Endorphin:Руководство 17 - Работа с Maya

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Руководство 17 - Работа с Maya
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ориг.название: Tutorial 17. Working with Maya
вики-редакция: Garin
ссылка на сайт: NaturalMotion
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Endorphin: Руководство 17 - Работа с Maya


Содержание

Предисловие

You can use endorphin with Maya in an animation pipeline.

To do so, you need to configure the pipeline. You can then import animation data from Maya into endorphin, and export animation data back from endorphin into Maya. This pipeline requires the use FBX for transferring data in both directions.

The following six steps outline the process of transferring data from Maya to endorphin and back, using specific example files.

Step 1: Preparing your Maya character

In this step you will prepare your Maya character so that it can be used in endorphin.

You need to ensure the following:


  • Ensure that your Maya character is posed in a similar T-pose to the standard endorphin character. Your character’s legs should point straight down, and your character’s arms should point straight out in a sideways direction.
  • Ideally, you should set the Maya Linear Working Units to Centimeters. However, if this is not possible, you can still make scale adjustments during import and export.

Step 2: Exporting your character from Maya

In this step you will export your character as an FBX file. You will also save the character skin mesh as an OBJ mesh file.

To save your Maya to FBX and OBJ files:


  • Launch Maya.
  • Open the Maya scene Resources\Tutorials\Tutorial 17 – Working with Maya\MayaChara_RigidBind.ma.
  • Select the character in this scene.
  • Select File > Export All. Choose FBX from the File Type list, and specify MayaChara as the export filename.
  • Click Export. The skeletal structure of your Maya character will be saved into an FBX file.
  • Select File > Export All. Choose OBJ from the File Type list, and specify MayaChara_Mesh as the export filename. It is generally good working practice to name the FBX and OBJ files using the same name.
  • Click Export. The polygonal skin mesh of the Maya character will be saved into an OBJ file.

Endo Tut17 ITE 01.jpg

Step 3: Creating corresponding endorphin characters

In this step, you will create a pair of characters in endorphin that represent your Maya character. Once you have created this simulation-reference character pair, you will be able to use them to import animation from Maya into endorphin using dynamic motion transfer.

One of the characters will be an endorphin simulation character that has been reshaped to have the same dimensions as your Maya character. The other character will be an endorphin reference character created from the FBX file you saved in Step 2.

To create a simulation-reference character pair:


  • Select File > New Character….
  • Choose the Standard Simulation Character as the simulation character.
  • Turn on the Reference Character setting, and import the MayaChara.FBX file that you saved in Step 2. In the Import Options dialog, select the root of your FBX character from the joint hierarchy tree, and then click OK.

Endo Tut17 ITE 02.jpg

  • You will automatically enter Character Edit Mode. In this mode you will be able to edit both the simulation and the reference characters. Turn on the Skeletal View viewport display setting, and then snap align the simulation character joints to match the reference character joints. Also, adjust the sizes, shapes and positions of the mass objects and collision objects of the simulation character, if needed. See the User Guide and tutorials for more detailed information on creating simulation-reference character pairs.
  • Display the Motion Transfer Editor, and use the following connection settings to connect the mass objects of your reference character to the Standard Character Rig. See the User Guide and tutorials for more detailed information on rigging reference characters.
  • Once the simulation and reference character skeletons are aligned, select File > Save Character…. You can browse for a location to save the character, and specify MayaChara as the character name. endorphin will save both the simulation and reference characters as two separate .nmc character files.
Keep in mind that the reference character will be used to import and export animation, whereas the simulation character will be used to actually generate new animation data in endorphin.

Step 4: Filling out the simulation character

In this step, you will modify the collision objects of the simulation character to fill the volume of the skin mesh saved in the OBJ file in Step 2. You may also add new collision objects as well as modifying existing collision objects. This is often called filling out a character.

To fill out the simulation character:


  • While you are still in Character Edit Mode, right-click and select Shaded View.
  • Click Activate Reference Character button on the Main Toolbar. This activates the reference character.
  • Select File > Import and select the MayaChara_Mesh.OBJ file that you saved from Maya in Step 2. Click Open, and then click the OK button on the Import Options dialog. If necessary, you may need to adjust the orientation of the OBJ file in the Import Options dialog.
  • The OBJ file is imported as a new graphical object, and associated with the reference character. The graphical object is displayed partially transparently.
  • Select View > Node View to display the Node View. The keyboard shortcut is N.
  • Right-click on the Reference Character and select Hide All. This hides all the entities that make up the reference character, including all mass objects, collision objects, graphical objects, joints and joint limits.
  • In the Node View, identify the node representing the graphical object MayaChara_Mesh that you created from the imported OBJ file. The graphical object name will match the corresponding OBJ file name. Click this node to display the graphical object of the mesh.
  • Select Activate Simulation Character. You will still be able to view the mesh, but it will no longer be selectable.

Endo Tut17 ITE 03.jpg

  • You can now move, rotate and scale each of the simulation character collision objects to match the shape specified by the skin graphical object.
You can also select individual mass objects and create new child collision objects. This is useful for filling out the mesh more accurately.
You can use the Mirror Tool in Character Edit Mode to quickly copy changes from one side of the character to the other side.
See the User Guide and tutorials for more detailed information on filling out simulation characters.
  • It is good practice to regularly save your changes when you are editing characters.

Step 5: Exporting animation from Maya into endorphin

In this step, you are going to export animation that you have created in Maya, and then import it into endorphin, using an FBX file to transfer the data.

To export animation from Maya:


  • Open the Maya scene Resources\Tutorials\Tutorial 17 – Working with Maya\MayaChara_RunJump.ma.
  • Select File > Export All. Specify MayaChara_RunJump as the export filename and choose FBX file from the File Type list.
  • Click Export to create the FBX file.

To import animation into a new endorphin scene:


  • Select File > New to create a new scene.
  • Delete the default simulation character.
  • Select Character > Add Character. This displays the Add Character dialog.
  • Select the character that you created in Step 3 and Step 4. You may need to browse if you have saved that simulation-reference character to a different location. You do not need to turn on the Include Reference Character setting.
  • Select the character using the Timeline Editor, and then select File > Import. This displays the Select File To Import dialog.
  • Browse to select any FBX file that you created using Maya with the corresponding character. Click Open to display the Import Options dialog.
  • In the Import Option dialog, turn on the Source Reference Character setting.
  • Click the Browse button in the Auto Motion Transfer settings. Select the MayaChara reference character file you created for importing data in Step 2.
  • In the General settings, turn on the Include parent transforms setting.
  • In the node hierarchy tree, select the Hips node. This ensures that only motion on this joint—and its child joints—is imported.
  • Click OK to import the animation in the FBX file using dynamic motion transfer. Internally, endorphin imports this FBX animation onto the import reference character, and then uses dynamic motion transfer to map this motion onto the selected simulation character in your scene.
You can import many different animation segments onto the same endorphin simulation character. Typically, you will create a separate animation event for each set of animation data keyframes, although you can also import the animation data directly as keyframes in the simulation character timeline.

Step 6: Exporting animation from endorphin into Maya

In this step, you are going to export animation that you have created in endorphin, and then import it into Maya, using an FBX file to transfer the data.

To export animation from endorphin:


  • Select the character that contains the animation data that you want to export.
  • Select File > Export. This displays the Select File To Export dialog.
  • Set the Save As type to FBX Files. You can enter a new name, or choose an existing FBX file to replace it. Click Save to display the Export Options dialog.
  • In the Export Options dialog, turn on the Target Reference Character setting.
  • Click the Browse button in the Auto Motion Transfer settings. Select the MayaChara reference character file you created for importing data in Step 2.
  • Click OK to export the animation to the FBX file using dynamic motion transfer. Internally, endorphin uses dynamic motion transfer to map the character motion onto the specified export reference character, and then exports this mapped motion.

To import animation into Maya:


  • In Maya, open the MayaChara_RigidBind.ma scene that you want to import animation into.
  • Select File > Import and browse for the FBX file that you saved from endorphin.
  • In the Import Dialog, turn on Exclusive Merge and Pre-Normalize Weights. Click OK.
  • Press Play in Maya to see the animation applied to the character. You can now modify this animation like any other Maya animation.

Conclusion

In this tutorial, we have configured the Maya animation pipeline. We have then imported animation data from Maya into endorphin, and exported animation data back from endorphin into Maya.

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