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Character animation in maya
Character animation in maya













character animation in maya

  • Finally, rename this joint to " root" by double-clicking on its listing in the Outliner.īegin by creating a point constraint between the hip bone and the root bone.Ĭlick on the hip bone, and then on the root bone in the Outliner while holding CTRL.
  • Additionally, to correctly position the joint in CRYENGINE's coordinate system, set Rotate X = 90, Rotate Y = 0, and Rotate Z = 180.
  • Navigate to the Channel Box and set the joint's Translate X/Y/Z values to 0.
  • Next, place the joint at (0,0,0) so that it's right underneath your character.
  • The joint should be listed in the Outliner, while its attributes are displayed in the Channel Box.
  • Click the button, and then double click in the viewport to create a joint.
  • Switch to the Rigging menu set in Maya, and select the Rigging shelf tab as shown in the image below.
  • You need to add a root bone to your animation. If not already docked, click the icon on the left side of Maya's interface to open the Outliner, which lists the different components of your scene. The root bone is also responsible for translating/rotating the model relative to the world space.Ĭhoose and import your first animation into Maya using the File → Import option from its main menu.

    character animation in maya

    Usually the relative position of the character is made the '"root", which makes it easier to reorient the model than if, say, the hip joint acted as the root. Smooth out any kinks in the curves.For the translation of an animation, CRYENGINE requires a root bone that acts as the first bone in the parent-child hierarchy of joints. Removing any surplus keyframes - esp ones that aren't needed - use the tangent handles to create trajectories instead of keyframes.

    character animation in maya

    Tip: When you have done your first refine pass start to 'tidy up' your curves in the graph editor. You can use the Graph Editor to set slow ins and out and refine the tangents between your keyframes. Now is a good time to add any, overlapping, follow through and facial animation. If you used bracketed keys you'll need to start spacing out your keyframes so that the animation isn't as robotic and that not all parts of the character land on a key at the same time - offset your animation to create overlapping action. You will see that now your animation will look floaty and you'll need to add extra keys to 'hold' certain poses. If you've used stepped keys you'll need to change your keys to Auto. Once you've blocked out your animation and you're happy with the timing and poses (this is also a good time to get any feedback from team members/directors/UWE staff) it's now time to start refining your animation.















    Character animation in maya