Join Adam Crespi for an in-depth discussion in this video Using the exercise files, part of Working with HumanIK Rigs in Maya.
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If you're a premium member of the lynda.com online training library, or if you're watching this tutorial on a DVD-ROM, you have access to the exercise files used throughout this title. In this course, I'm using a Maya project for each chapter. Each movie then has its own Maya scene. Always make sure to set your project first; choosing File, and Set Project. Maya maps to the default; My Docs, Maya, Projects. I'll browse to my exercise files and into the correct chapter, and that's a Maya project with the default folders.
I'll click Set, and then open the scene, and there are the start files for each movie. Each scene is self-contained. There are no textures, and no materials needed. Everything is in one Maya scene with no referenced external files. When we send to Motion Builder, Maya will automatically make a temporary FBX to send across, so we won't need to save a scene, and then bring it in. If you'd like, you can save your Motion Builder scenes as FBXs in the Scenes directory in your Maya project.
If you're a monthly member or annual member of lynda.com, you don't have access to the exercise files, but you can follow along from scratch with your own assets. Let's get started with Working with HumanIK Rigs in Maya.
- Planning the workflow
- Creating the skeleton
- Creating animation clips in the Trax Editor
- Baking animation
- Sending control rigs to MotionBuilder