This courses teaches you how to easily drive any biped custom rig with MOCAP data through Maya's Human IK system and speed up the animation without any major pipeline change or extensive technical knowledge needed. Software Required: Maya 2016.
This course, Non-destructive Retargeting of MOCAP Animation in Maya, will help CG artists (both animators and generalists) who want to have their characters driven by MOCAP in a simple and effective way. First, you will learn how to evaluate a custom character rig from a MOCAP retargeting standpoint and how to set up Maya's Human IK system to communicate to your custom rig. Then, you will learn how to import any bipedal MOCAP animation clip and apply that motion to your character in just a few easy steps. Finally, you will learn several tricks on how to speed up the animation process without the need of extensive technical knowledge while working within pipelines lacking MOCAP support and you will increase your productivity in realistic character animation. By the end of this course, you'll know how to drive virtually any bipedal custom rig using motion capture data, relying only on Maya native tool and Human IK system. Software Required: Maya 2016.
Amedeo has over 12 years experience on animated projects.
While starting off as a generalist he specialized in character animation and contributed to various projects at award-winning companies like Double Negative VFX, Scanline VFX, and Ilion Animation Studios. He's currently Head of VFX and Animation courses at Met Film School London.
Section Introduction Transcripts
Section Introduction Transcripts
Course Overview (cheerful music) Hi, everyone, my name is Amedeo Baretta, and welcome to my course, Non-destructive Retargeting of MOCAP Animation in Maya. I am a CG Generalist, specialized in character animation, and currently working as program leader for Visual Effects for Film and Animation courses at Met Film School in London. While animating on a number of productions, I often found myself wanting to use motion captured data as a base for my blocking, or depending on the situation, sometimes even as a final animation. However, it rarely happens that the customer rig I was working on, or the pipeline itself, offered out-of-the-box support for MOCAP data. Have you ever found yourself wanting to animate a character with Motion Capture data, but having a custom rig you don't know how to set up to accept such data, in an easy and time efficient way? If the answer is yes, then look no further. In this course, we are going to learn how to evaluate a customer rig for MOCAP retargeting purposes, and how to drive it with MOCAP animation, using only Maya's native tools without having to resort to complex set ups and addons. All of this while, learning some useful tips on how to keep your workflow efficient and your files organized. By the end of this course you will know how to drive virtually any bipedal custom rig using Motion Capture data, relying only on Maya's native tools and HumanIK system. Before beginning the course, I suggest you should be familiar with the basics of Maya's UI, and the main front end elements of a rig, mainly Joints, NURBS Control Curves, Locators and Constraints. From here on, you should feel comfortable diving into more advanced animation with courses on MOCAP Clean Up, Animation Layers, and Animation Principles should you feel you don't master them yet. I hope you will join me on this journey to learn how to drive your character using Motion Capture data in Maya in just a few minutes with the non-destructive retargeting of MOCAP animation in Maya course at Pluralsight. (cheerful music)