Tuesday, 14 June 2016

Friday, 20 May 2016

Motion Builder 教學


希望以每週最少一部錄制教學,完成MotionBuilder教學。
以下內容是以前設定過的課程大綱,會依錄製情況做調整。

  • Lesson 1 :介面認識

  • T移動 R旋轉 S縮放
  • Shift+Left Click 平移畫面
  • Ctrl+Shift Left Click 旋轉畫面
  • Ctrl+Left Click 縮放畫面
  • Ctrl+a 物件置中
  • Ctrl+1~4 切面視窗面版
  • Ctrl+W 樹枝圖
  • Ctrl+E 透視攝影機
  • Ctrl+F 前視/後視
  • Ctrl+R 右視/左視
  • Ctrl+T 上視/下視
  • Alt+z/y 回復視窗操作
Preferences參數設定 saving/selective redraw/undo/Viewer
Asset browser
Navigator window
Layouts 自定面版
Transport Controls


  • Lesson 3 : Advanced Characterize 進階角色綁定
    • Degrees of freedom ( DOF )
    • DOF 完整說明
    • Characters extension
    • Create Auxiliary/effectors objects
    • NameSpace
    • Handles
    • Constraints 的使用
      • parent/Child constraint
      • 3 Points constraint
      • Aim constraint
      • Position constraint
      • rotation constraint
      • relations constraints
      • Relation
---------------------------------------
Damping operator
new scene
create a cube
copies 5 (ctrl+c then ctrl+v 5 times)
ctrl+w
p (parent mode)

add 10 damping operator
Other>Damping(3D)

damping effecter
Number>integer
click all damping factor connect to integer


drag all cube into relation constrain


  • Lesson 5: 動作進階 mocap clean 
    • Filters的運用 key reducing/ peak Removal/ smooth/ smooth Translation
    • FCurves的運用 layer/ Time Warp (Ghost) (Tangent)
    • Key controls
    • pose的運用 copy/past pose
    • Motion Trajectories
    • time and timelines 的運用 takes mark/loop
    • motion blend window
    • story
    • Mirror
    • In place
  • Lesson 6: re-target
  • Lesson 7:Setup an Actor
Add Favorite path in Asset Browser
Open 2_1_Opt_Data.fbx from Asset Browser
Create an Actor from Asset Browser
Align Actor to Markers
縮放Actro Body對齊肩膀高度
調整手臂的角度
調整腿的角度
  • Create a Marker set
    • 頭部
    • 胸部
    • 腹部
    • 膝蓋
    • 腳掌
    • 肩膀
    • 手肘
    • 手掌

  • Rigid Bodies
    • 頭部
    • 胸部
    • 腹部
    • 大腿
    • 腳掌
    • 上手臂
    • 手掌

Optical_Correction
Eliminating Noise
frame 255
select RSHO 5

Zoom in to see peaks in the optical data.
M-drag the Split line
Select Auto-Bezier
Eliminating Occlusion
frame 296
Eliminating Swapping
Frame427
Finalizing Optical Data
Save file as : ActorMove

  • Lesson 7 :Mapping Actor to a Character
  • 環境設定 
    • Preferences / selective Redraw
    • Layouts 進階設定
    • cameras 設定 camera Settings/ add new Camera/ Camera Switcher
    • Lights 設定
    • Shaders 設定
    • Surfaces 設定

HumanIK - setup tip : Degrees of Freedom


     Setup Degrees of Freedom before you apply Human IK onto your rig!

     HumanIK system is come from Montion Builder. It usually use in motion capture. Today, I want to talk about Degrees of Freedom. As an animator, if you had a chance to use HIK, and also pay attention to the rotation of elbow, knee, ect... It is obviously to found out the elbow control has three rotation value which annoyed animators a lot.

     To avoid this problem. In Maya, select the elbow/knee joints, then start check out the option on Attribute/ Limit Information/ Rotate.




In moition builder, go to properties panel. switch the filter to All(type). the Degrees of Freedom should be listed on the panel.

Notice! This setting could only apply on skeleton not HIK.

Let's take a look curves on this picture
Left side with red circle shows the result without DOF.
Right side with yellow circle shows the result with DOF.
The biggest different is Forearm FK controller.


I will discuss T-Pose next time.
========================== 中文版 ==================================
     在套用Human IK到骨骼之前, 先設定Degrees of Freedom!
 
     HumanIK是來自Montion Builder的控制器系統,最常被運用的地方應該就是motion capture。今天為什麼我講講Degrees of Freedom,身為一個動畫師,如果你有用過HumanIK,是有過什麼手肘、膝蓋等關節處,旋轉值不會只有一個,而是x、y、z都有。正常用IK Solver不會有這種問題,設定FK時也會限制旋轉軸向,而這些動作也是可以在HumanIK上設定的,但卻一直沒人去重視這個部分,實在很讓人頭痛。

避免這個問題,一開始在設定骨骼時,在maya裡只要針對手肘、跟膝蓋去勾選Attribute/ Limit Information/ Rotate下的最小跟最大值,就可以減少動畫師在調整手肘跟膝蓋時的麻煩。







而在motion builder 裡則是稱作Degrees of Freedom(DOF),在Properties裡先將顯示改成All(Type)就可以看到Degrees of Freedom的項目






只要在骨骼上設定好,HIK基本上就會依照骨骼的限制產生對的值,也就只會有一個旋軸的值。如果不做這個設定,當mocap的動作一套用上去,那HIK就會很"自由"的調動3個旋轉軸向。

看一下這張範列圖的曲線

右邊有紅圈的沒設置DOF
左邊有黃圈的是有設置DOF
最大的差別在前手臂的FK曲線


下次再談談T-Pose


Thursday, 16 July 2015

Maya animation export fbx command




For exporting animation.
There should add few lines to setting the fbxExport option before file command.

FBXExportBakeComplexAnimation -v true;
FBXExportBakeComplexEnd -v `playbackOptions -q -max`;
FBXExportBakeComplexStart -v `playbackOptions -q -min`;
FBXExportBakeResampleAll -v true

see FBXExport for more infomation:

code sample:
    mel.eval("FBXExportInputConnections -v false ;FBXExportBakeComplexAnimation -v true; FBXExportBakeComplexEnd -v `playbackOptions -q -max`;FBXExportBakeComplexStart -v `playbackOptions -q -min`;FBXExportBakeResampleAll -v true" )
    cmds.file( os.path.join( exportingPath,filename ) , force=True, options ="v=0;" ,typ="FBX export" ,pr =True, es= True )


I've tried to add those command into file - options flag. but it looks like doesn't work for the time range. That's why I put them before use file command.

Tuesday, 7 April 2015

Home work!

I am thinking to animate a set of character animations for Game in game engine like Unity or UE. Since I've been working in game industry for a decade. But all my works belongs to company or client. Right now more and more people develop their own games. This might be another way to contribute my work.

I already have some list of animation for like MMORPG.

The basic animation set will be :

  1. idle
  2. walk
  3. run
  4. physic attack
  5. magic attack
  6. damaged
  7. death
The pro animation set could be:
  1. idle
  2. idle-engage
  3. idle-tired
  4. idle-lookAround
  5. walk-4 directions
  6. run - 4 directions
  7. normal attack
  8. heavy attack
  9. special skill attack
  10. magic attack
  11. small damage
  12. big damage
  13. death
The emotion set
  1. happy
  2. cry
  3. talk
  4. wave
  5. nod
  6. no
  7. no idea
  8. thinking
  9. knee
  10. lets go
  11. okay
  12. thumb-up
  13. dance
  14. clap
  15. cheer
I will learn and use blender for this work. Hope it won't take too much time to learn. I am not going to publish is message until the basic animation set be finihsed.
Feel free to let me know if you have any idea or you want to join me.

Friday, 27 March 2015

Free 2D software KRITA




https://krita.org/download/krita-desktop/


中文介紹
http://www.playpcesor.com/2015/02/krita-photoshop-painter.html


Saturday, 9 August 2014

Script: Mirror pose in maya

This is a simple script for mirror pose ( X to -X, or -X to X )


download: pose


Put the file under "Documents\maya\scripts"
usage:
import pose
pose.copy() # save current pose
pose.mirror() # paste and mirror the copied pose
pose.paste() # paste copied pose
pose.pasteAtCtrls() # paste copied pose base on selected controller

To find out the mirror side. the script support key words below:
目前支援以下左右名命
RIGHT; LEFT
RT; LF
_R_;  _L_
Right; Left,
Rt; Lf'
_r_; _l_

將此檔放置於Documents\maya\scripts下
可左右( X 軸 )鏡射pose
使用方法
使用python指令
import pose
pose.copy()
pose.mirror()
pose.paste() #
pose.pasteAtCtrls() # 以選定的控制器為基點,貼上pose

配合poseLib使用,以彌補貼上pose的不足





預期新增
忽略X、Y、Z位移
以參考點原點 貼上及鏡射(已新增)

8/10 新增了pose.pasteAtCtrls()
可選定位移控制器,如ik hand , ik leg, hip等,直接貼上pose。
但為了通用性,使用此功能前,先創立moveControls 的set這些位移的控制器放進set中