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#animtip Autodesk bug bugs HIK Maya rigtip

Maya 2014 HIK menu bug FK add to selection fix

This is a very silly bug I found today but it is annoying and thankfuly the fix is easy.

Trying to select the FK nodes for a character from the menu

Errors saying ” hikSelectRigFKNodes” does not exist.
You get this error because the global variable for this procure should have an uppercase K. Instead we have a script that has a lower case k in the word Fk

The fix:
Open
C:Program FilesAutodeskMaya2014scriptsothershikControlRigUI.mel
line 560 the Fk should be FK since that is what the menu FK button is looking for.

change this lower case k

global proc hikSelectRigFkNodes(string $pCharacter, int $includeRefNode) 

to an upper case K

global proc hikSelectRigFKNodes(string $pCharacter, int $includeRefNode)

now you can click the add to selection FK button and have it work.

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2013 animation Autodesk bug MotionBuilder motionbuilder 2009

Bug and Workaround: Take length not saving correctly with .c3d data

The basics, if you import .c3d data in to MotionBuilder and then save your file, all takes will be set to the same end frame as the current take you were on when saving the file.

This is a pain but I created a workaround until it can be fixed by Autodesk.

Temporary workaround… Create a marker/junk attribute/anything that can be keyframed, and plot (with constant key reducer off) animation for all takes for just that marker.
Now save the file, your frame ranges are now saved correctly because key frames exist on each take at the proper length.

Brad

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#animtip bug MotionBuilder 2013 rigtip

2013 Maya and MotionBuilder HIK issues to be aware of

With each release we get one new feature and a stack of broken issues and here are a few that will defiantly affect your workflow and production. (as always check for service pack updates and FBX updates, this is a requirement now since the releases happen frequently if you plan on having useable tools)

Some of the workarounds aren’t workarounds for production, some of this is unacceptable.

From the release notes: Maya

“If you want to add your HumanIK Control rig to an animation layer, it must be keyed in Euler rotation interpolation mode. Before keying your rig, set New HIK curve default to Independent Euler?angle curves or Synchronized Euler?angle curves in the Animation Preferences (Window > Settings/Preferences > Preferences). (ENCS?1507, Suites)”

 There are more but this one was  a big one.

Mobu: release notes  ( I am posting a few that I think stand out

  • Loading character animation with layer animation can corrupt control rig animation.
    Workaround: Merge layers. (ha! not a workaround, fail)
  • Creating new animation layer resets non-keyed modifications to object and control rig poses.
    Workaround: Create new layer before posing character or store the pose through the pose
    controls before creating the layer.
  • Problem with Parent Child constraint when Rotation Y = 180.
    Workaround: Replace parent child constraint with position and rotation constraints.
  • Exported clip from Story imports with changed clip length.
  • EVERY TIME THE MOTION FILE IMPORT GETS BROKEN AHHHHHH- Translation on the root Joint of ASF Skeleton not retained when importing AMC motion file.  ( look out WETA and Giant houses)

Based on the bugs and limitations for the HIK solver if you are using MotionBuilder use the MotionBuilder solver and delete the HIK solver from the scene.  Don’t use the HIK solver settings in MotionBuilder and expect it to work for editing.