Dual Rig for MetaHuman. (free script) Advanced Skeleton and Human IK.
ฝัง
- เผยแพร่เมื่อ 15 ต.ค. 2024
- 🎥 HIK (Human IK): Elevate your mocap game with unparalleled precision and realism. Create lifelike character animations effortlessly.
✨ Advanced Skeleton: Dive into the world of keyframe animation with ease and finesse. Craft every frame to perfection, giving your characters a unique touch.
🔄 Seamlessly switch between these two incredible rigs to supercharge your animation projects. Whether it's mocap or keyframe, you've got the best tools at your fingertips.
👉Advanced Skeleton can move animations from HIK to AS, but you can't use the HIK rig with Advanced Skeleton because it seems to have a problem. I'm not sure if the issue is because of the Maya version or a problem with Advanced Skeleton. However, this script can fix the problem.
the script:
drive.google.c...
drive.google.c...
updates. 🚀👨🎨👩🎨 #Animation #HIK #AdvancedSkeleton #Mocap #Keyframe #AnimationTools #SubscribeN #metahumanman #unrealengine
scripts:
drive.google.com/file/d/1pivK_P4wW22ewgf98V5yfQYA7EmdNZRY/view?usp=drive_link
drive.google.com/file/d/10W9mO-Coy4l96FDjglyB_3djHvoc3ema/view?usp=drive_link
Really nice ! thank you so much for your hard work !
Hi Maya Expert!! Your videos are always so amazing. I was wondering if you were going to do a follow up to just explain how the Maya 2020+ features change how you “fix” clothing in Maya? You mentioned that hammering is no longer necessary? Would love to know more!!
Hey Toby, thanks for the reminder. I've been swamped lately and totally spaced on the videos I promised. I'll get on that real soon!
Very rich video! Thank you so much!!!
And I have one question, can we bake only the key that we set? It's so difficult to polish to clean the animation with tons of keys, or do you suggest easy way to reduce the number of keys?
Hey dude, awesome video!! Do you have any idea about transfeering this blendshape and skeleton into original sculpted characters? You are the first one i found in yt who actually explained right
Bro, thank you for your very professional video tutorials. Here 12:46 You are talking about converting animation from FK to IK. Please tell me this Is this done using some third-party scripts, or is there such a possibility using AS?
Hey, buddy! Yep, it's all sorted with AD. You oughta look up how to go about it with AD. Cheers!
I keep getting an error on the first line (// Error: line 1: setAttr: No object matches name: FKIKLeg_R.FKIKBlend) I'm very new to Maya from Blender, and was having trouble with this script. I am using 2024 which I think might be the issue
Same problem on Maya 2023..
But can You please write, why to use both? Which I think I know why. HIK is also for example in MotionBuilder.
And what about face controls? From Metahuman?
3:40 Iam facing problem with the namespace, not the same as the default of ADVSK joints names
2:45 did you have HIK skeleton before clicking import ??
I do it for perception neuron mocap data but it don’t work. Mocap data is form perception neuron. Can you solve it or make the same tutorial but rather then using mixamo mocap data.
I am using Maya 2023. I am facing a problem when I am running the first script I am getting a bug. "Lock Characterization" The Skeleton Definition is invalid and cannot be locked.
You just need to use it on a new MetaHuman model straight from the Bridge app, not on one that you've already modified.
@@Metarig thank you.
I am facing another issue when I am using second script then controller setup comes but it is not working with skinning.
the pose changing after first script, sound weird no?
That's very helpful! Thanks a lot!!!