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.
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.
This creates a new HIKCharacter node (called HIKCharacterNode1 by default) that you will use to define the structure of your character.
For example, select your character’s hips joint, then click Set next to the Hips slot of the Mapping List. For the DanceSource character, map the root joint to the Hips slot.
When you are finished, the Mapping List for the dance1 character is 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 |
A confirmation message displays in the output section of the Command Line.
Now that you have mapped out the 15 base (required) joints, your character is defined. Mapping out your character with the Characterize tab ensures that Maya understands the structure of your character and can accurately retarget your character’s animation to other characters.
To set up the target character
You can see the skeleton in the viewport, or switch to the Hypergraph look at the default naming conventions for the HIK joints. The new HIK character is called HIKCharacterNode2 by default. This character will be your target character.
This creates a default Control Rig for the character.
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
This creates new animation layers to contain the retargeted animation and the Control Rig objects for the target character.
The target character snaps to the source character, and two new layers are added in the Animation Layer Editor. By default, the layers are named DanceTarget_RetargetBase and DanceTarget_ControlObjects.
Key on top of retargeted animation
When you retargeted animation in the previous steps, you also added the target character Control Rig objects to animation layers. This setup lets you immediately start to edit the retargeted animation using the layer.
To key on top of the retargeted animation
By default, Reach is turned on for all of 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.
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.