This week we were tasked with watching videos about mocap data and how to apply it to rigs in Maya.
How to import mocap data into Maya. Open the rig, position the rig into a T pose. Once in the right position, turn on the skeleton. Click the human IK System in the top right (looks like a little man). To create a character definition, click the ‘create character definition’ option, rename it to ‘Azri_HIK’. To assign the rig to the human IK system double click the section on the HIK system, then click the corresponding section on the rigs skeleton. Do this for all the sections of the rig, once done lock the skeleton. Next, create a custom mapping rig by clicking the ‘Create custom rig mapping’ button at the right-hand side, this process is the same as the previous however we are selecting the control curves. Once finished assigning, save the project under a new name.
Reference in the mocap data to the scene. In the human Ik system window change the character to none, then click ‘create character definition’, rename it to ‘Mocap_HIK’. Repeat the same process as the Azri rig. In the Human IK system set the character to ‘Azri_HIK’, set the source to ‘Mocap_HIK’, the rig should follow the mocap rigs movements. To clean up the movements we need to bake the mocap data onto the Arzi rig, click the blue button in the Human IK system, bake, bake to custom rig.
To fix any gliding or limbs clipping through the body e.g., the left arm, select the left arm control curve, click the Anim tab beside the display tab, layer, create from selected. Using the control curve, rotate the arm out of the body, once the arm is clean scrub the timeline to when the arm is back out of the body, set another keyframe and the ‘zero key layer’ so the movement continues to flow with the mocap data. To stop the foot from sliding, add a locator to the tip of her foot, then keyframe where the foot slides, lining up the tip of her foot with the locator. Once the foot has been fixed zero the key to allow the foot to flow again.
We were also taken to the fifth floor to see the mocap room.
Pixel Works – FearFall Game
This week I upped the poly count of the spider to better suit the style of the game.
I also modeled some tools that will be used as background props in the mine level.
Next week I plan to have the UV unwrapping done and start into texturing.