Best HIK tutorial. I’ve been doing mocap on custom rigs for a year and didn’t know that you weren’t supposed to assign the Ik pole. Way better results without it, thanks
YES!! Fantastic tutorial! I also have been doing the Custom Rig mapping all wrong. I tried to apply to both IK and FK controls. You just have to choose. Thank you so much!!
does the skeletong have to be completely straight like the HIK example? Like the arms and spine joints have to be straight? I am having some retargetting issues with my rig and I have a feeling it could be because the joints aren't flat or in level with the arm joints
Hi Bhaumik, thx for the tut. It's to the point and clear. I have done this previously but not customised as you have shown. Apart from the MAYA MOCAP what about using .BVH files? Thx, Rob
Hello. Thanks for this clear tutorial. I would like to add a question if you would be able to answer it: I want to make use of the standard Human IK control rig (Which works fine), but then add a custom face rig because the HIK doesn't have this by default. Do you know if this is compatible? Because I like to import mocapped animations, copy the keyframes to my own character and then bake these back to my controls. Is that still possible in this approach? Thanks!!
Hello! I don't see the imported animation file's name (Dummy_Fight in your case) in my Source tab after I import mine, is there a reason? I am new to Maya. I am using Maya 2016.
Great tutorial thanks, but i'm struggling to rig a non human character. I have a mech robot with a bone structure that I cannot change, because it has no hands toes or head it comes up with the red x not a green tick. I have motion capture data that i'm bringing over from unreal as fbx which was being driven by rokoko motion capture data. What's the easiest way to do this in maya and have the ik controller able to record animation layers on top to tweak the mocap data? Thanks so much
You have to set skeleton definitions in on the imported skeleton (characterize it). Native maya mocap assets are pre-characterized, typically those imported from elsewhere are not.
Import as usual and then set character definitions for the imported skeleton. Native Maya mocap assets are pre-characterized, assets from elsewhere typically are not.
thanks I'm saving my model in iges file. When I open my model, it appears as a line. What can I do? I saved it as stl. The model I made is not the same there.
so does this mean that I can also animate a rig manually (so no MoCap) and use that same animation on another rig if i change the source of the new not animated rig to the animated one? (hope my question is understandable xD)
For some reason when I do this the knees are not turning with the mocap data, any one have any ideas why this might be? I've been messing around with it but receiving limited results.
I figured it out.. you need to do the same with the mocap you have. Import it and create char definition... do the joint connections.. then and only then are you able to have it as an available import source
Hi Bhaumik Thanks a lot for cool Tutorial. I have an Issue with Human IK... When I import some animation, the list of source was not updated. I import fbx file still not listed, .ma file still not listed. Do you know why its happened? Anybody can help me..
The rig used in this character's body is AdvancedSkeleton. It supports BVH. Give it a try, it is absolutely amazing and as long as you don't use it professionally it's free.
Best HIK tutorial. I’ve been doing mocap on custom rigs for a year and didn’t know that you weren’t supposed to assign the Ik pole. Way better results without it, thanks
start from 5:09 is how to rig in MAYA IK , thank you, it is a great tutorial!
watching dobby bust a move makes me happy
the Udemy course if fantastic. Love it.
Thank you! It is the best and quickest way to learn how to put mocap anim on Maya character:)
straight to the point and very clearly explained tutorial, thank you so much !!
15:42: POV, you're Lucian and Dobby just got his sock.
Great tutorial and great choice for the example character (Doby)!
this was brutal. im gonna purchase the course
Love this - very clearly explained
Thank you for this video! This was very helpful.
doubt ill get a reply being the video is so old but how do I replace the sample animation with another mocap animation
I'm attempting to add animation controls to photogrammetry scans and this was very helpful. Thank you so much for the help.
Sounds like fun!
YES!! Fantastic tutorial! I also have been doing the Custom Rig mapping all wrong. I tried to apply to both IK and FK controls. You just have to choose. Thank you so much!!
does the skeletong have to be completely straight like the HIK example? Like the arms and spine joints have to be straight? I am having some retargetting issues with my rig and I have a feeling it could be because the joints aren't flat or in level with the arm joints
Hey,
Can you please tell which Mo-cap data file format can be imported in maya to retarget animation?
its work!!! thank you so much(from TAiwan)
when i click to create custom rig, the opening tab are empty, nothing showing there to apply custom rig, im using maya,
any solution?????????
Thanks for this lovely tutorial learned alot
😊Does that mean I can do face expression with layered animation?
fingers and facials manual animation..
Nice tutorial- very much precise and clear. Thanks for sharing the video.
love it. Thanks Bhaumik
Great these os amazing sir Hi sir myself Rony i'm an VFX CG student from Arena animation kolkata
Hi Bhaumik, thx for the tut. It's to the point and clear. I have done this previously but not customised as you have shown. Apart from the MAYA MOCAP what about using .BVH files? Thx, Rob
you saved the day
Hello. Thanks for this clear tutorial.
I would like to add a question if you would be able to answer it: I want to make use of the standard Human IK control rig (Which works fine), but then add a custom face rig because the HIK doesn't have this by default. Do you know if this is compatible? Because I like to import mocapped animations, copy the keyframes to my own character and then bake these back to my controls. Is that still possible in this approach? Thanks!!
i want to know too!! please dont mind me comment here for a record~ :P
any reply?
Hello! I don't see the imported animation file's name (Dummy_Fight in your case) in my Source tab after I import mine, is there a reason? I am new to Maya. I am using Maya 2016.
So helpful. Thank you!
yessss so helpful! Thank you!
Hey can u share the dobby modeling tutorial? I really need it
OMG you're the best!
Great tutorial thanks, but i'm struggling to rig a non human character. I have a mech robot with a bone structure that I cannot change, because it has no hands toes or head it comes up with the red x not a green tick. I have motion capture data that i'm bringing over from unreal as fbx which was being driven by rokoko motion capture data. What's the easiest way to do this in maya and have the ik controller able to record animation layers on top to tweak the mocap data? Thanks so much
PLEASE CAN U EXPLAIN HOW TO DO THIS USING THE PERCEPTIONNEURON MOCAP SUIT... IT HAS NOT BEEN WORKING AS EXPECTED
great tutorial , but how do i import new, abitrary .fbx mocap files and drop them onto the rig? thanks
did u get any reply? i wanted to ask this Q , too
probably using motion builder.
You have to set skeleton definitions in on the imported skeleton (characterize it). Native maya mocap assets are pre-characterized, typically those imported from elsewhere are not.
How did u do the video ? Like I am saying the video to do the motion capture
It worked brilliantly, but how do I import my own fbx file into this scene and use it rather than the custom maya import animation you use?
motion builder
use the normal import fbx
Import as usual and then set character definitions for the imported skeleton. Native Maya mocap assets are pre-characterized, assets from elsewhere typically are not.
ruclips.net/video/pEK7fvAIV_A/видео.htmlm watch this video , it solves that
WOW! Magic! It works!
thanks I'm saving my model in iges file. When I open my model, it appears as a line. What can I do? I saved it as stl. The model I made is not the same there.
Thanks for the tutorial! Is HumanIK is a plugin that is already in Maya or do you download and install it?
which script you used to apply the motion on the rig ?
Thnx sir that helped alot
So,how to transfer finger animation?
bro the spin area and lots of the jooints you skipped and i cant figure it out now... like from spine one to spine two i cant get them attached :(
thanks for sharing!
Great tutorial thanks! Do you provide the final result (maya file) in your udemy course?
so does this mean that I can also animate a rig manually (so no MoCap) and use that same animation on another rig if i change the source of the new not animated rig to the animated one? (hope my question is understandable xD)
can i do that with a vroid character?
after all steps i cant add character in time editor how can i solve it
For some reason when I do this the knees are not turning with the mocap data, any one have any ideas why this might be? I've been messing around with it but receiving limited results.
how do you add IK to it?
Is it possible to do this without human IK?
Thanks good helping,,,
Hi, I bought the course but this isn't in it?
im getting the skeleton definition is invalid and cannot be locked error what should i do?
Hey, thanks a lot!
Thx
Где бы посмтротреть урок создания и настройки скелета.
how do you import a source? I have a mocap that I need to add in
I figured it out.. you need to do the same with the mocap you have. Import it and create char definition... do the joint connections.. then and only then are you able to have it as an available import source
Hi Bhaumik Thanks a lot for cool Tutorial.
I have an Issue with Human IK... When I import some animation, the list of source was not updated. I import fbx file still not listed, .ma file still not listed. Do you know why its happened?
Anybody can help me..
Can I get this rig
for rig , he was using ADVANCE SKELETON,,,and its free
Yes and it works like a charme
Do you cover using .BVH in yr course?
The rig used in this character's body is AdvancedSkeleton. It supports BVH. Give it a try, it is absolutely amazing and as long as you don't use it professionally it's free.
@@Aitor Hi Aitor, thx for the reply. BTW, I'm a Bachelor student. Cool and thx again. Rob
You need IK and FK on them. Why did you not show that
huh so this how they do those memes
how to import source lol