Programming and animation
Programming and animation ideas, articles, tutors, scripts, plugins in the 3d-
Maya script pack for animation 1
Posted on 30 March 2009 Neill No commentsНабор скриптов для простого анализа и обработки анимации

All scripts are ideas, not the ultimate tool
Accel Path – acceleration of a curve for a given object. This curve allows you to compare joints in motion
Maya Animation, FBIK
Center of Mass – builds a center of mass for FBIK character. A useful tool in the analysis of equilibrium positions
offsetToCenter - animation brings this point in the center (used with MoCap)
portingAnim - copying keys from one skeleton to another
scaleKeys – scaling keyframes -
Handle pivot point script
Posted on 22 March 2009 Neill No commentsI want to introduce handle helper scripts: HandleStart.py and HandleFinish.py.
Those scripts will help to create handle object with user defined pivot position.How to use.
Content files:
handlestart.py
handlefinish.py
testscene.fbxSimple video tutorial:
Annotations:
MotionBuilder Animation, FBIK, Python, Script
Create null object and rename it as “handle”. The position of these helper object will be used by new handle.
Then select objects, witch you want to transform together and run HandleStart.py. New handle with defined pivot position will be created.
To cleanup handle object, run HandleFinish.py script. -
Geometry warning, bone is N degrees away from it’s roll axis
Posted on 22 March 2009 Neill No commentsWhen you preparing your skeleton to export to MotionBuilder, You need to be sure that all your roll bones lies on their parent’s roll axis. What does it mean? To answer, look at the parent local axis direction. It must look at the roll bone’s child. It’s like you can create a line between parent and child bones of the roll bone and check if you roll bone lies on it. Roll bone just devide this line without any bends.

On the left – wrong roll bone position, on the right – good roll bone positionAnother very important thing is to make it clear that your bones orientations are alined. Maya has very usefull command to do that – orient joints tool.
Maya Character, FBIK -
Maya Full Body IK (FBIK)
Posted on 12 February 2009 Neill No commentsFBIK (Full Body IK)

Translation on request… write as comment.
Maya FBIK, HumanIK


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