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| Working with maya https://forum.ipisoft.com/viewtopic.php?f=13&t=9165 |
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| Author: | knack [ Sun Sep 21, 2014 4:37 pm ] |
| Post subject: | Working with maya |
Hello, first excuse my english. I have few characters and few animations, i do with maya 2014 (no humanik), now i thinking in try something like ipi for new animations, but i don't want to do the work done again and all characters have diffent bone names for use with IPI. my question its, can i use in any way the IPI generate animations with my already done stuff? my knownledge with animations/maya ins't big, i work with maya/animation for few months. |
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| Author: | vmaslov [ Mon Sep 22, 2014 12:47 am ] |
| Post subject: | Re: Working with maya |
You can transfer motions on any (biped) custom rigged character. For non-standard bone names, you'll just need to setup the bone mapping manually on the Export tab in Mocap Studio. |
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| Author: | knack [ Thu Sep 25, 2014 3:09 am ] |
| Post subject: | Re: Working with maya |
ok if i understand right at export i can change example LHAND to L_HAND right? |
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| Author: | vmaslov [ Thu Sep 25, 2014 3:33 am ] |
| Post subject: | Re: Working with maya |
Mocap Studio does not change joint names, but maps joints of built-in skeleton (with fixed names) to joints of your custom character (with arbitrary names). For example, you can map the 'LHand' joint to your character's joint named 'L_HAND'. Mocap Studio includes pre-defined mappings for several widely used joint naming conventions. If your character follows one of those conventions, then you may not even need to set any mappings manually. |
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| Author: | knack [ Fri Oct 24, 2014 2:21 am ] |
| Post subject: | Re: Working with maya |
then i suggest support (i don't known if have) for Unreal Egine 4 + ART bones. https://docs.unrealengine.com/latest/IN ... index.html |
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