Maya Animation :: Copying / Pasting Graph Editor Curves From A Scene To Another
Apr 10, 2011
I have a hard time copying/pasting graph editor curves from a scene to another, since it`s only a specific part of the timeline, is there some basic rules that are to be observed for things to work properly? Yes after a thousand tries i`m going to have to edit every darn ecking curves accordingly to those i wanted to copy.
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.
I am using HumanIK with Graph Editor to animate my character. First I create pose to pose and then I go to the Graph Editor to set the timing of the animation. In the Graph Editor I drag select multiple keys to get the timing correct. Then I go to the timeSlider and copy/paste keys to make some tweaking. And here we have the problem! When I copy key/keys all are good, but when I am going to paste key/keys Maya give me a fatal error!
Reproducible:
Make a default skeleton from the Character Controls menu and then make a Control Rig. Select HipsEffector set keys on frame 1, 12 and 24. Then in the Character Controls menu go to the Controls tap and left mouse click in the empty space next to the Character image to select all. Now open up the Graph Editor and select all the keys on frame 12 and with the Move Tool shift middle drag the keys to the right.
If you at this point go to the timeSlider and copy key frame 12 and paste it somewhere in the timeSlider Maya gets a fatal error pop up.
If the action shift middle drag with the Move Tool hasn't been used then Maya haven't popped up with the fatal error!
I've got a problem with the graph editor in 2012 changing the values of my curves when I retime the curves. Basically, when I select all the controlers in my character rig, the go to move each set of keys over 2-3 frames, the curve values change. So the walk cycle essentially breaks, and my feet end up further in front, and the y trans value flattens out.
I've just installed hot fix 2, and that hasn't changed it. This has worked fine in every version of Maya i've used since version 3. Is it an 'new option' that i need to turn off I don't know about?
I'm doing a walk cycle. and I have 2 feet. I have to manually switch in the numbers that result in a graph that is basically identical but with a horizontal and vertical flip.
instead of manually typing in the numbers I'd like to copy one set of keys and paste it onto the second foot. I know I can get a vertical flip by doing *=-1 but is there a way to get a horizontal flip also?
I have a object divided to multiple parts, nearly 150, and when animating the rotation or any attribute I want some spacing between the keyframes, so that the second part starts moving after the first one by 5 frames, and it's about 150 objects, and i don' t want do it all manually, Is there any script or technique that could speed up my workflow.
Say I have a series of keys, and I want to add exactly 1 or 2 spaces in between each key. is there a way to do that? rather than selecting chunks at a time and spacing them apart... like +=2 will move all the selected keys over 2 spaces all together. maybe theres a code that moves them with an offset?
My Animation Graph Editor is only showing one animation curve (for one attribute) at a time after I have set multiple keyframes for the character set and various attributes. I select multiple attributes, and hit View-Frame All, and it only shows the top attribute of the selected attributes as one curve.
in C4D i can move the bezier to make the animation softer but in maya i can only move the point i click, try do middle mouse the bezier to move and i cant i know.
This is a pretty basic function in the Graph Editor.
All I want to do is copy some keyframes at one point to farther down the timeline IN the graph editor. Basically, select some keys, move to a new time and paste those same values. When I paste, all it does is add keys to the existing curve. I haven't used maya in awhile (2008 version), but I'm PRETTY sure this function was available. Why doesn't it work in 2011?
I've searched online, I've tried copying, moving to new time, create some keys, select them and then paste over them, but still doesn't work. And yeah, I know about the middle mouse button time slide trick, which is a workaround but doesn't work if you're copying multiple keys over time. I want to be able to do this BASIC function. What's the deal? On a Mac.
This happened recently. No matter what preferences I reset or options I click it wont show all the attributes. I go to the school, file is fine. I can see everything when I select control handles.
I uninstalled everything, cleaned registry. rebooted. reinstalled. Still have the problem. It should show all the attributes for translate and rotation. I tried the same file on different computers and it shows them all selected.
I've been using Maya's HumanIK function for my model for a game I'm building. I began doing some animation, but I'm running into multiple problems. I've noticed for a while now that moving the IK handles with values from the channel box is a complete waste of time. It is unresponsive to the Channel Box numbers and how I can make it so it is. The only way to make the IKs move is to move or rotate them directly on the model with the basic manipulator tools.
Not only that, but did the animation, which for now is an idle breathing stance, between frames the animation moves on its own, beyond the scope of what I told it to move, even when its between two of the exact same frames. I haven't animated in a while, so I can't remember how I used to fix this, but since I know a bit more about animation now, I dabbled into my Graph Editor. Moving the curves have no effect on the animation either and I can't change the tangents nor use the smoothing handles.
The closest thing I found was something saying to change my Animation Settings in the Preferences to make the HIK curve default to Independent Euler-Angle curves, but that doesn't seem to work either.
I have this scene with two characters, if i select a node (i.e. the hip control) and go to the graph editor it only shows one tangent. Even if i select a bunch of them in the left panel it only shows one! It seems like a bug to me because this file works fine in 2011.
I'm an Animation Mentor student and the staff have no clue of what's going on. They just advised me to stick with a working maya version for the moment, but maya 2011 is very slow for my computer.
I'm new to Maya 2011 and simply put, I need to know the basics of animating a camera around a scene, along a path, slowing down and speeding up, how to move the point of interest, that type of thing.
In my scene i have a fully rigged character, with a walk cycle animation on him. what i would like to have is a row of characters walking around. (kind of like how you see military soldiers walk around while in group). The part that is giving me the most trouble with this is getting multiple copies of the same character into my scene.
What i have tried and failed with: Grouping my full rig and then duplicating. making instances of my character and messing around with particles. i have made multiple attempts at trying to use duplicate special.
the only thing that seems to kind of work is making a scene with just one character and importing it into my main scene and changing a bunch of stuff around. with the amount of copies i need this workflow just feels really degrading and tiresome.
I have 2 identical files. same character, same rig, same character sets. One has animation. Can I just copy the curves of one character set and somehow put it into the character set of the other file?
I set up my file. I set my controls to where I want them. The Control Curves are in position. I save. Everything is going well.When I reopen the file, control curves have spontaneously moved. Without permission.I've done several experiments with different results, but the same problem: the control curve of my rig are moved from where I had them when I saved the file.
trying to copy txt from an outside text editor and pasting them into an open, editable text layer in my workspace. The problem is that I can COPY the text fine, but when I click over to PS to paste it into the open editable text layer it either pastes the previous text from my clipboard OR it won't paste anything at all. I can then go into any other text field on a browser, spreadsheet document, a different text editor, notepad, etc and successfully paste the proper batch of text I wanted to paste into PS. Sometimes I have some rather large files open 50+megs when I notice this happen. I have to save my work and close out entirely of PS and then open it again before I can begin editing my original document again and successfully paste the text into the open editable text layer. This may last for a few COPY/PASTE sessions of additional text in additional text layers, but then begins displaying the symptoms I described above.
I am on Win7 on an AlienWare M17XR3 laptop with 16G RAM and AMD Radeon HD 6900M Series display adapter.I assume it's either in my PS performance settings which I have PS using 10413MB RAM and has over 350G scratch disk space. If it's not that I guess my laptop system performance settings which I've never tinkered with since I purchased it.
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?
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've used Trax to create a number of animation clips for a character in a video game. I can create more complex animations by arranging several of these in the Trax editor and setting blends.
What I would like to know is: can I select several scheduled clips in the Trax editor and turn those into a single clip? Like if I had two walk cycles that blend into a jump, could I select those and create a single walk-then-jump clip which would appear in the visor, and which I could then drag into the Trax editor as a single unit?
When setting up a simple FK control curve on say the wrist for example, many times the control curve isn't exactly perpendicular to the local rotation axis of the joint movement, so when we position the control curve to be perpendicular to the joint - it has a rotational value added, but the rotational handles are lines up with the rotational handles of the joint that we want to move.
Freeze Transformations: then the control curves rotational handle go back to being skewed (out of alignment with the joints)
We want to Freeze transformations before constraining the curve, but we'd really to keep those rotations control handles to remain aligned with the joints rotational handles. This will make it an exact control when animating - grab the rotational handle of the curve, rotate it, and the joint will move exactly in the proper direction.
how to get the rotational handle of any control curve to run perpendicular to the shape after freezing transformations?
I copy an image from Illustrator, go to my photoshop file (a mockup template that I use several times a day) and "paste" is not available (grayed out) like there is nothing on my clipboard. Usually after I make 2-3 attempts at the whole process (back to AI, copy... to PS, paste...etc) I can finally get it to work, but there is an abnormally long lag time when moving from AI to PS (ai acts likes it's trying to save information before it allows the PS window to come to the front). I realize there are other ways to get AI info into PS, but this is the quickest and has always worked before. All I am doing is dropping artwork onto a mockup template, it seems wasteful to save an additional file (in order to use the "place" command in PS) just to allow that.
This problem started last week, and at about the same time saving from Illustrator in some instances has become really slow (3-4 times longer than normal)
I have 2 layers of text in a .psd that I want to simply copy and paste into another .psd. I select both layers and link them together, though when I copy and paste into the other .psd only one of the layers is pasted. How do you do this?
Bought x6 a couple of weeks ago together with a new Windows 8.1 and 64 bit pc. I get a problem when I paste part of one image into another one. If I want to move it or enlarge/decrease the pasted part, it freezes or only part of it appears. However, if I then click on the composed image and reduce the size a bit, the pasted part appears ok. Nuisance as it slows the process down and should not be happening. as this never happened with X3 running on Windows 7 32 bit?