2012年10月23日星期二

maya HumanIK and mocap

maya HumanIK and mocap

maya HumanIK and mocap
On loading the plug-in, you're shown a dedicated menu and persistent tool shelf.
The icons aren't immediately intuitive, with several looking similar to each other.
Even with repeated use, you may find you need the tooltips to jog your memory.
Since most artists will likely be interested in straight-up full-body animation, let's use a simple biped with low spine resolution (two joints) as an example.
Set-up is completed in seconds with a few clicks; slightly longer if you go to the trouble of making control objects.
Once joint limits have been tuned via on-screen controls, the business of animating can begin.
Simple animations can be knocked out fairly rapidly, achieving fluid, believable motion with little effort.
Overall, the solver works well, and for those wanting to animate in FK you are given the option of duplicating the entire hierarchy (effectively setting up a 1:1 retarget) and using those joints to key FK rotations in addition to
your IK.
This works, although it's not as convenient as a true IK/FK switch in a good articulation rig.
With a more detailed skeleton, additional care is needed in setting up and tuning, and the solver is prone to less predictable behaviour.
Selecting undo will not always guarantee a return to the exact space you had before moving your task, which can be quite frustrating.
The solver model is currently non-deterministic, such that playing from frame 0 can give a slightly different result each time.
Future development could perhaps address this with an additional solving mode.
If you have existing animation to re-target, this can be achieved through a basic interface for mapping source to target.
While it will do its best to match bones based on namespace, it's fairly straightforward to script an automation with the supplied API.
This also becomes necessary when working with a large data set, as there is no batch mode.
Mapped tasks can have scale attributes tweaked to compensate for size discrepancies between characters, although it's generally worth globally scaling skeletons first to have the best shot at eliminating footskate:
relying on the attributes alone doesn't entirely solve the issue.

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