In the previous steps
you tweaked an existing animation and exported those tweaks so that
you could apply it to other references with the same animation.
However, you can go one step further than this and export entire
animation sequences as reference edit files.
To open the next scene
File > Save Scene As,
and save your current work under the name graveyard4.ma.
- Create a new scene (
File > New Scene).
- Set the Playback End Time box to 200.
File > Create Reference.
The File Browser appears.
- Select model_skeleton_noanim.mb and click
the Reference button.
A plain skeleton with
no animation is referenced into the scene.
The skeleton you’ve referenced
is very similar in structure to the zombie’s skeleton. However,
the asset is not exactly the same. Most notably, this skeleton is
missing some joints and its rest pose is not exactly the same as
You will now animate
this skeleton as a series of reference edits. To save time, we have
provided you with an animated skeleton that you can transfer attributes
from. This has the same effect as if you had animated the skeleton by
To animate the skeleton
File > Import.
- Select model_skeleton_anim.mb and click
the Import button.
- Play the scene.
An identical skeleton
performs a runway model-like strut and strikes a pose.
- Open the Outliner (
Window > Outliner).
- Select model_skeleton_anim:model_AST
and then + select
Edit > Transfer Attribute Values > .
Attribute Values Options window appears.
- Select Edit > Reset Settings.
- Set the following:
- Values: On
- In Connections:
- Transfer from source:
- Click Apply and Close.
- Play the animation.
Although it looks like
nothing changed, notice that model_AST is now animated, while model_anim_AST
You are now ready to
export the reference edits.
To export the reference edits
- Open the Reference Editor (
File > Reference Editor).
- Select the skeleton reference.
> Export to Offline File.
- Name the file runwayStrut and click the Export
to Offline File button.
Maya exports the edits.
The file runwayStrut.exportMA
now contains the edits necessary to turn any skeleton asset with
matching attribute names into a runway strut. You can store this
file for you or anyone else to use on any skeleton you create in
Now you are ready to
use the runway animation in the graveyard file.
To prepare for the next
part of the tutorial, re-open the graveyard4.ma scene (
File > Open Scene).
You do not need to save the current scene.