Author : afisher


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Ged's Avatar
Old (#1)
We have a character rigged with maya 2012 HIK and animating it works on all translations xyz but the rotation just seems to take the latest keyframe you set and apply that to the whole file, I have no idea what is going on. Any help would be greatly appreciated as I cant find any advice on this problem anywhere online.
Offline , veteran polycounter, 3,901 Posts, Join Date Feb 2007, Location UK cheltenham  
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Warheart's Avatar
Old (#2)
Any chance you have snap rotate turned on without relative mode?

Just a guess. I should say I haven't animated with HIK in 2012 yet so if it's definitely an issue specific to that then just ignore me .
Offline , spline, 155 Posts, Join Date May 2006, Location Scotland  
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Ged's Avatar
Old (#3)
Quote:
Originally Posted by Warheart View Post
Any chance you have snap rotate turned on without relative mode?

Just a guess. I should say I haven't animated with HIK in 2012 yet so if it's definitely an issue specific to that then just ignore me .
Havent set it to discrete or got any step size so I dont think thats the issue. I dont really understand how this rig is both fk and ik, maybe the ik is somehow not allowing me to keyframe the rotation.

is HIK not a good way to rig a simple game character? what would people recommend doing in maya for a simple rig that has ik and can use mocap?

Last edited by Ged; 10-27-2011 at 06:59 AM..
Offline , veteran polycounter, 3,901 Posts, Join Date Feb 2007, Location UK cheltenham  
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agentfx's Avatar
Old (#4)
argh, you have to do real rigging if you want something done right. a mocap skeleton, a bind skeleton, and an offset skeleton. I have a friend make me skeletons/rigs that I bind and use. Bake everything down to the bind skeleton and you're done...

Here’s the rigging environment my friend recommends
http://www.animationstudios.com.au/A...les/index.html
Offline , spline, 170 Posts, Join Date Oct 2011, Location LA, CA  
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Ged's Avatar
Old (#5)
Quote:
Originally Posted by agentfx View Post
argh, you have to do real rigging if you want something done right. a mocap skeleton, a bind skeleton, and an offset skeleton. I have a friend make me skeletons/rigs that I bind and use. Bake everything down to the bind skeleton and you're done...

Here’s the rigging environment my friend recommends
http://www.animationstudios.com.au/A...les/index.html
that seems incredibly complicated? I just want to make a simple iphone game character, like with a max style biped? is there anything like that in maya or a similar rig setup available as a download/plugin?
Offline , veteran polycounter, 3,901 Posts, Join Date Feb 2007, Location UK cheltenham  
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