Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 13-02-2014 , 01:01 AM
Registered User
Join Date: Feb 2014
Posts: 10

plugin to convert existing skeleton to be IK ready?

Hi,

I have a character imported from DAZ, with SKELETON, WEIGHTS and texture preserved, it is ready for FK animation. Both skeleton and weights are quite accurate, so I want to keep them, ideally.


But I am wondering if there is any plugin / quick method to "preserve and convert" this already existing skeleton and weights, so that it is IK ready.

Do I need to go through the whole manual IK setup, or is there some auto-rig plugin that can use this already existing skeleton and weights, and make them IK relatively quickly?

Thank you!

# 2 13-02-2014 , 03:11 AM
Registered User
Join Date: Aug 2011
Location: Sliema Malta
Posts: 497
I go over a plugin that I use this same workflow on through Pinocchio. I have found it works pretty good. You will still have to set the rig up but you get full IK/FK for the body in about an hour on the first try. Since I use it a fair bit I can rig a character in 12 minutes. Fastest I have done yet was 6.

Maya - Rigging Toolbox Plugin (Arm Build) - YouTube

# 3 13-02-2014 , 07:36 AM
NextDesign's Avatar
Technical Director
Join Date: Feb 2004
Posts: 2,988
Why don't you just use Maya's HumanIK system?


Imagination is more important than knowledge.
# 4 13-02-2014 , 12:04 PM
Registered User
Join Date: Feb 2014
Posts: 10
Thank you so much for this

I will go for this plugin, I needed something like this
As I am quite new to maya animation, all such info helps so much saving time

# 5 13-02-2014 , 07:03 PM
Registered User
Join Date: Aug 2011
Location: Sliema Malta
Posts: 497
@NextDesign. I actually use both. Concerning my game rigs and wanting to have easy secondary control over mocap retargeting I use a HIK binder rig that is controlled from the mocap skeleton I characterized. I then have these controllers bound to the binder rig. I then pump the files out to Trax to store on a timeline for animation import into game engines...

If you want a quick and easy method tat is pretty good I suggest HIK as well. IT will give you a control rig that is very powerful. I was simply showing how to get a standard rig in a short amount of time.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads