https://i.ytimg.com/vi/pvVgf9jETyo/hqdefault.jpg
Tutorial showing how to create a skeleton for a simple polygon model, skin it using heat map, setup the skeleton for Human IK, create a Human IK control rig, importing mocap files, and applying them to the rig.
All done in maya 2014
source
16 responses to “Skinning Rigging and applying mocap data using Human IK tutorial in Maya”
Can you please tell about change or define a new bind pose?
I've import some animation, and trying to retarget it to a new skeleton, and so it need to be a T-pose as i know.
How can I change this?
https://youtu.be/pvVgf9jETyo?t=473
How can I do this selection by white color?
I use Maya 2016, and looking for the way to select hierarchy easily, but it seems that this is really dificult or not intuitive at least.
oh man, I need help with this, it just wont let me paint the weights, I was following everything but Im stuck..
when i click heat mapping my pc stucks.
can i use closest distance instead of heat mapping ?
Scary as hell, but thank you
25:00 that face! LOL! made my day. Nice tutorial man keep it up!
Nice
Is that you? Character… Looks just like you! 😛
Best tutorial ever! thank you!
I LOVE YOU YOU ARE THE BEST TEACHER ….aside from the mumbling but at least you only mumble things that arnt that important to the project
thanks!!!!!!!!!
I learned more about 3D animation from you in 30 minutes then I did in my life time, thank you <3
why no bvh ?
Good tutorial!
Although, you could have added a skeleton through HumanIK which would have named everything for you. Also, the control rig could have been made in HIK as well.
thank you for sharing this..
this is only with the mo cap examples i was kinda hoping to show how to get this to work with bvh files 🙁