You can drive your HumanIK defined skeleton or Custom rig in Maya with a remote source such as motion capture data coming
from MotionBuilder on another machine.
NoteYou must have Maya 2013, MotionBuilder 2013, and FBX 2013 to establish a live connection.
Live streaming setup
The two computers sharing a connection must have access to a common network repository (mapped drive) where the files used
in send and bake operations can reside.
To set up a common network repository
- Set up a server that can be used to store your transferred files. It can be located on any computer.
The computers sharing a connection must have full read and write permissions on this server.
- Map a network drive on each machine, so a local drive letter is associated with the common network repository. The same drive
letter must be used on both computers.
- Define the environment variable ONECLICK_TEMP_DIR on both machines, so it uses the common network repository as the variable.
See Setting and getting environment variables within Maya.
Establish a connection
To establish remote live character streaming
- In Maya, load or create a character with a valid HumanIK skeleton definition. See Define an existing skeleton for HumanIK.
- Open the window ( > ).
- Enter the IP address of the remote machine to be used as a source for your current character in the field and press Enter.
NoteThe IP address must be in IPV4 format. For example,
x.x.x.x, where x is a number between 0 and 255.
IPV6 format is not supported in this release.
- Click .
Your character is sent to MotionBuilder on the remote machine and a live connection is established. A live connection is indicated
in the following ways:
- The check box in the window is turned on.
- The remote character, <CharacterName>(remote), is displayed as the Source.
- Apply motion capture data to your character in MotionBuilder and watch as it streams on to your character in Maya.
- Adjust the retargeting parameters to refine your animation. See Adjust retargeting parameters.
- In Maya, select > or > to permanently transfer the animation into your scene and disable the live connection. See Bake the result of a live connection.
NoteAny texture files that are sent between applications are embedded in an FBX file when you establish remote live character
streaming. These files are stored in a folder in your designated network repository. After you finish your streaming session,
these files will remain in the folder and must be deleted manually.