Join Adam Crespi for an in-depth discussion in this video Creating animation clips in the Trax Editor, part of Working with HumanIK Rigs in Maya.
In Maya for animation, we have the Trax Non-Linear Animation Editor.…We can use it in conjunction with our HumanIK.…What we need to do though is characterize this fellow, setting him as a…character set and then we can bring him into Trax and create animation clips.…The idea on that is if we make animation clips we can blend them as needed;…lengthening or shortening them and copying and pasting, and retargeting between…different characters.…What I've done is to clean up his animation a bit, removing the keys on the rig, …resetting him back to a Stance Pose and I've also pruned out the weights…on his head a little bit.…
He was getting some folding when I raise the arm, but now for example, if I take…his arm and pull it in and even up next to his head, you can see that the head…weighting is flooded to the neck bone, which is provided by the HumanIK rig as…the base of the head.…I've also added a bit of a rig to his eyes.…When I pull his shoulders around we can see eyes go with his head now.…They're not really set to move or look around as I haven't added on Facial…
- Planning the workflow
- Creating the skeleton
- Creating animation clips in the Trax Editor
- Baking animation
- Sending control rigs to MotionBuilder