Convert CAT to HumanIK maya 2013
Convert CAT to HumanIK maya 2013
Before you can use the Definition tab to map the bones in your character's skeleton to the nodes understood by the HumanIK solver, you must set up your character in a basic T-stance that provides HumanIK with crucial information about the proportions of your character's skeleton and its joint transforms.
Your character's T-stance must match the description and example given below as closely as possible in order for the inverse kinematics and retargeting solvers to produce accurate results for your character. Without a properly configured T-stance, the solvers will base all of their operations on faulty data, and will likely produce skewed, awkward or unexpected poses.
The T-stance has the following requirements:
The character must face along the positive direction of the Z-axis.
The arms must be spread along the X-axis. The left arm should therefore be pointing along the positive direction of the X-axis.
The top of the character's head must be up, in the positive direction of the Y-axis.
The character's hands are flat, palms facing the ground, with the thumbs parallel to the X axis.
The character's feet need to be perpendicular to the legs (with the toes pointing along the Z-axis as shown). The feet must not be rotated around the Y-axis (meaning the toes of the left foot should not point inward toward the right leg or outward away from the right leg).
You can convert a 3ds Max CAT bipedal character into a Maya compatible HumanIK character. This compatibility lets you transfer your character structure, definition, and animation from 3ds Max into an FK representation on a HumanIK skeleton in Maya. Any changes or new animation that you create in Maya can be updated on your original CAT character in 3ds Max. You can then continue to animate in the context of your 3ds Max scene.
In 3ds Max, create a CAT bipedal character and position it in a T-stance. (See Prepare a skeleton for HumanIK.)
NoteA T-stance is required to ensure that your CAT character has a valid skeleton definition once it is transferred to HumanIK in Maya.
Select a spine bone and open the Modify panel.
Set the Spine Control to Keyframed and click Yes in the warning dialog box that appears.
Your character's T-stance must match the description and example given below as closely as possible in order for the inverse kinematics and retargeting solvers to produce accurate results for your character. Without a properly configured T-stance, the solvers will base all of their operations on faulty data, and will likely produce skewed, awkward or unexpected poses.
The T-stance has the following requirements:
The character must face along the positive direction of the Z-axis.
The arms must be spread along the X-axis. The left arm should therefore be pointing along the positive direction of the X-axis.
The top of the character's head must be up, in the positive direction of the Y-axis.
The character's hands are flat, palms facing the ground, with the thumbs parallel to the X axis.
The character's feet need to be perpendicular to the legs (with the toes pointing along the Z-axis as shown). The feet must not be rotated around the Y-axis (meaning the toes of the left foot should not point inward toward the right leg or outward away from the right leg).
You can convert a 3ds Max CAT bipedal character into a Maya compatible HumanIK character. This compatibility lets you transfer your character structure, definition, and animation from 3ds Max into an FK representation on a HumanIK skeleton in Maya. Any changes or new animation that you create in Maya can be updated on your original CAT character in 3ds Max. You can then continue to animate in the context of your 3ds Max scene.
In 3ds Max, create a CAT bipedal character and position it in a T-stance. (See Prepare a skeleton for HumanIK.)
NoteA T-stance is required to ensure that your CAT character has a valid skeleton definition once it is transferred to HumanIK in Maya.
Select a spine bone and open the Modify panel.
Set the Spine Control to Keyframed and click Yes in the warning dialog box that appears.
Repeat steps 3 and 4 for the neck bone.
Select your CAT character and send it to Maya ( > Send to > Send to Maya > Send as New Scene).
Selecting one element of your character will send the entire character to Maya.
NoteIf your CAT character is not a valid biped, it will be sent to Maya without a skeleton definition. If your CAT character is a biped with extra limbs, the bipedal part of the structure will be converted to HumanIK and the remaining limbs will be converted to simple joints.
Maya opens and loads your CAT character as an HumanIK character with a valid skeleton definition. Any animation that you transferred from 3ds Max is baked on to your character's HumanIK skeleton and/or simple joints.
Animate this HumanIK character in Maya.
To use a HumanIK Control rig, open the Character Controls window (Skeleton > HumanIK or Window > Animation Editors > HumanIK) and ensure that your character's name displays in the Character menu.
Select Control Rig from the Source menu. If your character does not have a Control rig, selecting this option automatically creates a new rig.
To retarget animation from another HumanIK source, assign the other HumanIK character as the Source to your CAT character.
Select your CAT character and send it to Maya ( > Send to > Send to Maya > Send as New Scene).
Selecting one element of your character will send the entire character to Maya.
NoteIf your CAT character is not a valid biped, it will be sent to Maya without a skeleton definition. If your CAT character is a biped with extra limbs, the bipedal part of the structure will be converted to HumanIK and the remaining limbs will be converted to simple joints.
Maya opens and loads your CAT character as an HumanIK character with a valid skeleton definition. Any animation that you transferred from 3ds Max is baked on to your character's HumanIK skeleton and/or simple joints.
Animate this HumanIK character in Maya.
To use a HumanIK Control rig, open the Character Controls window (Skeleton > HumanIK or Window > Animation Editors > HumanIK) and ensure that your character's name displays in the Character menu.
Select Control Rig from the Source menu. If your character does not have a Control rig, selecting this option automatically creates a new rig.
To retarget animation from another HumanIK source, assign the other HumanIK character as the Source to your CAT character.
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