HIK Retargeting with HEAT
Easily use Maya's HIK system with HEAT animations!
Last updated
Easily use Maya's HIK system with HEAT animations!
Last updated
The HEAT base character packaged with the HEAT Maya plug-in comes with a skeleton definition. This means that retargeting HEAT animations to any character that is characterized with Maya's HumanIK system is simple and seamless.
Begin by importing a base character into your scene using the 'Add Base Character' button () and apply an animation to it by selecting one from your library and hitting the 'Import' button ().
Open the HumanIK window by navigating to 'Windows -> Animation Editors -> HumanIK'
In the HumanIK window you should see the character 'HEAT_char' definition.
With another HIK defined character in your scene simply select your target character (the character that you want to have the animation retargeted to) under the 'Character:' field of the HumanIK window. Choose 'HEAT_char' under the 'Source:' field of the HumanIK window. The animation will automatically be applied to the target character!
Due to differences in character size and shape retargeting can sometimes need some adjustments to look perfect.
In the HumanIK window make sure your target character is still selected in the 'Character:' drop down and that you are on the 'Definition' tab of the HumanIK Window.
There are many settings in this window that can be tweaked, but most often what will be necessary will be within the 'Retarget Specific' drop down.
If your target character seems to be floating off of or sinking through the ground try changing the 'Hips Level Mode' and 'Anke Height Comp Mode' to 'User'. Then you can tweak the 'Ankle Height Comensation' number up or down until you have proper floor contact.
For more uses and further descriptions of the HIK Properties please refer to the official Maya docs at https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-EB6801E1-1DA2-4E47-8C45-F7159AA452F1
You may notice that if you are to now delete the source character (HEAT base character) that your target character will lose its animation data. This is because we need to finalize this whole process by baking the animation to your target character.
In the HumanIK window make sure your target character is still selected in the 'Character:' drop down and that you are on the 'Definition' tab of the HumanIK Window.
The animation will now be baked to your target character skeleton and you can now delete the HEAT base character from your scene without worry.
When baking the animation you can also choose 'Bake To Control Rig' if you intend to hand animate on top of the existing animations.
Click the HIK settings drop-down button () and select 'Edit Character Definition -> Edit HIK Properties'.
Click the HIK settings drop-down button () and select 'Bake -> Bake to Skeleton'.