Join Adam Crespi for an in-depth discussion in this video Editing animation in the Trax Editor, part of Working with HumanIK Rigs in Maya.
When you're using the HumanIK Rig in the Trax Editor, you need a little bit of…set up in order to get the mapping of animation going, but once that's in,…it's fairly smooth.…What I've done here is to create a new skeleton in Control Rig using the…HumanIK Character Controls.…It's a default size skeleton with default controls and I've simply moved it off…to the side by selecting its root node.…I've also made a character set for this character, dropping down here and…choosing TallGuy, selects him.…He is got a BaseAnimation layer and I'm ready to get into Trax.…
What I've also done then is to add in one more animation onto Nifty Fellow.…In addition to waving, he raises up his leg and puts it back down, and in the…Trax Animation Editor I've made this into a clip.…Now when I click on Load the Selected Characters, I'll see him.…I'll make sure that I select him in here in his root node choosing Fellow and…NiftyGuy in my Character sets.…When I load him in there's his animation.…He is got the Wave and also Wave1, which is actually a foot raise.…
- Planning the workflow
- Creating the skeleton
- Creating animation clips in the Trax Editor
- Baking animation
- Sending control rigs to MotionBuilder