Unreal has a specific joint naming convention that will speed up retargeting animation if that is part of your pipeline. You would do well to rename your skinned skeleton to match Unreal’s naming convention. I have listed the naming convention below. As naming conventions go, its not that strong. You will notice that it does not follow traditional naming convention rules in that there is not a standardization in capitalization but whatever.
neck_01 – one might assume that because this ...
GUI that allows user to set transform limits, lock and hide channels. The same editor allows you to remove limitations, unlock and display channels.Continue Reading →
I implement a rigging workflow such that I frequently reuse a bunch of common shapes. I keep them all in a specific directory (a folder called “assets” in the my documents maya folder).
I have a python function that I use to import those shapes and here it is!:
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I felt that it wasn’t immediately obvious how you go about doing this and It took a bit of research to figure out how it worked (and how it didn’t — as some tutorials that I followed seemed to maybe not be 100% sure of how it worked either)
There are two parts to this, one is in the GUI and the other is in the code that you want to use the info for:Continue Reading →
I frequently have to have an object follow another object but that original object still has to be able to be controlled in the “local space” of the parent object, but then sometimes be independent of the parent object. Think an IK hand control.
Anyway, I have to do this so often that I thought I would write a script so I never have to do it again.Continue Reading →