Alejandro Franceschi’s Post

Clean #MoCap in #Autodesk #Maya from hours to minutes, with an automated script.

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Senior Technical Animator at Bloober Team

Hey guys, I think it's time to share what I've been cooking for the past 6 months - a major update of the Smart Layer script. New modules, new features, full support of quadrupeds, wall walking, automated leans, feet sliding fix, pelvis correction, space switching, curve filters and more. Even good mocap systems still have a little bit of annoying feet sliding. The script does the speed analysis to define steps, finds problem spots, and applies a layer to counter-animate the sliding. All happens automatically, even a huge mocap take can be fixed in seconds. (10:26) In the new version, quadrupeds are supported in "flexible mode", which allows the creation of smooth walk-in-circle and walk-by-spline animations for any custom character. Huge thanks to Gustavo Ruivinho who kindly provided animation, and Truong cg artist for the rig (01:23) There is an option to keep start/end poses "not bent", which is extremely important for game animation, to avoid ugly blends in the game engine. Keeping poses is crucial for directional starts, turns, skills, etc. Transition happens organically and without feet sliding (02:24) The transform algorithm is a unique and a very powerful feature, it allows to rotate the character in all 3 dimensions. The creation of wall walking was never so easy, here is an example of how to create a wall walk for a creature in just 4 keys. Animation by Andrei Baronov (04:01) There is an option to deal with complex trajectories. Draw any curve, press the "match from curve" button and the script will build the walk by spline. The script is also able to automatically calculate the leans according to the real-life physics formula (05:28) And of course, there is an option whether to keep the "vertical rotation" from spline or not. The direction of "verticality" is customizable (06:32) When the distance of the path changes we have to deal with the legs overextension. This can be fixed with automated pelvis correction. For example, characters at the outer radius walk longer distances and receive correction downwards. Inner characters receive correction upwards. (08:25) After the release of the first beta, I received a lot of questions about how to deal with the root motion. The new version contains a root motion extractor and a space switcher, closing 99% of what average animator needs. Supported bake to world, parent, custom, IK, AIM, snapshot (11:22) As a cherry on top, I've added curve filters. Smooth, intensity, interpolation. Written in OpenMaya API makes it work fast. Plus it supports quaternions, which allows to smooth rotations safely and avoid gimbal lock issues. (13:27) The script is available on my Gumroad page: https://lnkd.in/dU5-rCYy The update is being actively tested (so far everything is good) and as a part of the Christmas sale, a 25% discount is available in the next 96 hours, the code: x37sqyb Happy Animating and Merry Christmas everyone!

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