Hi! thank you very much for buying the script! root motion is tricky. At first it seems simple, like, you do point constrait and locator, but if you take a closer look, there are a lot of nuances like: - do you need a position only or also rotation - if position, is it only horizontal movement or also vertical - if position, should it support back & forward movement, or only forward (some setups in engine require clamping reverse movement) - what control should be a source of root motion ( when doing walks it can be pelvis, when doing hit reactions - it should be chest or head, to avoid collisions with the environment when character falls on the ground) - if it has rotation then it should be extracted in a smart way - if root motion contains rotation then it must start from 0.15-0.25 after beginning of animation, and end 0.15-0.25 sec before ending animation, to avoid issues with blending in state machine ( if it starts immediately then blend cuts a little bit of rotation which results in incorrect navigation) - if we have rotation then it most likely should be a specific angle with specific timings so, after working in the industry for many years and doing hundreds and hundreds of animations, I've noticed, even with all scripts and stuff I'm still doing root motion manually, simply because it depends too much on a particular task in Smart Layer I focused more on what could be done with animation layers, to solve most common tasks in the most efficient and simple way, assuming the user knows how to animate and how to deal with things like root motion seeing some users asking for root motion extractor, maybe it can be added as a separate module, or maybe even as a separate script, because technically, a lot of applications of Smart Layer doesn't need root motion, It's just more convenient to have it
Just want to clarify before I commit to purchasing this if you are able to answer. You have an example of an animation transitioning from run to idle, in several different end states, but would this be capable of doing things like going from a looping run cycle to an idle effectively (to cover all cycle to idle states) and vice versa?
Hey, the script does not make any "ready to go" transitions from run to idle or from idle to run, etc. It allows to adjust an already existing animation to a different one. For example, if you have an animation "from run to idle1" you can change it to "from run to idle2", the script will compensate for differences between idle1 and idle2 poses. The whole process of adjusting animations to match different idle poses is a part of an animation routine, and that's what the script is automating, but there is no magic, if you don't have some pre-made run-to-idle animation then the script won't magically create it out of nowhere
thank you! the plugin helps to speed up the creation of an 8 directon cycle. But you still need to know how to do it, it's not a "one magic button" solution
How did you create that main cntrl to follow the rig in advanced skeleton? I bought your script but having a hard time following without having a main cntrl that follows the rig.
It would also be really helpful if you showed the script working on the rigs tested in the description (Advanced Skeleton, mGear, Azri, Pickle Rig*, HIK**, and others )
Hey, thanks for buying the script! What you see is called a root motion. The pelvis movement is extracted by position and then applied to the main control. It's a super easy thing to do with locators and constraints if you know the space-switching technique. Though the script doesn't care about root motion, you can pretty much ignore it and use it with other controls, but you'll have to move IK feet + pelvis + pole vectors (effectively 5 controls instead of one, so it's not that convenient). Unfortunately, I can't teach every user the basics of Maya, it is beyond my responsibility, I hope for your understanding. But you can mail me in case of any questions.
@@christophersmith2010 the early presentation was made with an advanced skeleton, and it worked exactly the same as in the video, I changed it on purpose to the custom rig, because I don't own the commercial license of that tool, to avoid any potential issues. But it's 1 to 1 match, same structure, same logic, very similar controls
я могу как-то выделить вершины сплайна по которому рут двигаеться? Иногда сплайн очень сильно в сторону уходит и этот изгиб хочеться сделать не таким сильным?
привет, сплайн генерируется исходя из ключевых кадров в слое, то что показывается в сцене - только его визуальное отображение, на работу алгоритма не влияет т.е. поменять сплайн можно с помощью ключей, сдвинув или повернув контрол
It seems pretty amazing. And it works apparently with biped, quadrupeds, and most kind of creature rig!? Does it works with maya Creative? And is there any tutorial/documentation available?
Hi! The script works with quadrupeds, in fact, the leg count doesn't matter here at all, it's all just transform nodes. There is a kind of limitation in spline algorithm usage for extremely elongated quadruped characters, they would require a more sophisticated approach. No documentation yet, but the script has animated "animbot-like" tooltips with an explanation of what each feature does. The tutorial is in progress. Unfortunately, I wasn't able to test it with Maya Creative, as I own only a regular Maya. Thanks!
hey I did a little testing in 2019 and so far it worked, but because of different PySide2 behavior - a couple of icons in the interface are black instead of white :D it should be super easy to fix but unfortunately I don't have maya 2019 at home with four-legged animals, it will depend on the algoritm, for the offset it is exactly the same, for transformation and spline correction it is slightly different, but still works for not very elongated characters. Especially it works great for turns on spot animations
@borovikmotion скрипт мое почтение) на сколько систем можно активировать одну лицензию? допустим, есть рабочая машина и домашняя, могу я пользоваться и там и там?
@@deniroberg по странам нет ограничений, но у гамроада могут быть оганичения по работе с банками из некоторых стран. Вроде бы такая ситуация как раз с российскими банками. Тут уже люди ищут обходные пути чтобы заплатить с зарубежной карты. Я сам живу не в рф, поэтому не знаю точно
hi, the transform algorithm works for turns in any direction x, y, or z, in --180+180 degrees range. Spline algo works also in any direction, but stable results are obtained from -135 to + 135 degrees range ( for more degrees user has to add more keys ). But rotation of the character happens always aligned to the normal vector of the surface. It works really great for characters like spiders or monkeys, whenever character has to be parallel to the surface. For bipeds it looks weird when the character is not vertical, keeping character vertically will be added in the next update
@@borovikmotion Может быть mirror функциювыкатить как дополнение, неудобно кучу скриптов покупать, запускать, морочиться. Посмотрите в сторону overrig, animbot, zootools. Можно сделать что-то вроде BoroTools =-D, К тому-же по анимации сейчас рынок открыт для вас, анимбот только мелкие баг фиксы последние года два делает, последний большой релиз был в начале 2022 года, после этого тупо единичные фиксы, а денег анимбот приносит единственному создателю десятки миллионов $ ))))) Нужно смотреть в сторону анимбота, это самое денежное место и конкурентов у него всего парочка, Overrig, Getools, zootools и по мелочи всякое
тестового увы нет, это потребовало бы гораздо более изощренной системы валидации лицензии, это надо создавать сервер, отправлять туда данные пользователя, как-то их хранить, проверять, и если сервак накроется то скрипт перестанет работать, в общем много проблем, не стоит того
@@borovikmotion понимаю, что это лишние вложения, но без теста ценник довольно дорого выглядит. Что бы люди захотели заплатить даже $50 им нужно попробовать этот продукт.
@@StanShakhov 1 час работы аниматора стоит 20-30$. скрипт одним своим применением на одной анимации экономит сразу несколько часов. цена должна быть не 50 баксов, а 150. раздаю считай даром))
Hi @Vyacheslav Borovik Will this work on Quadruped animations as well?
你好,在购买前我想问一下:1.胸腰的控制器是IK可以用这个插件吗?2.一个原地行走动画,可以在一个路径下实现加减速效果吗?3.售后是直接和你联系吗?
Please please please make this script for Motion Builder and I will love you forever haha 🤣 Great work on this!
yes! Plus +1 for Motion Builder
+1 😂
Hi,
I've bought the script and was wondering if the script can create the root motion for animations such as a moving forward combat sequence!
Thanks!
Hi! thank you very much for buying the script!
root motion is tricky. At first it seems simple, like, you do point constrait and locator, but if you take a closer look, there are a lot of nuances like:
- do you need a position only or also rotation
- if position, is it only horizontal movement or also vertical
- if position, should it support back & forward movement, or only forward (some setups in engine require clamping reverse movement)
- what control should be a source of root motion ( when doing walks it can be pelvis, when doing hit reactions - it should be chest or head, to avoid collisions with the environment when character falls on the ground)
- if it has rotation then it should be extracted in a smart way
- if root motion contains rotation then it must start from 0.15-0.25 after beginning of animation, and end 0.15-0.25 sec before ending animation, to avoid issues with blending in state machine ( if it starts immediately then blend cuts a little bit of rotation which results in incorrect navigation)
- if we have rotation then it most likely should be a specific angle with specific timings
so, after working in the industry for many years and doing hundreds and hundreds of animations, I've noticed, even with all scripts and stuff I'm still doing root motion manually, simply because it depends too much on a particular task
in Smart Layer I focused more on what could be done with animation layers, to solve most common tasks in the most efficient and simple way, assuming the user knows how to animate and how to deal with things like root motion
seeing some users asking for root motion extractor, maybe it can be added as a separate module, or maybe even as a separate script, because technically, a lot of applications of Smart Layer doesn't need root motion, It's just more convenient to have it
Just want to clarify before I commit to purchasing this if you are able to answer. You have an example of an animation transitioning from run to idle, in several different end states, but would this be capable of doing things like going from a looping run cycle to an idle effectively (to cover all cycle to idle states) and vice versa?
Hey, the script does not make any "ready to go" transitions from run to idle or from idle to run, etc. It allows to adjust an already existing animation to a different one. For example, if you have an animation "from run to idle1" you can change it to "from run to idle2", the script will compensate for differences between idle1 and idle2 poses. The whole process of adjusting animations to match different idle poses is a part of an animation routine, and that's what the script is automating, but there is no magic, if you don't have some pre-made run-to-idle animation then the script won't magically create it out of nowhere
Looks amazing! With this plugin can i make an 8 direction walk cycle from a forward walk?
thank you! the plugin helps to speed up the creation of an 8 directon cycle. But you still need to know how to do it, it's not a "one magic button" solution
How did you create that main cntrl to follow the rig in advanced skeleton?
I bought your script but having a hard time following without having a main cntrl that follows the rig.
It would also be really helpful if you showed the script working on the rigs tested in the description (Advanced Skeleton, mGear, Azri, Pickle Rig*, HIK**, and others )
Hey, thanks for buying the script! What you see is called a root motion. The pelvis movement is extracted by position and then applied to the main control. It's a super easy thing to do with locators and constraints if you know the space-switching technique. Though the script doesn't care about root motion, you can pretty much ignore it and use it with other controls, but you'll have to move IK feet + pelvis + pole vectors (effectively 5 controls instead of one, so it's not that convenient). Unfortunately, I can't teach every user the basics of Maya, it is beyond my responsibility, I hope for your understanding. But you can mail me in case of any questions.
@@christophersmith2010 the early presentation was made with an advanced skeleton, and it worked exactly the same as in the video, I changed it on purpose to the custom rig, because I don't own the commercial license of that tool, to avoid any potential issues. But it's 1 to 1 match, same structure, same logic, very similar controls
я могу как-то выделить вершины сплайна по которому рут двигаеться? Иногда сплайн очень сильно в сторону уходит и этот изгиб хочеться сделать не таким сильным?
привет, сплайн генерируется исходя из ключевых кадров в слое, то что показывается в сцене - только его визуальное отображение, на работу алгоритма не влияет
т.е. поменять сплайн можно с помощью ключей, сдвинув или повернув контрол
если что можно писать мне в телеге @borovikmotion, готов ответить на любые вопросы
i have just animation mocap.this will work without a control rigs?just the skeleton animation?
hi, unfortunately no, you'll have to bake animation to some control rig, like hik, or custom one, because you'd need the IK to control the feet
@@borovikmotion okay,good to know,thanks
It seems pretty amazing. And it works apparently with biped, quadrupeds, and most kind of creature rig!? Does it works with maya Creative? And is there any tutorial/documentation available?
Hi! The script works with quadrupeds, in fact, the leg count doesn't matter here at all, it's all just transform nodes. There is a kind of limitation in spline algorithm usage for extremely elongated quadruped characters, they would require a more sophisticated approach.
No documentation yet, but the script has animated "animbot-like" tooltips with an explanation of what each feature does. The tutorial is in progress.
Unfortunately, I wasn't able to test it with Maya Creative, as I own only a regular Maya.
Thanks!
Выглядит интересно. Надо попробовать в работе. Спасибо за шер.
Will it work in 2019 version too?
And can four-legged animals also see the same results?!!
hey I did a little testing in 2019 and so far it worked, but because of different PySide2 behavior - a couple of icons in the interface are black instead of white :D it should be super easy to fix but unfortunately I don't have maya 2019 at home
with four-legged animals, it will depend on the algoritm, for the offset it is exactly the same, for transformation and spline correction it is slightly different, but still works for not very elongated characters. Especially it works great for turns on spot animations
@@borovikmotion Thank you for quick response!
Your work is very useful and awesome!
Выглядит очень и очень круто!
@borovikmotion скрипт мое почтение) на сколько систем можно активировать одну лицензию? допустим, есть рабочая машина и домашняя, могу я пользоваться и там и там?
для single freelancer лицензии - можно
@@borovikmotion есть ли возможность купить из россии?
@@deniroberg по странам нет ограничений, но у гамроада могут быть оганичения по работе с банками из некоторых стран. Вроде бы такая ситуация как раз с российскими банками. Тут уже люди ищут обходные пути чтобы заплатить с зарубежной карты. Я сам живу не в рф, поэтому не знаю точно
@@borovikmotion понял, принял! спасибо за ответы)
Does this work for uneven Terrain as well?
hi, the transform algorithm works for turns in any direction x, y, or z, in --180+180 degrees range. Spline algo works also in any direction, but stable results are obtained from -135 to + 135 degrees range ( for more degrees user has to add more keys ). But rotation of the character happens always aligned to the normal vector of the surface. It works really great for characters like spiders or monkeys, whenever character has to be parallel to the surface. For bipeds it looks weird when the character is not vertical, keeping character vertically will be added in the next update
@@borovikmotion Thank you for the prompt reply!
Very coool! Definately gonna purchase!!
This is a miracle. Want to buy it!
Very useful tool, thank you. I want to clarify, does it have the ability to do mirror animation?
no, no mirror is involved. it just "bends" animation into a new one. btw mirror tool is an Idea what I have in mind for the next script :)
@@borovikmotion
That's wonderful news!
@@borovikmotion Может быть mirror функциювыкатить как дополнение, неудобно кучу скриптов покупать, запускать, морочиться. Посмотрите в сторону overrig, animbot, zootools. Можно сделать что-то вроде BoroTools =-D, К тому-же по анимации сейчас рынок открыт для вас, анимбот только мелкие баг фиксы последние года два делает, последний большой релиз был в начале 2022 года, после этого тупо единичные фиксы, а денег анимбот приносит единственному создателю десятки миллионов $ ))))) Нужно смотреть в сторону анимбота, это самое денежное место и конкурентов у него всего парочка, Overrig, Getools, zootools и по мелочи всякое
is the price for a perpetual license? or per month?
Hi! yep, it is a perpetual license, includes all future updates, no subscription or payments per months, etc.
that's crazy, Perfect
So cool! It's a life saver.
awesome script!
不知道有没有blender版本或者3DSMAX版本😋
不幸的是,没有,除了 Maya 之外还没有其他软件的版本
@@borovikmotion 我以为都是用python写的脚本,至少可以转到blender,价钱和maya一样也没问题😁
Есть тестовый период на ваш плагин, что бы его подробнее рассмотреть?
тестового увы нет, это потребовало бы гораздо более изощренной системы валидации лицензии, это надо создавать сервер, отправлять туда данные пользователя, как-то их хранить, проверять, и если сервак накроется то скрипт перестанет работать, в общем много проблем, не стоит того
@@borovikmotion понимаю, что это лишние вложения, но без теста ценник довольно дорого выглядит. Что бы люди захотели заплатить даже $50 им нужно попробовать этот продукт.
@@StanShakhov 1 час работы аниматора стоит 20-30$. скрипт одним своим применением на одной анимации экономит сразу несколько часов. цена должна быть не 50 баксов, а 150. раздаю считай даром))
согласен с @StanShakhov
@@gapeevdima7712 fyi когда скрипт выйдет из беты в релиз - цена будет выше