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While a shelf is quick and easy to set up, you could also create buttons
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in a UI panel, like the one we created in 13, that would select each joint
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Set the Animation Preferences
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Let s set up the scene so that we can animate it correctly First, make sure you are animating for the proper output If you are animating for video output, you should be using 30 fps (that is, if you are in the United States)
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To set the frames per second, choose Window | Settings/Preferences | Preferences Select Settings from the left side of the Preferences window Set the Time attribute to NTSC [30fps] Change the types of tangents that will be used to interpolate the animation data in and out of every keyframe that is set Select Keys from the list on the left and change the Default In Tangent and Default Out Tangent to Clamped The Default tangent is set to Spline, which always makes a smooth curve between the keys to simulate smooth acceleration and deceleration Using Spline as FIGURE 15-2 How spline and clamped an animation type can cause the object to tangent settings affect the interpolation of slide or continue moving after it should have the keyframes stopped Using clamped tangents helps this situation by making the animation curve straight, meaning there is no movement, when two adjacent keys have the same value Figure 15-2 shows how each tangent affects animation
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It s always a good idea to set keys for the bind pose at the beginning of the animation You can key the bind pose by keyframing all the attributes of all the controls at the bind pose This is important, because you may want to change skin weight, create blend shapes, or texture the character afterward It s easy to create a bind pose:
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Spline tangent
Make sure the character is at the bind pose Choose Modify | Evaluate Nodes | Ignore All This temporarily turns off the IK, constraints, and dynamics
Clamped tangent
Maya 8
The Complete Reference
Select the spine_root joint and choose Skin | Go to Bind Pose If you don t see any movements in the joints, you re ready to go Otherwise, you have to snap each control to the appropriate position, such as spine_CTRL to the spine_root joint, LT_footCTRL to the LT_heel joint, LT_armIK to the LT_wrist joint, and so on Then choose Modify | Evaluate Nodes | Evaluate All Keyframe all of the control objects at frame 1, so by just scrubbing the Current Time Indicator to 1, you will achieve a bind pose In the Range Slider, type 1 in the Playback Start Time field Move the Current Time Indicator to 1 and use the Outliner to select each control object Press the S key to keyframe all the attributes Try posing a character at frame 1 and then move the Current Time Indicator to 1 to see if the character goes to a proper bind pose
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Now you are ready to animate!
Create a Walking Animation
We will first attempt to create a walk cycle In this exercise, you will learn to use Maya s built-in FK/IK switching system called IK blending:
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In the Range Slider, set the Playback Start Time to 1 and the Playback End Time to 100 Frames 1 through 100 should appear in the Time Slider In the toolbox, click Persp/Graph/Hypergraph Choose Panels | Orthographic | Side from the Hypergraph window Since the character is walking parallel to the Z axis, we can mainly use the Side view to see the progress Figure 15-3 shows how the Workspace is laid out It s best to keyframe the main body movement first and then layer the detail of other body parts animation later For a walking animation, the first objects to animate are pelvisCTRL, LT_footCTRL, and RT_footCTRL At this point, be sure that only the lowresolution version of the character is visible Set the Current Time Indicator to frame 1 Select the pelvisCTRL object (either in the view window or using the shelf button) and in the Side view, move it about 2 units forward and 1 unit down Select the LT_footCTRL object and move it forward, so the pelvis of the character is in the middle of both feet
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