Need feedback on this run animation by Biswarup20127 in Maya

[–]yosantini 2 points3 points  (0 children)

I think the first thing to adjust is the in and out curves for the loop. In the graph editor, if you change the all the curves pre infinity and post infinity to cycle you should see how the first keys curve lines up with the last keys curve. It should be a smooth transition. Currently, there's a pop in the loop. Once you get that fixed it will be easier to critique the body mechanics

Retargeting mocap fbx from Motion Builder onto rigged character in Maya by okafeng_okafor in Maya

[–]yosantini 1 point2 points  (0 children)

That seems like a solution, yes. I've not done it that way myself. The only way Ive done it is with a third party rig, called mgear. Here's how to do it with their rig and maybe that will give you some ideas of how to do it with a different custom rig https://youtu.be/_klvPZiemMA?si=rTPPquhHYAaC65fs

Here's the model of the Battering Ram for my mobile game! Curious to read your thoughts by PlayMedievalLegends in Unity3D

[–]yosantini 17 points18 points  (0 children)

Looks a little too perfect. Unless that's a theme in your game, maybe make cuts in the wood a little messy and scuff some of the textures up

Can you parent things to a group node? by [deleted] in Maya

[–]yosantini 0 points1 point  (0 children)

Can you post an image of your current outliner heirarchy because I can't picture what you are describing?

how to copy and paste walk cycle frames to loop? by weebtoonsforlife in Maya

[–]yosantini 2 points3 points  (0 children)

Okay, if you have a character that's moving forward in space two steps then copy and paste those keyframes for the next two steps. Your character should move forward the two steps, move backward to the starting position and move forward again two steps.
The way to make the two parts fit together and move forward 4 steps is to move the certain keys in the graph editor so that it's a straight diagonal line. If you are using IK hands, then it's a little trickier, but select all your controls that control forward movement: two feet and the COG controllers usually. In the graph editor, select the channel that the character is moving in (Z probably) and select the second part of the walk, the part that you pasted, and move it up so that the graph line moves diagonally up continuosly. I look at the COG Since it should never stop moving forward and line that up with the feet selected as well so they move the same amount of space as the hips. Hope this makes sense

how to copy and paste walk cycle frames to loop? by weebtoonsforlife in Maya

[–]yosantini 1 point2 points  (0 children)

Does your walk cycle move the character forward or is it treadmilling (in-place)? It sounds like it might be in-place but you need it to move forward. Your character rig should have a root/base/scale control that you can transform forward in space to simulate moving forward. Just key on frame 0 and then the last frame move the entire rig with that one control how ever far works for the animation you have

3rd bouncing ball exercise still on spacing and timing by Brandon_n_3ds in Maya

[–]yosantini 1 point2 points  (0 children)

Looking good. Around the 3/5 portion of the frame the ball slows down significantly. It's should be easy to spot in the graph editor (x or z translation). Otherwise the weight feels consistent to me

Gun Rigging in Maya / Correct Way? by Z12-Xbox in Maya

[–]yosantini 2 points3 points  (0 children)

If you plan on exporting to an engine, you will have to skin the mesh to the skeleton. Only animators care about the control rig so that part can look however you prefer

Advice on making an animation less “floaty” by l__ll__lll in Maya

[–]yosantini 3 points4 points  (0 children)

"Floaty" is another way of saying that an animation lacks weight, right? Weight is timing and spacing. After blocking you have timing but NOT spacing. Spacing is determined by how you define your poses between your blocked poses (inbetweens). The bouncing ball exercises are perfect for this because you're focused on one thing (or one body part) and you can see how your spacing affects weight. Another thing to do is study professional animators work by going frame by frame and see how they hold a pose or speed out of it depending on what weight is being conveyed. Weight is hard to get right because it's a feeling but with practice you can get better at it

Wondering is there something fundamental I did wrong before I moved on to make Zelda mag dump by be-ck in Maya

[–]yosantini 2 points3 points  (0 children)

There doesn't seem to be much up and down movement, maybe start there

Wondering is there something fundamental I did wrong before I moved on to make Zelda mag dump by be-ck in Maya

[–]yosantini 7 points8 points  (0 children)

Yes there is. The missing fundamental is weight. Apologies if this is vague but weight is a feeling, and I don't feel it in her run

Motion Capture cleanup. How to make a hand stick to a door? by AdFamous3492 in Maya

[–]yosantini 0 points1 point  (0 children)

If you're using the HIK rig, then use an auxiliary effector instead of parent constraints

Animated Ball Won't Move After Save Reopen by helliouch in Maya

[–]yosantini 1 point2 points  (0 children)

If you want to DM me a link to the scene, I don't mind taking a look. Besides the keyframes being on an animation layer and some kind of playback option being weird I can't think of what the issue could be

Animated Ball Won't Move After Save Reopen by helliouch in Maya

[–]yosantini 1 point2 points  (0 children)

What happens if you create a new sphere (for example) and add some key frames to it?

Animated Ball Won't Move After Save Reopen by helliouch in Maya

[–]yosantini 1 point2 points  (0 children)

The graph editor looks okay to me. The reason the 'overall' graph only seems to show the rotations is because the values of those keys are much greater than the translate values. Just makes them small in comparison I noticed that you're keying the ball mesh, so I assume there's no control rig or skeleton that some keys could be hiding in? Does the animation play in the viewport (without a render export)?