Join Adam Crespi for an in-depth discussion in this video Selecting using the HumanIK interface, part of Working with HumanIK Rigs in Maya.
Once a character's skeleton is defined and the control is established, we can…look at different ways of selecting, and animating this character.…For example, the full-body IK allows us to take let's say his hand, or his wrist…and pull the whole character over, bending him at the waist.…When I pick this wrist for example, and let's see here at Frame 1, hit S to set a key.…We see down at the bottom Result 324.…What actually happened there is it keyed almost all the pieces of the skeleton.…only have one thing selected, but because it's the full-body IK, everything is…going to move with it.…
Now I'll jump over maybe 30 frames, and pull that hand down and make him…lean over a little bit.…I'll hit S again, and it takes the whole skeleton with it, keying 214 components.…He has got a nice natural movement, and I can get into my graph editor and…affect these keys very easily.…Yes, his eyes are flying out of his head because I haven't put in eye bones.…I'll jump to the character controls.…Right now, as we can see, I've got his left wrist highlighted.…
- Planning the workflow
- Creating the skeleton
- Creating animation clips in the Trax Editor
- Baking animation
- Sending control rigs to MotionBuilder