top of page

 Introduction to Mocap/ Maya HIK QuickRig and Retargeting

In this lesson I learnt to create a rig from the skeleton mesh . I downloaded a skeleton fbx model and imported it into maya . Then went to windows animation editors- human IK to bring up the human ik control window. This allowed me to select the quick rig tool for the skeleton

Screenshot 2021-02-15 222905.png
Screenshot 2021-02-15 223621.png
Screenshot 2021-02-15 224723.png

Video on setting up control rig:

Screenshot 2021-02-15 225538.png

 Next I learnt how to retarget motion capture data to our own character's

I downloaded and imported an fbx capture file under ( week 1 - session capture- fbx )

Screenshot 2021-02-16 150954.png

HIK quick Rig customization

In this lesson we learnt how to add fingers to our model , but first i had to setup the quick rig for it . First I downloaded a new rig into maya. went to windows animation editors then quick rig to set it up.

Screenshot 2021-02-26 192442.png

video on making the fingers:

In the second video, I selected the  finger joints I made , shift selected the hand joint then pressed p to parent/attach them together. I then went to the definition section on the side and assigned the joints to certain parts of the hand . Afterwards within the  quick rig and pressed bind skin to finish off the rig

after character customisation.png

Maya Time Editor , HIK Character relocation, Maya character Modelling ( tips for assignment 2)

Maya Time Editor:

In this lesson we learnt about the time editor and how to blend motion capture clips together 

Imported this animation scene and  went to windows , animation editors, then time editors, to bring up time editor.

Screenshot 2021-03-15 134115.png

next  i copied the first animation clip 

Then  trimmed the clips 

Finally right clicked on second clip got to relocate match relocators. selected an object in human ik controls then clicked match

Assignment 1  : Motion Capture Setup and Retargetting

I made an account with maximo.com and downloaded the " X BOT" character rig. 

Then I went to file>import in maya an opened the "X Bot" fbx file.

Screenshot 2021-03-16 012546.png

Mo cap setup:

Firstly, I went to windows>animation editor>humanik, to bring up the quick rig tool. After pressing create/update I got the guides for the character . 

Screenshot 2021-03-16 101447.png

Then moved the guides in the correct position. clicked display>animation>joint size to bring the joint size down.

Screenshot 2021-03-16 120707.png

Retargetting mocap data onto character:

Lighting scene and rendering it

Went to show in the viewport and turned off joints so just the character model can be seen 

Next I used these videos to help with the lighting of my character. 

Final Assignment 1 Render:

Assignment 2: Robot animation with  indoor setting

Part 1: Creating environment

I  made the chairs for my scene  I went to (create, curve tool, Epcurve tool) . Went to the curves and surfaces tab and clicked loft to put geometry together.  Then went to modify, convert, nurbs to polygons options making sure control points were selected then tesselate.

Next I pressed (Ctrl and E) to bring up the extrude tool and moved it forward to create the geometry thickness.  I then pressed 3 to smooth it out . Finally clicked (mesh display , reverse) to bring the grey colour back.

Screenshot 2021-05-07 212158.png

Now I added the table  by going to poly plane , going to face mode and deleting  the middle faces. then i pressed ctrl e and extruded it upwards. Next I made the walls and added a polytorus underneath the chairs as floating stands

Right clicked went to face mode and selected the floor. Right clicked went to assign new material , lambert and clicked the box next to colour and imported the file. pressed 6 on keyboard to view texture

made a  lamp in the back and using a  poly  cylinder for the base , and  poly pipe for  lamp shade then, I put a spotlight underneath . I set the intensity to 8.

Screenshot 2021-05-11 000702.png

Then I  used a poly plane to make the roof of the room then I added a point light moving it to the roof , making sure the point lights intensiy was at 2000

​

Screenshot 2021-05-11 000953.png

I then created a poly cube on the  wall.  After that I assigned a new material to it and added an image. Then I had to UV map the image by going to (modelling tab and went to uv > uv editor)

Then I selected the picture and went  to  UV in the workspace. Clicked  on automatic, to place the picture correctly 

Screenshot 2021-05-11 004901.png

Part 2 : creating animation sequence

Firstly, I went to file import and chose the fbx file  and then i put the  mocap data in a tpose and retargetted the data

Next I  renamed the character to (Mocap _Data)

Then i opened the time editor ( windows, animation editor, time editor)and in the time editor I then  clicked import content  to bring in my desired fbx files 

I exited the time editor I clicked file and I imported only  the quick rig skeleton of my model, then changed the character to xbot quick rig and source to Mocap data as seen below.

Screenshot 2021-05-09 021455.png
Screenshot 2021-05-08 225701.png

Finally , I put the clips together . I overlapped the first two mocap clips together and then right clicked on the second clip and went to (Relocate>match relocators).

Then I selected the left foot of the mocap data, clicked the icon with the blue  marker and brought the slider to the middle , where it overlaps. then i clicked match

 I then did the same for the third and fourth clip

Finally I used the middle mouse button to zoom in to see all my animation clips.

part 3: Time sequencer in maya 

I imported my environment  scene into the  animation  scene and put my perspective camera into position. then i pressed ctrl and e to extrude the walls.

Screenshot 2021-05-12 192432.png

Next I went to create , camera, which made cam 1. I then went to panels in the viewport and selected cam 1 , and changed its position.

Then created another  the camera to make cam 2 and keyed the camera 
 

finally, I went to windows animation editors camera sequencer. then i clicked create shots and chose each of the cameras.

Finally i  clicked create  then ubercam in the time sequence editor so i can render all clips from one camera. After wards I clicked panels,perspective,ubercam

Then I clicked panels , perspective then uber cam to select the camera 

Before i rendered my scene i made sure both the exposure and intensity of my lights were  ahigh value 

Final playblast video of animation sequence

bottom of page