finally finished Chip! (for thoes who may be confused I have a lot going on IRL ATM so I talked to @salakirby and he let me finish Chip not on stream! I love live-streaming but I don't have the time or stability to do a project strictly live-streaming it where I am right now! I hope this changes soon!) his animation was a fun one! (admittedly hard due to a lot of counter animation due to my faulty weight-painting skills)
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Ok here it is, the walk-through I’ve been meaning to make for a while. This is really long, so I’m sorry if it eats mobile screens!
Note: this is not a rigging tutorial, this is not a Maya tutorial. This walk-through assumes you know how to navigate Maya and some rigging basics (such as how to use groups to orient a control curve, or add an attribute to an object)
Get your model with intact skin weights and joints, because you just want to get to the part where you animate, and don’t got time to plot your own joints or paint skin weights.
It’s a good idea to put the geometry into one layer, and the original joints, let’s call them the bind joints, into another layer. Set a color to that one so you always know which ones are the bind joints.
We’ll be using Advanced Skeleton so make sure that is installed first. Hide the geometry layer and Import in the ‘cat’ FitSkeleton thingy.
There it is!
Scale it up using the circular control on the floor.
Snap the FitSkeleton joints to the bind joints and remove, delete, and add in any ones you may need. Pay close attention to the labeling system Advanced Skeleton uses; read the ‘?’ tooltips for their IK labels and attribute labels to make sure any section you’re adding or removing joints from will still work if it might interfere with an IK.
A lot of the pokemon models don’t have a joint between the ‘root’ or the ‘chest, and Advanced Skeleton will probably make something broken if you try to match that. For necks and spines that don’t have mid joints, just leave in one on the FitSkeleton for stability’s sake.
I don’t remove the ‘pastern’ joint on the front legs (that one that’s before the actual foot but after the elbow) I just put it really close to the foot joint, but if you remove it, you probably have to re-label the front leg joints to match a human arm instead? Idk, I don’t do that.
I ignore the some of the joints I don’t want Advanced Skeleton to mess with; like the asymmetrical bang and the neck fluff. I’ll make my own controls for those later.
Leave the ‘heel’, ‘toe end’, ‘big toe’ and ‘pinky toe’ joints that are coming off of the wrist and back ‘wrist’ joints, you’ll need those to make foot rolls. Turn the geometry back on and place those joints accordingly.
Check the bottom view to make sure they’re aligned properly there, too. You want them to be in the spot you want to foot to roll/rock from, not the anatomical spot.
Orient those suckers you just warped all out of alignment.
Save a new version, double check your joint labels, cross-reference them to Advanced Skeleton’s labeling system, and cross your fingers, it’s time to press the ‘build’ button.
Yeah! Looks like it worked! Maya didn’t implode and the build didn’t stop halfway through due to some issue or other. Go through the controls and make sure they all move how you wanted them to.
Using the control vertices of each control (only the control vertices, do not try to transform or scale the control itself; they all have a bunch of connections on them, and doing that will probably break 5 or 6 things) go ahead and scale/transform them into the size and shape you want. I recommend turning on the geometry so you can see how it’ll look.
Focus on one side for the symmetrical controls; Advanced Skeleton has this lovely feature that mirrors the control edits across.
Don’t forget to also do the FK controls (the little crosses are the FKIK switches)
Color-code those controls! Advanced Skeleton has a button for that, too!
Go into the outliner (which I hope you’ve been keeping clean) and find the ‘Motion system’ folder in the FitSkeleton tree. Hide it.
Quickly make some simple FK controls for those parts of the rig that Advance Skeleton didn’t make, shouldn’t take long. I usually parent a master group of them to the most stable bind joint they’ll be following; so the neck fur goes either to the neck joint they’re coming off of or the the next one before it if I want a little more control and don’t want to have to counter-animate it so much. The bang’s group I parent straight to the head joint. Etc. etc.
Go back into the outliner and turn ON the ‘deformation system’ in the FitSkeleton tree, if it isn’t already on. Turn off all other joints, you should only have the deformation system and the original bind joints.
One-by-one, go through the deformation joints and parent constrain the bind joints to them. Make sure you check your outliner frequently and maybe even the node editor from time to time if Maya sends up a warning, it probably means you parented in the wrong order and there’s a double constraint somewhere. Deformation joints will be the parent and the bind joints will be the child.
Make sure Maintain offset is on!
Once that’s done it’s a good time to test your rig and see how it’s all moving.
After this, the only thing left is the face. Make a control shape that will host the ‘eye’ and ‘mouth’ attributes. This next bit is a bit of a drag, and I use this tutorial video for it (which conveniently also has a pokemon!) EDIT: missing video :C
If you can’t find out where to access the placedtexture’s attributes, you can easily get to it if you open the hypershade window, click on the texture shader, and graph the inbound and outbound connections. It’ll be the first one in the line.
That little purple one there.
Don’t forget to constrain the face control to the head bind joint so it’ll move with your rig.
Save your file, and start thinking about either what you want to animate, or which other pokemon you want to rig, because, my pal, you’re DONE!
Go forth, peeps, and make pokemon rigs to populate your reels!
Animation in Unity - FBX Problems and the Alembic Cache Solution [Solved + Links Below]
After a lot of issues (see pictures) when trying to export my animations from Maya as an FBX file and bringing it into Unity I found a way that worked for me.
This is what I wanted to do:
I was trying to create a base model FBX with the joints and blendshapes attached to it but without any animations. I then wanted to create separate animation FBX exports so eventually I would have one textured model and attach those animations to it, which would be smaller file sizes than exporting every model + animations.
The problems:
The FBX exports were acting weird when I imported them back into Maya, it looked as if random blendshapes and corrective shapes were turned on. I tried a lot of different ways to export the model with the joints/rig but in the end I found out that my rig (made with Advanced Skeleton) was too complex to handle in a game engine. Game engines use single hierarchy rigs and no complex face rigs. I had created a separate face rig with blendshapes that wasn’t a single hierarchy with the body rig. So even if the animation did work in Unity, the “intricate” facial expressions were lost and looked odd.
The solution:
After trying all the solutions I could find online and failing, I rediscovered the alembic plug-in for Unity. I had seen it before but didn’t try it at that time because the instructions were in Japanese. But since it was the last thing I was going to try I figured it was worth a shot. I luckily found some video tutorials on how to install it and it worked perfectly! The only downside to using alembic caches is that you have to texture every cache you use in Unity (but maybe there’s a script for automating that? I’m not a coder at all). I’m also using this for exporting Maya’s Bifrost liquid simulations into Unity.
Links:
ADAM: The Evolution of Alembic Support in Unity
Alembic Cache Plug-in for Unity
How to install/use the Alembic Plug-in for Unity (skip to 03:40 in video)
Just a quickly made one second test to see if some of the eyes and mouth blendshapes are working (the blink that the rig created wasn’t looking good so I made a blendshape for it)
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For the rigging part I started off using Rapid Rig but I didn’t like it so I’ve changed to Advanced Skeleton (which is free by the way) and so far been getting much better results. Still needs some more weight painting and the facial rig isn’t done yet, but it’s starting to look decent. Kinda.
in advanced skeleton, a function appeared to build only eye rig. My life is a little happier
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В адвансед скелетон появилась функция добавления только рига глаз. Моя жизнь стала чуть счастливее
❤🦖