Join Adam Crespi for an in-depth discussion in this video Planning for a HumanIK workflow, part of Working with HumanIK Rigs in Maya.
The HumanIK system in Maya provides a common bipedal skeleton and control rig…for use in not only animating a character but remapping or retargeting…animation between different characters, and sharing between applications such…as Autodesk Motion Builder.…The premise is straightforward.…We're often dealing with bipedal characters;…folks with two legs, most often two arms and some assortment of fingers.…They usually have a head, a neck, and a spine.…While it sounds silly to pronounce these things, they're common to most bipeds,…folks that stand upright on two feet.…
What HumanIK lets us do then is take a systematized skeleton with common…attributes and common naming, so we can share motion data between the various joints.…Let's say for example, the smiling fellow has an animation, and his brother…needs the same animation.…If they're rigged with a HumanIK system, we can easily transfer that motion.…When we jump to Autodesk Motion Builder, we can see that it's got the same…controls in the upper-right in the character controls.…
- Planning the workflow
- Creating the skeleton
- Creating animation clips in the Trax Editor
- Baking animation
- Sending control rigs to MotionBuilder