rotate different.... not sure how to explain, it, but you can tell what I want by looking at the screenshot attached. I want the rotate to align with the cylinder. I've tried reset transformations, and the home key to move the pivot. I've also tried the different settings for the rotate settings and nothing is changing this angle. Is there a way to manually set this?

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Maya Animation :: Spin Object - Rotate It On One Axis

Oct 26, 2010

If there is a quick easy way to spin an object, rotate it on one axis through the 360 degrees a number of times.

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Maya Animation :: How To Attach Object To Motion Path

May 13, 2009

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.

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Maya Animation :: Cluster Deforming Object Which They Are Parented To

Jul 18, 2011

I'm having a deformation problem with clusters. Basically, the clusters are deforming the object which they are parented to. I've checked "relative" for each cluster under the attribute editor.

Regarding hierarchies, the above is the last iteration I have tried. Before that, I tried parenting the clusters to curves first then parenting the curves to a master control. The object was also parented to the master control.

I've tried maya default of grouping individual clusters first then parenting them to either the object or the master control, but the same results are achieved.

Please see the video below.

At one point the clusters were behaving as required, but I can't reproduce the results. I was going to animate the CVs, but parenting the curve to geometry or control presents problems of its own.

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Maya Animation :: Setting Rotation Axis Of Object?

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

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Maya Animation :: Create Curve From Animated Object?

Feb 22, 2012

I know in max its possible to bake out a spline using an animated objects keys. Is something similar possible in Maya?

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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 :: Keyframe File Textures On Same Poly Object?

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.

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Maya Animation :: Find Translation Of Object In World Space?

Jun 28, 2011

How would I find the translation of an object in world space? according to the documentation, translate is not -queryable... once I freeze transformation of a sphere theres no way for me to find its world space, but it still Has a world space because its at a location in the scene.

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Maya Animation :: Create Curve Based On Path Of Object?

Mar 10, 2011

I am doing some animations involving sine waves, and I can make an expression that controls the translation of an object such that it travels along the path of a sine wave, but I can't figure out how to dynamically create an editable sine wave curve.

Is there a way to have Maya generate a curve based upon the path that an object travels upon?

For instance I have a sphere that is moving along the X axis with time, and also moving up and down on the Z axis back and forth. I would like to make an editable curve object of this path of motion.

I can see in Maya 2012 we will have motion trails where we can see the actual path an object is moving along, and that we will be able to interact with this path to alter the animation, but what if we could take that path and make it an actual curve or NURBS object?

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Maya Animation :: Rotate Object In Random Direction In Continuous Loop?

Sep 22, 2013

I have a box with a logo on it. I need it to float in the middle of the screen and slowly rotate in random directions on a continuous loop. I'm not good at scripting, but I know there must be an easy way to do this.

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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 :: Motion Paths - Sets Object To Follow It Over Entire Timeline

Apr 9, 2011

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.

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Maya Animation :: Attach Brush To Character Hand For Interactive Writing On Object

Dec 1, 2012

I've a character writing on something (it could be paper, wall, etc). Now I'm looking for a way that attaches brush to his hand for interactive writing on that object.

Don't say I have to sync it manually! it's a close up shot and motion captured movement. Indeed it's really complex movement! Imagine you are painting on a sphere with Maya's texture paint tool.

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Maya Animation :: Move Files - Specify Rotation And Translation Of Object Using Text File Full Of Numbers?

Jan 7, 2011

My current goal is to specify the rotation and translation of an object using a text file full of numbers. I have been told that I should import a "move" file. However, I can't seem to find any kind of reference about the move file format or how to use it. I see in the import dialog box that there is a file type called "move" but I don't know how to format the data that I put into the "move" file.

Also, I tried to export a "move" file so I could take a look at what Maya generates, but I keep getting the error "// Error: Could not save file "C:/My Documents/maya/projects/body_in_ocean/scenes/examplemove.mov".

I created a group with my object in one file, referenced it in my working file, moved the group around and set some keys in the working file, but I can't seem to export any move data. How to get this to work?

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Maya Animation :: Skin Conversion To Muscle System Without Converting Every Single Joint To Polygon Bone Object

Nov 10, 2011

Any way to do the skin conversion to muscle system WITHOUT converting every single joint to a polygon bone object. I'd prefer to manually create the muscle bone objects from only the joints I plan to use for the muscle system, and then do the skin conversion using only those joints already converted. Basically, I only need a few muscles in this system and therefore only need a few polygon bone objects, but as far I can tell, there is only one way to do the skin conversion and it automatically converts every joint that the skin is attached to.

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Maya Animation :: Unlock The Scaling Attribute In Walk Cycle Animation File?

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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Maya Animation :: Hide Non-active Animation Layer F-curves In Graph

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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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 :: Additive Layer Animation For Rapid Prototyping

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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