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How can I import a raw FK animation on the same skeleton but with HumanIK applied?

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Message 1 of 4
Anonymous
675 Views, 3 Replies

How can I import a raw FK animation on the same skeleton but with HumanIK applied?

Hi,

 

I hope my question makes sense. I have a humanoid model that came rigged to a skeleton with no IK (just a bare skeleton, that's all). It also came with some animations which are stored each in a separate fbx just animated on the skeleton (no model), so the 3D model is only stored once in the T-pose fbx file.

 

So normally I could import the model T-pose fbx file to Maya, which would give me the T-pose and 3D model, and then import one of the animation files after and I'd have the animation applied to the model.

 

I added a HumanIK control rig to the model to extend the animations, but this means I can no longer just simply import the other animations, as the character just stays in T-pose. Is there a way that I can 1) import these animations to actually work on the HumanIK rig and 2) to a specific frame range?

 

I.e. if I was making a new animation but needed it to end in the pose of one of those older animations I might want to import it to start at frame 30 for example.

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Message 2 of 4
Baboonian
in reply to: Anonymous
Message 3 of 4
Anonymous
in reply to: Baboonian

This is helpful, thank you.

However, one problem is that the skeleton is not zero'd out. This is ok for the T-pose because you could detach the skeleton, freeze transforms and re-bind with the saved weights. But if I want to T-pose the animation on the -1 frame (which I'd need to do for the re-targeting), its not possible because the skeleton is not zero'd out.

 

It feels like there must be a way to accomplish what I want. It seems like it should be easy because all you are really looking to do is copy the transform values onto the bone structure. I can keep looking but if you have any ideas I'd love to hear them

Message 4 of 4
Anonymous
in reply to: Anonymous

Update: I have the idea to import the T-pose, key it, then import the animation I want to re-target using the Time Editor, but every time I try to import a clip in the Time Editor it just doesn't do anything. I swear I've done this before

Update 2: So eventually managed to do it by exporting the clip from the Time Editor and re-importing it. So I have the T-pose at the first frame now, then the animation, and I was able to rig it with HumanIK and display the animation on the model that didn't have it originally by using the Source dropdown.

What I can't figure out is how to transfer the frames to the control rig of the model that didn't originally have the animation. What I want to do is to do be able to use it for animation start/ends for animations like "JumpToAirPose" or something like that.

 

Update 3: To finish off this saga, for future readers, you can bake from the blue HIK button > Bake > To Control Rig.. I have accomplished what I needed

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