Something that comes up often is dealing with hip vs root bone motion and having to either add or remove it to work with diffrent game engines or mix and match move sets. If you are a AAA team and have tech artists and experienced editors it is a challenge but if you are an independent game studio or a lone artist, this might simply be impossible as was the case for the people who reached out to us.
I passed this on to Crispin and he worked up a great and clear tutorial on how to get motion ready for Cry Engine using their Motus Mocap online animations.
Click the image and check out the video on their blog post
A Motionbuilder tutorial discussing how to re-target animations from one character to another, and transfer the full Root motion correctly and accurately – even if there is a scale difference between the two rigs.
INDEX is below to jump directly to any section. The question came up on the Autodesk forums. Shout out to Brad Clark with Rigging Dojo, our friends at Crytek and CryEngine, and Epic and the Unreal Engine.
INDEX: 0:00 Introduction
01:49 Basics – Settings, Extensions, Constraints and Match Source
07:41 Plotting and Results
08:16 Scaling – Why do it and problematic results.
12:25 Some things are simpler than they first seem… Doh
13:40 Scaling – The Simple Fix and Results
17:00 Vertical Root Motion – Yes it works, an example.
19:57 Plot All Takes and Editing afterwards.
Move Weights tool, a little known tool that you should be using to make skinning easier and allow for added control in a pinch. TDs can use it to speed up skinning by copying good weighting to new joints for twist, like shoulders to a few new twist joints in the upper arm for example.
Mesh and Rig from 3dfiggins.com/Store/ AnimRig – Amazing Spiderman – Free Download
This week we are not doing much of a breakdown, there are many details and things that you simply have to watch through the video to understand and get the most from. We will pick out a few things that we want to explain or highlight. Enjoy!
Part one is hooking up the pedals to use the “gravity” effect, where they stay world aligned. This was a quick adding of another composeMatrix node for an offset and mixed it into a the exiting matrix multiplication in an order to allow offset the pedal.
The rig as you see it by the end of this session, plus a little bit of crud cleaned out, is now available at http://www.cultofrig.com/resources/re…
If you’ve fallen behind but still want to nodel with me, now you can catch up. Or just take it apart 🙂
Season 00 Day009 Stream – Applying Math to Fix Components
“Building upon the theory established the previous day we can now flatten the rig hierarchy some more to extract the pedals from their FK only position, and complete the transform for the staff to inherit rotation.”
Rigging Dojo Notes
Why not make everything flat? While keeping the controls not in a deep hiearchy helps with flexablity but making a flat “component” limits the amount of control you get out of the component, in Maya you can always get worldspace from a node so making everything worldspace/flat you loose any local data you get from a hierarchy.
If you name the attribute FK IK switch, then that is the order it should blend in, pay attention to those details.
*Q: do you alias attributes? No Raf hates them and it complicates things later on, don’t bother.
Some left over logic nodes from past videos Raf hooked the nodes back up to the animBlendNodeAdditive weights to hook it back up like before.
Question: What about rigging like this with so many nodes vs. constraints etc, does it become complicated, but the point of this is to learn to rig with CLEAR input and Output of each component. It is easier to refactor for complex rigging.
Maya needs compound nodes (if they do) this style of rigging will scale better as it gets more complex (parallel processing for Maya)
Request: Node editor: let us grab a connection line and drag duplicate to another node for connection instead of having to click on the source node and drag the connections.
RDNotes:At this point in the video, Raf has to explore and troubleshoot the graph- he knows what he is doing and build the graph and still hits a problem. This is how rigging goes, it isn’t a perfect straight path to a working rig. This is what the job is, and worth watching how it works through how to fix the problem.