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Author Topic: Issue with Character Animating in Maya  (Read 8426 times)

speedtek_99

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Re: Issue with Character Animating in Maya
« Reply #15 on: Feb 26, 14, 11:36:56 AM »

So to just clear this up.

To apply an animation created in Maya, the original hgm skeleton must also have been exported from Maya?

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Michael Gough
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CrazyWeasel Game Studios
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HE-BENNETT

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Re: Issue with Character Animating in Maya
« Reply #16 on: Feb 26, 14, 01:44:21 PM »

Yes, basically.  Frankly, the biped rig is extremely out of date.  I believe Max's CAT rig can be more easily transferred to Maya via FBX - there is an option to convert CAT to Maya's HIK system.

It may seem like more effort now, but a simple and flexible pipeline for characters will save you an immense amount of headache later.

If you are capable of getting the rig - however it is setup - into Maya to animate, you should be able to export the skeleton and meshes from there as well.
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speedtek_99

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Re: Issue with Character Animating in Maya
« Reply #17 on: Feb 26, 14, 02:07:00 PM »

Makes sense now, we were just chasing our tails attempting to use maya animations on rigs exported through max.

Thanks!
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Michael Gough
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CrazyWeasel Game Studios
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dbouvier

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Re: Issue with Character Animating in Maya
« Reply #18 on: Feb 26, 14, 04:42:45 PM »

Another approach might be to use BVH as your intermediary or library format. As long as your rigs bone hierarchy is identical in each modelling software then you would just import and retarget from BVH into whichever model software a person prefers to use. When you do editing work you export back out to BVH, and then one person would take the final BVH's import/target and then export to game ready versions. Just about any decent modeller I've used has support for importing and retargeting BVH built into it.



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