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Standard Rig and Keyframing

Standard Rig and Keyframing

max_schoenherr
Advocate Advocate
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Standard Rig and Keyframing

max_schoenherr
Advocate
Advocate

hi, the standard character rig is great to pose the character, but how can it be keyframed effectively? do i always and for all joints and IK handles need to set keys when i move a character and her joints into another pose?

 

the skeleton which comes with the four characters by renderpeople.com (content browser) has 29 joints (including the fingers).

 

when i keyframe all joints, move my character into another pose, set keys for all joints, the pinning is not being keyframed. is pinning only for posing and not for moving from one pose to another? example: hands on the table, person stands up, hands still on the table, person moves one step to the side, the hands are unpinned and follow.

 

is there a good tutorial in text or video which helps out here?

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Anonymous
Not applicable

Hi

I attached one image. As per image u can change the settings, then try.  its working.

By default, its in nonkeyable attribute,  so make it as keyable, then set the  key in

Reach Translation

Reach Rotation

Attribute.

Thanks

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Message 3 of 3

max_schoenherr
Advocate
Advocate

thanks!

 

let's keep this thread open for a while until an answer about the general procedure of keyframing a maya 2019 state of the art rig comes along.

 

there's a documentation page about what to consider when moving a character to the TIME EDITOR. the doc states (and warns) that all kind of keyable nodes need to be selected before calling up the time editor. seems to be wrong: i loaded a rigged character where i only selected the top skeleton node into the time editor and could i fact handle it.

 

however, the time editor is no alternative to keyframing a character motion. it's good for creating poses and for adding final touches.

 

motionbuilder has a pose option, too.

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