Baking mocap animation to contorl rigs without mesh deformations in HumanIK
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Hello,
We are trying to transfer our mocap animation to our customised character rig, which we are having a trouble baking the animation to the control rig via HumanIK without a certain part of the mesh disappearing.
We had a freelancer to rig our character, which the rig on its own works fine when animating normally in maya.
We used 2019 version of the maya for this and so did the freelancer.
But when we set up the rig in HumanIK, then add control rigs and bake the animation to the control rig, a part of the torso mesh (specifically the head and neck) disappears.
Before referencing the mocap animation into the scene.
After referencing the animation into the scene.
Right before baking the animation to the control rigs/after changing the source from control rig to the animation.
After the animation is baked to the control rig.
In the beginning we thought that part was being pushed into the torso, but we couldn't find the part anywhere in the scene.
We also thought it was a skin weight issue in the beginning since the rig did have some skin weight issues(the head/neck mesh weren't following the head/neck controls entirely). But when the skin weights were fixed, the same issue occurred.
Another problem we are having is that once the animation has been baked, the file goes into Safe mode and doesn't save the file. If we close the file after baking the animation then open it again, the character's entire mesh and control rigs disappear and instead shows the character's blendshapes.
So far we've tried:
Opening the file in a different computer. Same issues occurred.
Downloading the plug-ins that the freelancer used. In the error messages we red that there were missing plug ins that was causing slow caching. Didn't fixed the head disappearing and safe mode issue.
Does anyone know what might be causing this?
Happy to attach the files/mocap animations if it helps.
