This is a short simple script that will iterate through a skeleton and set all joints to visible. This is particularly useful if you are using the ART rig by Epic.
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For me namespaces were just a giant pain in the ass. They always seemed to get in the way and they were always cropping up because maya likes to use them by default and even if you have them turned off on import they will still crop up due to cross version issues or references or how the file was saved last. I never truly understood namespaces in Maya until I started writing scripts to deal with them. I knew ...Continue Reading →
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 ...
Unreal Cloth Limitations, When to Use Cloth:
Unreal cloth is not a versatile as you might like. It has a lot of limitations chief among them is that it is limited to 3 collider shapes: Cube, Sphere and Capsule. Of these shapes only the cube can be scaled in all three axis. The sphere can only be scaled uniformly and the capsule can only be scaled uniformly and then along it’s long side. This makes for very poor collision shapes. Not only ...Continue Reading →
Did you know that deleting faces after skinning messes up your skin weights? It does! I have been working in a team that is creating characters with layers of clothing. This presents interpenetration issues. So we are deleting the underlying faces that will be concealed by higher layers of clothing. My solution was to delete faces last after all the skinning. That way we could quickly go back and add or subtract faces we needed. But it messes up the ...Continue Reading →
Importing and skinning clothing/hair in Maya::
As per usual Autodesk documentation on this is abysmal. The following explanation of the absolute flag is taken directly from the Autodesk website:
Perform an absolute operation
Are you kidding me Autodesk? That’s bush league man! You couldn’t get away with that in 3rd grade. You get an F!
So I did extensive research and experimentation with the move command and as I did so I wrote out my notes, and here they are, you are welcome.
First of all, translating an object uses ...Continue Reading →
This script will setup an fk/ik and driven rig on a humanoid hand.
Here is a link to the github page on which it resides:
It is a zip file that can be downloaded and then extracted into your my docs maya folder.
The zip will install the scripts and the assets the script uses.
Here is a youtube video on it:
Please let me know if you need any help with it.Continue Reading →