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Skeleton Animation (Maya)
Part 1.
Skeleton Model
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Mesh Model With Joints
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Setup Settings
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Joints Connected With Model
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For the beginning i opened maya, imported the skeleton model (FBX). Then i selected the skeleton and used quick rig to create a geometry for all of the mesh then i clicked on embed method and selected polygon soup and clicked create/update. Then i selected each dotted joints around the skeleton separately to match each part of the body. Afterwards from the skeleton rig generation i replaced skeleton and control into to skeleton only and clicked create/update then for the skinning i kept the same default settings and clicked on create/update which gave me the lines of the joints connected with the skeleton.

Skeleton Setup (Short Video)
Part 2.
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Afterwards from here i imported another model (FBX) but its CG which then i deleted the unnecessary placements in the outline and then i selected the model and used hierarchy from the selected menu then i rotated the model which was already animated. From the Rotated X aces i put 90 to make the model to stand straight then i clicked on human IK to assign each part from the model to the system. Then i doubled checked if everything is working and placed in the right parts of the body then i renamed it (Vicon) and switched the character from Vicon to Skeleton and the source menu from none to Vicon which allowed me to have the original skeleton model connect to the CG model for the movements of the animation.

Skeleton Setup (Short Video)
Project Progression
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Animation Movement (Preview)_

I got this character model free from CG Trader. in order for me to open this file i created a project window and dragged the file in the maya folder then in the inner face i imported it and added materials for the character afterwards from previous work i did the same method. i made a skeleton quick rig for it then i imported the FBX file that i used from Vicon program then i attached them both. I also noticed that in the video there were some rigs that made my character move really bad but in time it will be fixed.

Mocap Session
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For this i was grouped up with 5 colleges in the class to start a mocap session. As you can see above the images that was taken during the session, i had to put on a mocap suit and the other members of the group was setting up the room with the camera's and the program from the computer. Julia placed 24 tiny balls onto the suit that i was wearing. Afterwards when everything was set up we started to capture the pose movements of me moving in the scene and projected onto the program.

These videos are the performance that i took part of from the session.

Assignment
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These are the models that i created to animate into the scene, i also modeled the environment. However the batman character i downloaded it from CGTrader which was free. From the mocap session i used one of the FBX animated movements and connected it with the batman character then i afterwards i continued animating everything else.

Final Result (Short Video)

This is the end result. However i had issues rendering the scene and plus some of the render images wasn't  completed because they was left in the university which i couldn't go back because of the virus situation, instead i just placed the lights on and did a playblast which the end result turned out good. 

Assignment 3
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For this assignment project i decided to use 2 groups of different mocaps from my group and another. In here i didn't create this character, i got this model (Spider man) from CGtrader. However for the skin i re-maked it by changing the colours to black and blue from Photoshop and imported it into the character. Also as you can see i added a human IK rig to the character which i did the same method from previous work from my assignment 2 with the batman character.

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From here i saved 4 poses of FBX mocap animation movements and saved them as a maya file and named them all different. then i went ton windows/TimeEditor and imported the first 2 poses to the timeline and blended them together with match relocators which connects all mocaps together.

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Then from here i grouped all the animations together. then imported the spiderman model that is rigged into the scene.

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Then i connected the model to the mocap that is animated into the TimeEditor. Afterwards i imported my assets to the scene and created a short video.

Video Of Rigged Character and Mocap Connected (Short video)
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This is a video of the all the animations that i used in the time editor into this scene.

Final Result (Short Video)
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