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Workflow for redirecting animation
Redirect the motion of an animated character
Redirect the motion of an animated character
Animation redirection example
You want to modify the walk cycle
animation of a biped character so that during its walk cycle the
character turns a corner and then walks down a ramp.
To
make a biped character turn a corner during its walk cycle
- Step
forward in the character’s animation until you locate the point
at which you want the character to turn around the corner, then
stop the animation at a place in the walk cycle where the left foot
of the biped character is on the ground.
- Select
the root joint of the character’s skeleton.
When redirecting the motion of a character,
you want to create redirection controls for the parts of the character
whose translation or rotation you want to change during its animation.
In this scenario, the root joint is selected because we want to
modify the orientation of the character’s entire body during its
walk cycle.
- In
the Animation menu set, select
Character > Redirect > .
The Character Redirection
Options window appears. See
Character > Redirect.
- Turn
on Rotation Only and click Redirect.
The rotation redirection control appears at
the root joint of the character.
- Select
the rotation redirection control and using the Move
Tool, move the control to the tip of your character’s
left foot.
Moving the rotation redirection control lets
you reposition the point around which the biped character pivots.
In this scenario, you want the character to pivot on the ball of
its left foot when it turns the corner.
- In
the Channel Box, key the Rotate
X, Y, and Z channels
for the left foot’s rotation redirection control.
- Step
forward in the animation until the right foot is on the ground and the
left foot’s heel is raised.
- Select
the left foot rotation redirection control, rotate it 45 degrees,
and key its Rotate X, Y,
and Z channels.
- Select
the character’s root joint and select
Character > Redirect.
- Select
the rotation redirection control and using the Translate
Tool, move the control to the tip of your biped’s right
foot.
- In
the Channel Box, key the Rotate
X, Y, and Z channels
for the right foot’s rotation redirection control.
- Step
forward in the animation until the left foot is once again on the ground
and the right foot’s heel is raised.
- Select
the right foot’s rotation redirection control, rotate it 45 degrees,
and key its Rotate X, Y,
and Z channels.
- Go
to the beginning of the animation’s playback range and play the
animation.
The character now walks and turns left around
the corner.
To
make a biped character walk down a ramp during its walk cycle
- Step
forward in the animation until you reach the frame where the character
is just about to walk down the ramp.
- Select
the root joint of the character.
- In
the Animation menu set, select
Character > Redirect > .
The Character Redirection
Options window appears. See
Character > Redirect.
- Turn
on Rotation and Translation and
click Redirect.
The rotation and translation redirection controls
appear at the root joint of the character.
- Select
the rotation and translation redirection controls and using the Translate
Tool, move the controls to the tip of your biped’s right
foot.
- Step
back a few frames until the character appears to be standing on
the edge of the ramp with both feet side-by-side.
- Do
the following:
- For
the rotation redirection control, key all its Rotate
X, Y, and Z channels.
- For
the translation redirection control, key all its Translate
X, Y, and Z channels.
- Step
forward in the animation to the point where you inserted the redirection
controls.
- Select
the rotation redirection control and using the Rotate
Tool, rotate the control until the character’s feet are
parallel to the ramp.
- In
the Channel Box, key the rotation
redirection control’s Rotate X, Y,
and Z channels.
- Select
the translation redirection control and using the Move
Tool, translate your character downward until the right
foot touches the ramp and the left foot touches the floor.
- In
the Channel Box, key the translation
redirection control’s Translate X, Y,
and Z channels.
- Go
to the start of the animation’s playback range and play your animation.
After the character turns the corner, it now
walks down the ramp.