Example workflow: Non-destructive retargeting
 
 
 

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.

Overview

  1. Set up a source character.
  2. Set up a target character.
  3. Retarget from the source to the target character.
  4. Use animation layers to key on top of retargeted animation.)
  5. Change the retargeted animation using IK.

Set up a source character

For this example workflow, you will use one of the sample motion capture files available in the Visor window.

To set up a source character

  1. Open the Visor (Window > General Editors > Visor).
  2. In the Visor window, switch to the Mocap Examples tab.
  3. Import the dance1 example file. (-click the file and select Import Maya File from the menu that appears.)
  4. Close the Visor window and zoom out (if necessary) until you can see the dance1 character in the scene.
  5. Select the character’s skin and go to the bind pose. (Select Skin > Go To Bind Pose from the main menu bar.)

    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.

  6. in the Characterization Tool (Skeleton > HumanIK > Characterization Tool), click to create a new HIK character.

    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.

  7. Select Character > Rename and rename the character as DanceSource.
  8. Do one of the following to start mapping out the structure of this character:
    • Go from the Characterization Tool to your skeleton: Double-click a cell in the Figure view (cells turn blue when picked), then click the corresponding bone in the scene.

      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.

      Tip

      You can also select joints in the Outliner or Hypergraph.

    • Go from your skeleton to the Characterization Tool: Select a bone then right-click the corresponding cell in the Figure and select Assign Selected Bone .

      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
    Note

    For this character, you do not map a Reference object, however mapping a Reference object for your own characters is strongly recommended.

    Once you have all the required bones mapped, the validation status indicator in the Figure view turns green. (See also Validation status.)

    Tip

    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.

  9. Click the lock icon .

    Now that you have mapped out the base (required) joints, the character definition is considered valid and can be locked.

Related topics

Set up a target character

To set up the target character

  1. Open the Skeleton Generator window (Skeleton > HumanIK > Skeleton Generator).
  2. Click the New icon to create a new HIK character definition and default skeleton, then click .

    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.

  3. Select Skeleton > Rename and rename the character as DanceTarget.

    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

  1. Open the Character Controls (Skeleton > HumanIK > Character Controls).
  2. From the Current character menu, select the target character (DanceTarget).
  3. Select Source > DanceSource.

    (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.

  4. Select Control Rig > Add to new anim layer to add the target character's Control rig objects to a new animation layer.
    NoteTo add the Control rig to an existing animation layer (such as RetargetLayer), select the layer in the Animation Layer Editor, then select Control Rig > Add to animLayer: <layerName> in the Character Controls.
  5. In the Animation Layer Editor, rename the new layer as ControlRigLayer.
    Note You can access the Animation Layer Editor using the tabs at the side of the Character Controls. Switch to the Channel Box/Layer Editor panel, then select the Anim tab at the bottom.
  6. Playback the scene to view the retargeted animation applied to your target character.
Note

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

  1. To prepare the Control rig for these steps, select the left and right ankle effectors in the Character Controls and set their Reach Translation value to 0.

    By default, reach is turned on for these effectors, which can prevent you from achieving the poses you want in the following steps.

  2. Go to frame 32 and select the hips effector of the DanceTarget Control rig.

    This is the frame where the character is just about to jump.

  3. Ensure the ControlRigLayer layer is selected in the Animation Layer Editor, then press S to set a key.

    The key is set on the ControlRigLayer.

  4. Go to frame 40, where the character is at the height of the jump, and do the following:
    • Move the DanceTarget character higher on the Y-axis. (With the hips effector selected, use the Move tool to translate the whole character higher.)
    • Set a key.
  5. Go to frame 50 and click the Zero Key icon in the Animation Layer Editor.

    This sets the Hips effector translation value to zero, matching the source animation, and sets a key.

  6. Playback your animation.

    The DanceTarget character now jumps higher between frames 32 and 50.

Change the retargeted animation using IK

To adjust retargeted animation with IK effectors

  1. Go to frame 1, then select the DanceTarget character’s left wrist effector in the Character Controls.
  2. In the HumanIK Controls, set the effector's Reach Translation value to 1.

    Setting the Reach Translation to 1 sets the effector to use full IK solving.

  3. Adjust the position of the wrist effector, offsetting it slightly from the source character wrist, then set a key.

    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.

Related topics