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  • 100+ pages of course notes and step-by-step tutorials.
    1.5 hour video
    of the Master Class
    Bonus: example videos and files
    Extra video tutorials
    on how to keyframe animate in MotionBuilder.
    Python scripts
    showing the power of accessing poses and the control rig from custom attributes.

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Blog Posts


Maya 2012 : HIK menus and MEL commands (part 1)

Maya 2012 : HIK menus and MEL commands (part 1): "

Great post from the MayaStation blog.

"With Maya 2012 the HIK menus and windows have been revamp. Here are some of the most needed MEL commands to use the tools without going through the UI

The basic thing to know is that you need to set the current character in order to affect it, this is done by:

To set the current character

//in this example I am setting Character 2

$gCurrentCharacter = "Character2";

Once the character is set, we can use it with these commands

Locking the Character definition

Creating a new Characterization

Creating a ControlRig

Deleting a Control Rig

Using the skeleton generator

Setting the source for a HumanIK character
//to control rig
mayaHIKsetRigInput( "Character1" ); updateHIKCharacterToolEnableCheckBox();

//to stance pose
mayaHIKsetStanceInput( "Character2" ); updateHIKCharacterToolEnableCheckBox();

//to set to a character input
mayaHIKsetCharacterInput( "Character1","Character2" ); updateHIKCharacterToolEnableCheckBox();

Choosing a keying mode, i.e. full-body, partial, or selection
//full body
optionVar -intValue keyFullBody 1; setKeyingMode( );

// body parts
optionVar -intValue keyFullBody 2; setKeyingMode( );

optionVar -intValue keyFullBody 3; setKeyingMode( );

Turning on and off pinning for individual effectors
//Here I am Character1_Ctrl_RightWristEffector as the effector

setAttr "Character1_Ctrl_RightWristEffector.pinning" 0;

//pin Translate
setAttr "Character1_Ctrl_RightWristEffector.pinning" 1;

//pin Rotate
setAttr "Character1_Ctrl_RightWristEffector.pinning" 2;

//pin all
setAttr "Character1_Ctrl_RightWristEffector.pinning" 3;

Baking the retarget to the control rig or skeleton
//Bake to Skeleton without opening the options
hikBakeToSkeleton 0;

//Bake to Skeleton with opening the options
hikBakeToSkeleton 1;

//Bake to Control Rig without opening the options
hikBakeToControlRig 0;

//Bake to Skeleton without opening the options
hikBakeToControlRig 1;


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