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.
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
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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