Define a character template for animation import and export

 
 
 

You can create a template that lists the character's nodes and attributes for which you'll most commonly want to save and reload animation. The template file works as a filter, telling Maya which nodes and attributes you're targeting when you save or reload animation on this character.

Within a character template, you can also create views that let you load and save animation for only a specific subset of the character, such as the arms or the legs. Using the individual template views you can load animation separately onto the different character body parts, without affecting animation on the rest of the body.

NoteIf you are already familiar with creating general Asset templates in Maya, note that the ATOM template options simply provide an alternative method of creating the template. See also Template file format.

To create a character template

  1. Select the character hierarchy (or control objects or bones) on which you want to base the template.
  2. Select Animate > ATOM > Create ATOM Template.
  3. In the Atom Template Options that appear, enter a file name and browse to select the location where you want to save the template file.
  4. Set the options to define which objects and attributes are stored in the template.

    For example, set the Hierarchy option to indicate whether you want to save the nodes and attributes for selected objects only (Selected), or selected objects and any child objects (Below).

  5. Click Apply and Close.

    Maya saves the template file in XML format, in the location you specify in the Template Path field.

To add individual views to a template

  1. Select only the parts of the character hierarchy that you want to group within a template view. (For example, select only the leg objects.)
  2. Select Animate > ATOM > Create ATOM Template and ensure the Template path in the Atom Template Options points to the template file where you want to add views.
  3. Turn on Create Views, enter a name in the View field, then click Apply and Close.

    A Replace File warning appears to confirm you want to overwrite the existing template file to add the new view. (Click Yes.)

  4. Repeat steps 1 - 3 until you have created views for each part of the character you want to define separately.

Once you have defined the template and any views you want for the character, you can use the template when saving animation from this character, or loading animation on to this character to give Maya instructions on how to load the imported animation. See Import animation based on a template.

NoteYou can edit your XML template files using any XML editor or plain text editor of your choice. See also Edit an asset template.

Related topics

Creative Commons License Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License