Home Gallery Resources The Team Rules chat Login Register
Pages:  1 2 [3] 4 5 6 7
Author Topic: Animating in Maya with Control Rigs, Baking, and Exporting into Brawlbox  (Read 41605 times)
0 Members and 1 Guest are viewing this topic.
Eternal Yoshi
Heroic Kitten
**
Offline Offline

Posts: 2425


Boss? Is that you?

  • Awards KCMM Old Timer Super Saiyan Topic Active Contributor Former PMDT

  • View Profile Awards
    « Reply #30 on: December 22, 2013, 07:16:57 AM »


    That's a very strange issue that I have never encountered while working on Simon...

    I'm not exactly sure what to do in this situation other than maybe bring up a scene with the animation unbaked and try baking again.
    Logged


    KingJigglypuff
    Meme Machine
    Moderator
    ****
    Offline Offline

    Posts: 7206


  • Awards RAGE!! >9000 Hyperactive Contributor Heart Container

  • View Profile Awards
    « Reply #31 on: January 16, 2014, 09:57:51 AM »


    I'll be setting this thread to Sticky now. I should have done this earlier.

    Since this thread is Stickied, Necroposting is allowed. So don't be afraid to post something is this thread is dead.
    Logged

    I don't take requests.

    My PSA Thread

    Eternal Yoshi
    Heroic Kitten
    **
    Offline Offline

    Posts: 2425


    Boss? Is that you?

  • Awards KCMM Old Timer Super Saiyan Topic Active Contributor Former PMDT

  • View Profile Awards
    « Reply #32 on: January 17, 2014, 04:29:32 PM »


    Thanks.

    Word on the street has it that the dkAnim script allows you to import .anim files that Brawlbox outputs.......................
    Logged


    KingJigglypuff
    Meme Machine
    Moderator
    ****
    Offline Offline

    Posts: 7206


  • Awards RAGE!! >9000 Hyperactive Contributor Heart Container

  • View Profile Awards
    « Reply #33 on: January 17, 2014, 04:31:30 PM »


    Word on the street has it that the dkAnim script allows you to import .anim files that Brawlbox outputs.......................
    Woah.

    So does that mean importing Animations to give them the Maya Touch could be possible?
    Logged

    I don't take requests.

    My PSA Thread

    Eternal Yoshi
    Heroic Kitten
    **
    Offline Offline

    Posts: 2425


    Boss? Is that you?

  • Awards KCMM Old Timer Super Saiyan Topic Active Contributor Former PMDT

  • View Profile Awards
    « Reply #34 on: January 17, 2014, 05:18:15 PM »


    Actually it means you may be able to import wait and fall animations which will be important for making new animations for characters that have existing falls and wait animations, allowing for your new stuff to have seamless transitions.
    Logged


    Gamma Ridley
    ~Mercenary~
    Boss Kitten
    ****
    Offline Offline

    Posts: 4606


  • Awards Featured Super Saiyan Topic Heart Container Famous Hacker

  • View Profile WWW Awards
    « Reply #35 on: January 27, 2014, 04:36:28 PM »


    Question about bone pinning: how does it... work.

    Like, I know how to turn it on and such, but I can't get it seem to work for hands. It does work sometimes, though, so I'm guessing there's a certain threshold of bending and when it's exceeded, the pinned bone follows anyway....? Either way, what's the proper procedure for pinning?

    Edit:

    JK

    Turns out you have to make sure Full Body is selected rather than Body Part when you pin it.

    Like so:


    Thanks a lot Maya Online Help for not specifying. GG
    « Last Edit: January 27, 2014, 04:55:21 PM by Gravity » Logged


    Eternal Yoshi
    Heroic Kitten
    **
    Offline Offline

    Posts: 2425


    Boss? Is that you?

  • Awards KCMM Old Timer Super Saiyan Topic Active Contributor Former PMDT

  • View Profile Awards
    « Reply #36 on: February 08, 2014, 08:54:11 AM »


    <a href="http://youtu.be/BNCH5bjS5i8" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/BNCH5bjS5i8</a>
    « Last Edit: February 08, 2014, 08:57:47 AM by Eternal Yoshi » Logged


    Sammi Husky
    Lol Kitten
    *********
    Offline Offline

    Posts: 873


  • Awards Fiery Topic Renowned Hacker >9000 King for a Day

  • View Profile Awards
    « Reply #37 on: February 08, 2014, 12:53:50 PM »


    woah wait is that importing The existing Brawlbox animations? :O
    Logged

    Eternal Yoshi
    Heroic Kitten
    **
    Offline Offline

    Posts: 2425


    Boss? Is that you?

  • Awards KCMM Old Timer Super Saiyan Topic Active Contributor Former PMDT

  • View Profile Awards
    « Reply #38 on: February 08, 2014, 02:57:04 PM »


    Why yes it is. Let's see where it goes.
    Logged


    Sammi Husky
    Lol Kitten
    *********
    Offline Offline

    Posts: 873


  • Awards Fiery Topic Renowned Hacker >9000 King for a Day

  • View Profile Awards
    « Reply #39 on: February 08, 2014, 03:14:58 PM »


    AWESOME! Would by chance be updating the tutorial with a dinky little part describing how to do this for people who don't know what dkAnim is? i've found it..but some people may not know how to google things lol

    EDIT: also, must this be used with maya 2014? or is it compatable with 2013?
    « Last Edit: February 08, 2014, 03:16:34 PM by sammi-huskyEX » Logged

    Eternal Yoshi
    Heroic Kitten
    **
    Offline Offline

    Posts: 2425


    Boss? Is that you?

  • Awards KCMM Old Timer Super Saiyan Topic Active Contributor Former PMDT

  • View Profile Awards
    « Reply #40 on: February 08, 2014, 04:26:02 PM »


    This isn't done by dkAnim, but something else.

    Let's say that this is still in a testing phase ATM. I'll let you know when things proceed.
    Logged


    Sammi Husky
    Lol Kitten
    *********
    Offline Offline

    Posts: 873


  • Awards Fiery Topic Renowned Hacker >9000 King for a Day

  • View Profile Awards
    « Reply #41 on: February 08, 2014, 07:15:07 PM »


    ahh i see. mkay then, sounds great
    Logged

    Large Leader
    I'm shocked I'm allowed to still have this.
    Angel Kitten
    ***
    Offline Offline

    Posts: 3036


  • Awards Renowned Hacker Active Contributor Diamond in the Rough Super Saiyan Topic

  • View Profile Awards
    « Reply #42 on: April 28, 2014, 11:22:09 AM »


    As has been suggested by EY and KJP, I'll start animating in Maya.

    It took forever to find out that S was to make keyframes and such.

    What I'm curious to know is that are the feet bones set to be pinned to the ground at the start?

    I don't even know if Pinned is the right word, but that's the only word that's coming to mind at the moment.

    Great tut, EY. Between your ExtGFX tut and this one, you've been able to get me through in one piece Tongue

    Post Merge: April 27, 2014, 09:51:31 PM
    HOLY CRAP!

    I just animated two steps (literally, left foot forward and right foot forward) and it...

    It just did everything for me...

    EY, can I marry you?

    And I figured out the pinning thing (or at least I believe so)



    Okay, I got another question.

    How would I animate a forward translation?

    Would I do that after I import it into BBox or is there a good way to do it in Maya after I've already made a keyframe?
    Logged



    Quote from: Miacis
    In other words, LURK MORE.
    Quote from: LC-DDM
    In other news, birds fly, sun shines, fishes swim, and the sky is [censored]ing BLUE.
    Quote from: Miacis
    3. ... You seriously don't know who Clinton is?
    Quote from: Haseyo
    If only hacking Brawl paid bills.
    Quote from: Nanobuds
    O snap
    Quote from: DrPanda
    But you are in a Smash Bros. thread.
    You can't have an opinion here.

    pikazz
    Heroic Kitten
    **
    Offline Offline

    Posts: 2286


    Machinimator!

  • Awards Renowned Hacker Pin Collector Good Citizen Helping Hand

  • View Profile Awards
    « Reply #43 on: April 28, 2014, 01:59:30 PM »


    How would I animate a forward translation?

    Would I do that after I import it into BBox or is there a good way to do it in Maya after I've already made a keyframe?
    you mean how to animate so it moves forward (with the TransN bone?)

    either editing directly with Maya on the TransN bone or remove all the Z translation and give it to TransN in brawlbox
    Logged

    Stupid Tinypic :C

    Large Leader
    I'm shocked I'm allowed to still have this.
    Angel Kitten
    ***
    Offline Offline

    Posts: 3036


  • Awards Renowned Hacker Active Contributor Diamond in the Rough Super Saiyan Topic

  • View Profile Awards
    « Reply #44 on: April 28, 2014, 02:50:02 PM »


    Yeah, the biggest problem I was having was that when I set a keyframe, that if I wanted to animate it forward, that I'd have to either animate every few frames forward, or to do it as I went through it.

    I guess I'll just give it TransN movement when I've put it in Brawlbox.

    Is there a way to only set keyframes to the rotations that are done? I tried the shift w (or e, was it?) and it didn't set the rotations.

    Post Merge: April 28, 2014, 07:11:41 PM
    Alright, a couple of problems:

    First, when I tried to go to Edit>Key>Bake Simulator

    I wasn't able to find the options for the Bake Simulator. Instead, it just ran through the animation itself without giving me any options to change.

    And also, when I tried to export it, I couldn't find "animExport" (which is what I believe is the setting in your export setting pic).

    I am using Maya 2014.
    « Last Edit: April 28, 2014, 07:11:41 PM by Tidus » Logged



    Quote from: Miacis
    In other words, LURK MORE.
    Quote from: LC-DDM
    In other news, birds fly, sun shines, fishes swim, and the sky is [censored]ing BLUE.
    Quote from: Miacis
    3. ... You seriously don't know who Clinton is?
    Quote from: Haseyo
    If only hacking Brawl paid bills.
    Quote from: Nanobuds
    O snap
    Quote from: DrPanda
    But you are in a Smash Bros. thread.
    You can't have an opinion here.

    Pages:  1 2 [3] 4 5 6 7
    Print
    Jump to: