This example workflow describes how you can use HumanIK and animation layers to non-destructively retarget animation from one character to another, then edit the retargeted animation without baking to see the result. To try this workflow in Maya, you can load sample files from the Visor window.
For this example workflow, you will use one of the sample motion capture files available in the Visor window.
The dance1 character moves to its bind pose at the center of the scene. For this character, the bind pose is a standard T-stance, which is essential for setting up the character for HumanIK. See Prepare a skeleton for HumanIK for more information.
This creates a new character (called Character1 by default) that you will use to define the structure of your character. Mapping out your character with the Characterization Tool ensures that Maya understands the structure of your character and can accurately retarget your character’s animation to other characters.
For example, double-click the LeftUpLeg node in the Figure view, then click the DanceSource character's l_thigh bone in the scene.
The LeftUpLeg node turns green to indicate a valid mapping. Since Mirror Matching is on by default in the Characterization Tool, the RightUpLeg node is also automatically mapped based on the standard l_ and r_ bone naming for left and right sides of the character's body.
For example, select the root joint, then -click the Hips node in the Figure view.
When you are finished, the mappings for the dance1 character are as follows:
Base(Required) bone | dance1 character joint |
---|---|
Hips | root |
LeftUpLeg | l_thigh |
LeftLeg | l_knee |
LeftFoot | l_foot |
RightUpLeg | r_thigh |
RightLeg | r_knee |
RightFoot | r_foot |
Spine | spine1 |
LeftArm | l_shoulder |
LeftForeArm | l_elbow |
LeftHand | l_hand |
RightArm | r_shoulder |
RightForeArm | r_elbow |
RightHand | r_hand |
Head | head |
Once you have all the required bones mapped, the validation status indicator in the Figure view turns green. (See also Validation status.)
If you have set up your own characters with joints named according to the HIK naming conventions, you can click the Name Matching icon to apply the HIK naming template and have Maya automatically match your character’s joints to the joint names in the Characterization Tool. If you click Name Matching for the DanceSource character, Maya matches only the head joint, as the head is the only joint with matching naming conventions.
Now that you have mapped out the base (required) joints, the character definition is considered valid and can be locked.
To set up the target character
You can immediately lock this new character definition, since no adjustments are necessary. This character will be your target character, receiving retargeted animation.
The skeleton displays in the scene, and you can also switch to the Hypergraph to view the default naming conventions for the HIK joints. In this example, the new HIK character is called Character2.
Now you have a second HIK character set up, ready to receive retargeted animation.
Retarget from the source to the target character
To retarget from the source character to the target character
(All HIK characters available in the scene are automatically listed in the Source menu.)
The target character (skeleton) snaps to the source character, and a new layer containing the retargeted animation is automatically added to the Animation Layer Editor. This layer is named RetargetLayer by default.
For more information on animation layers in Maya, see What are animation layers? and Understanding layered animation.
Key on top of retargeted animation
To key on top of the retargeted animation
By default, reach is turned on for these effectors, which can prevent you from achieving the poses you want in the following steps.
This is the frame where the character is just about to jump.
This sets the Hips effector translation value to zero, matching the source animation, and sets a key.
The DanceTarget character now jumps higher between frames 32 and 50.
Change the retargeted animation using IK
To adjust retargeted animation with IK effectors
Setting the Reach Translation to 1 sets the effector to use full IK solving.
When you playback the dance animation, the target character still follows the retargeted animation, and the wrist stays slightly offset from the source character.
You can use similar steps, for example, if you find that discrepancies in size between your source and target characters cause the target character’s arm to penetrate its body during the retargeted animation. You can set the Reach Translation to 1, then key the arm effectors to create a slight offset between the source arm animation and the target character’s animation.