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Human IK Bake Issue

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Message 1 of 3
Anonymous
933 Views, 2 Replies

Human IK Bake Issue

Hi,

 

Currently we have a human ik character which is driven either by a mocap character or the control rig. In these states the integrity of the capture data is retained but when it is baked to the rig and has no source driving the it there is quite a lot of noise in the animation curves, specifically the legs so once these errors propagate to the feet there is significant visible errors.

 

There seems to be a disconnect between the matrix of a joint when driven by a character / control rig and the actual baked f-curves.

 

It seems like the bake process isn't able to fully understand where the joint matrix is when driven by human ik or is just inaccurate in it's process.

 

Below is the inaccuracy in the left knee.

 

knee.jpg

 

I done quite a lot of test to no avail.

 

Any ideas?

 

Cheers

2 REPLIES 2
Message 2 of 3
Anonymous
in reply to: Anonymous

So just to expand on the issue it appears Human IK is adding ever so slight translation to the following bones so as a byproduct the rotations are not being accurately calculated:

 

UpperLeg

LowerLeg

Foot

 

This is highly unusual and having used Maya and Human IK I have never come across this process failing, it's a real show stopper. 

 

FYI I'm using Maya 2018 service pack 6.

 

I used Service pack 3 last year and Human Ik worked fine.

 

Does anybody know how to ensure joints don't acquire animated translation other than the hips?

 

Or if Autodesk has altered the code base for Human IK?

 

Thank in advance..

Message 3 of 3
Anonymous
in reply to: Anonymous

So after further analysis it appears Motion Builder 2019 suffers the same problem of propagating translations onto none essential joints (so everything bar the hips). In Mobu the only way around this is to lock the Control Rig joints (Translation) excluding the hips, then when the you plot from control rig back to the skeleton rotations on the joints will be properly calculated. 

 

As for Maya, I don't have a solution to this problem as you can't get under the hood of Maya Human IK so presently something fundamental has changed with HIK thus rendering it useless as part of our pipeline which from now on we will be avoiding using unless there is someone out there whom knows of a solution?

 

Also worth noting is the motion capture came from a solve done using Motion Builder 2019 and I can verify the data is clean.

 

I don't know when HIK became broken, it worked fine in 2018 Service pack 3 but I'm using SP6 which has these problems.

 

I shall note I have never seen this problem in Motion Builder from the year 2005 till this month. As for HIK, it wasn't broken prior to this issue.

 

If someone from @Anonymous could reach out that would be good.

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