Join Adam Crespi for an in-depth discussion in this video Retargeting animation between characters, part of Working with HumanIK Rigs in Maya.
One of the major benefits of the HumanIK system aside from the easily created…skeleton and control rig is the ability to retarget animation between disparate rigs.…It's a system where HumanIK skeletons share the same bone placement and links…and type and controls.…So it's a remapping or retargeting question on the animation, even if the…skeletons are in a different size or a different position.…Right now, I've got this round-headed fellow doing a lean over and toe tap.…I'm going to make a new skeleton and remap this animation onto the new one.…
First, I'll click on the blue button and choose Create and Skeleton.…I've got a new skeleton here, and its size is the default tall skeleton.…Now we'll make some controls, clicking on the blue button again and…choosing Create>Control Rig.…Note that I only had one bone selected, but up here the Character was Character 1, …my new character.…So it made the rig for the whole thing.…I'll pick the root of the whole skeleton down between the feet.…This allows us to grab and move the whole HumanIK over as a statue, still…
- Planning the workflow
- Creating the skeleton
- Creating animation clips in the Trax Editor
- Baking animation
- Sending control rigs to MotionBuilder