|
heya Waqas, answers to those questions may probably vary from person to person, each with different experiences/skill levels.
Here would be my answers.
1. There are multiple animation import/export scripts around on various sites. My personal preference is PAIE (python.attribute.import.export) found here.
its stable, fast and works well. This method preserves your keyframes and exports them to a custom file, which can then be imported to any similar rig.
However, tied with your 2nd question, you may want to look at character sets and trax editor (the reason I didnt put this as initial answer was due to various reasons, they can be unreliable, maya 2011+ has issues writing its .ma files if character sets are present and they can be tricky to get into pure keyframe data for manipulation again.)
You need to select all of your characters controls objects and create a character set from their attributes.
2. For merging/blending animation clips you’ll want to have used character sets and then in the trax editor, to export animation as a clip. that clip can then be imported to another file and retimed,merged and blended with other clips in the trax editor.
3. You can use mayas animation layers to layer pieces of animation (they are found next to maya display layers -> bottom right of the screen).
4. This is somewhat trickier to answer as it completely depends on the rig your using, as there isnt a “one-fits-all”. However you can contact the rigger and ask if they can advise you what to do, or most of the time, they’ll have a script that will work.
As for the post infinity cycle with offset in the graph editor, you can view the cycles under View -> infinity (in the graph editor), however as you said, you can’t edit the automatic curves, but im sure someone knows a work around ( from the top of my head i can think of perhaps using smart-bake (Edit -> keys -> bake simulation))
I hope that helps.
Lee Dunham | Character TD
ldunham.blogspot.com
|