I'm not sure how widely known this technique is, since I just stumbled upon it myself, but in case it's of use to someone, I thought I'd post it.
I had this mocap lying around (clips below).
This sea of data is counter to any kind of keyframing, and reducing it manually is very slow, however Maya now has animation layers.
Let's start by grabbing all our control objects (selection sets are good for this sort of thing) and clicking the anim radio button.
Still with me? With your controls selected, click that blue sphere with a cryptic yellow star. This allows you to key these objects on a new layer.
Now I'm going to go through the animation and stamp down the keys I want. In a way, reverse engineering keyframing over our mocap. When we're done, turn the weight back to 1. This kills a lot of detail in the animation, but if recorded in an artful manner, saves the right keys.
That's it in a nutshell. Now if you play the animation, it's more clear, easier to see the main beats, and easier to retime and alter key poses.
This is also useful for revising sections of your animation. Do the above setup, but set a zero key 1 frame before you begin altering the animation, then weight to 1, then grab frames, set a weight to 1 key, then a zero key and you're good to go.
clips to come.



Thanks Jeff! This is really helpful. I have been wondering how to use the animation layers. So can the animation layers be used to solve gimbal lock problems too?
ReplyDeleteno. euler filter!
ReplyDeleteand for your own rigs, pay attention to rotate order when setting up your joints and controls and it really helps. Norman, alas, has no consideration for rotate order so the arms gimble like crazy.
Oh! I see. No wonder I have problems with arms when there are extreme poses, especially in Norman.
ReplyDeleteSo how does the euler filter work? I just try to smooth and rearrange the curves when things go crazy.
the euler filter resamples your curves to reduce gimbal issues. The problem is once you run it, you have to keep running it because maya will tend to place the next key close to 0 (so if your rotation key is at 1440 and you set another key, it will be at 0). putting your rotation key type to gimbal helps to a degree, but it is slower to key with
ReplyDeleteJeff, I didn't quite understand the use of layers in this example - Sorry, I learn slowly :(
ReplyDeleteWould it be possible for you to do a small video tutorial using a simple sphere/ball animation - starting from what the original animation was, and how the layer was used to build on it?