HOW TO USE SkeletonWorks |
Note: This a beta release of this feature. To provide feedback please email bvanbrande@aw.sgi.com
SkeletonWorks builds a Maya skeleton based on presets or procedures The script uses the Maya production-proven tools like joints, ik-handles, expressions, set driven key, constraints, and character nodes to produce the high quality skeletons no different then hand built skeletons.
The user can modify the skeletons with high level controls like arm length and shoulder width, or manually tweak selected joints to fit the character.
Presets are stored in a library with different sections. Users can modify and save the presets, analyze their existing skeletons to create a preset skeleton or build a preset from scratch using a text editor.
Procedural skeletons pop-up a UI for extra user input. After this the skeleton is procedurally built.
The skeletons are fine-tuned for specific applications. A skeleton for games is build for efficiency and speed. Skeletons for special effects production has generally more controls, more joints, more detail etc.
Maya 2.5
Maya 3.0
skeletonWorks.mel is compatible with Maya version 2.0 and higher.
To start skeletonWorks, source the script or create a shortcut on one of the shelves.
INSTALLATION
This tab has a fixed section with global and X,Y,Z scale sliders.
If the preset has control groups, this tab will also display sliders for these groups: ie leg length, arm length
Checkboxes allow for scaling along selected/predefined axes.
UI - EDIT
The tweak move and scale sliders allow you to tweak individual or groups of joints.
If mirroring is activated, then the script will move the second joint in the opposite mirror direction of your first selected joint. (select an even number of joints)
The second option allows you to move with or without the hierarchy.
UI - TWEAK
Directory for skeleton library, stored with maya_prefs. Restart skeletonWorks after changing this option. You can reset the variable by typing following command in the script editor: optionVar -sv swLibrary "$/aw/skeletons"
Default joint orientation: when not specified in skl preset file.
Check boxes to create IK and to execute the embedded Mel-commands when creating a skeleton. Verbose mode will give a bit more info.
UI - OPTIONS
1. General workflow to create skeleton.
2. General workflow to analyze skeleton
WORKFLOW
SkeletonWorks Skeleton Data file format.
recognized items with input options:
(*) Joint options can carry more joint info: degree of freedom, joint-stiffness,.. This way procedural skeletons can be build: caterpillar tracks, milliped,...
THE .SKL FILE FORMAT
joint
name parent xpos ypos zpos option=value(*)
ik
name startJoint End-effector Solver Parent
control
name axis_of_scaling (xyz) list of members of controlgroup
cmd
mel-command with options executed while building skeleton (**)
postCmd
mel-command executed only in post-process
info
general info line (everything put here will be printed out)
(**) Every mel-command can be used: you can source a complete Mel-script!
SKELETON PRESETS DEFINITIONS
Human
biped
biped skeleton with IK, inverse foot, controls and character node.
biped_detailed
biped with set driven key on footroll, expression on hip, display handles
biped_games
basic biped with twoBone IK-solver
Animal
dinosaur
dinosaur by Samy Ben Rabah with controls and ik.
horse
basic horse, no ik
milliped
multi-legged creature with time delay expression on feet.
Mocap
ASF-skelet
preset skeleton for ASF motion capturing
Fantasy
jester
fantasy character from A|W with ik and control groups
minion
fantasy character from A|W no ik
Misc
circleJoints
procedural skeleton example which calls circlejoints.mel script
To create more skeletons of the same preset in the same scene: add a prefix to the hierarchy (Modify > Prefix Hierarchy Names...) to avoid name clashing.
The skeleton library needs to be in c:\aw.
If you installed your aw-folder on a different drive then execute following command first (in the script editor):
KNOWN LIMITATIONS
(replace D: by other drive letter if necessary)
Send sample skl files or (skeletons in maya files) to be included in future library release to bvanbrande@aw.sgi.com. Credits given.
MORE INFO
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