Community
cancel
Showing results for 
Show  only  | Search instead for 
Did you mean: 

Improvements to HIK

Improvements to HIK

I'm currently on a project where I have a big mix of MoBu and Maya animators, and I was pushing for using HIK instead of some custom solution for plotting the MoBu animation onto the Maya rig. While we have it working, we have hit some limitations and issues with the system.

 

  1.  No fingers in custom mapping panel - we finally found one forum post with a custom UI loadout that included the fingers and were able to get it to work, but it would be great if this was default, or at the very least added. I will upload the xml I found that seems to work rather well,
  2. We can't seem to map the reference (origin) joint - Earlier versions of HIK had this included in the custom rig mapping but its gone now. I tried adding it back into the UI, using the finger xml as an example, but it's literally in the python script to invalidate any id bellow 1, and the reference (or root, or origin) is id 0. So I had to edit the shipped python to get the UI to work and to make the mapping nodes, but then it still refused to connect to the custom control when retargeting an animation to our custom rig.
  3. offset for custom controls do not work as intended - for our custom rig, the pivot for the ik was at the heal per animator request. HIK expected it at the ankle. While the offset did work and it did transfer animation, the feet would drift from the source animation. This turned out to be due to the translational offset, which were in global space. It basically acts as a point constraint with an offset, when what we really need if for it to act like a parent constraint with an offset. We had to work around the issue by creating a dummy control and parent constraint the leg ik controls to that dummy.

Can't find what you're looking for? Ask the community or share your knowledge.

Submit Idea  

Autodesk Design & Make Report