Animation layers not overriding as IK

Animation layers not overriding as IK

Anonymous
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Message 1 of 4

Animation layers not overriding as IK

Anonymous
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Hi, I'm doing a project with mocap and my pipeline ends at Maya which is where I'm doing the animation adjsutments.  I thought I could keep all the mocap as reference, but it doesn't look like I can since Maya 2013 is acting buggy when I ovrride with animation layers, do other people experience this?.  So I'm resolved to bake it to my HIK control rig but still getting odd behavior when I "s" write keyframes.   The main problem with my override layer is that I'm having is keying on the Control Rig, its not sticking and on the rare occasion that it doe it kills the FK hierarch leaving the joint floating in space.  So I am keying on the joints as FK which isn't right.  What's going wrong, why isn't my Animation Layer overriding as IK, what's the conflict?

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Message 2 of 4

Anonymous
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Since I'm not seeing an edit function within this posting software, I'll add my edit here...  

 

Regarding my current work method, I AM able to create FK Animation Layer overrides to the joints, just not able to write keys to them.  I've succeeded in creating multiple Animation Layers for various extreme poses and key the weight as a method of fine-tuning my action.  I am working alone and don't know if this is how the program was intended to be used.  From what I see other people doing with it on youtube there is much greater functionality to Animation Layers than what I am getting. 

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Message 3 of 4

Anonymous
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Ah, the miracles of subscription, getting answers for the dumb questions. So what I learned is to keep an eye on my CharacterControl pane, as it shares defautlt real estate with the LayerEditor, therein are found the buttons for FullBody/BodyPart/Selection controls. A handle for an IK joint (ie.wrist) cannot be manipulated with the Selection button activated and only functions in BodyPart or FullBody mode.
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Message 4 of 4

Anonymous
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Ok, that helped me get it to override as IK, alright, but still two weird things.... first, if IK translation works, why doesn't IK rotation?  I realize there's no point to an IK rotation at the wrist, but then how indeed does one rotate it, go back-n-forth to FK?  Doesn't make a lot of sense to split rotate/translate into completely seperate animation modes, someone tell me there's a better way.  Second, when I made FK AnimationLayer overrides I was given a fresh empty timeline, but now when I make IK AnimationLayer overrides its filled with all the same keys - my override is only per single frame, not across the board.  Am I doing this step wrong? The doc I am follow says  1.clicking CreateOverrideLayerFromSelected, 2.then CreateNewLayerFromSelected which is parented to the first, which worked well for FK overrides.  Why are the keyed frames filling my new AnimationLayers, am I just having lagging screen redraws or does the graph editor differ from the timeline on purpose?

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