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Xav's Maya 5 PLE Animation Sets Tutorial
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Author:  OCAdam [ Sat Feb 21, 2009 10:45 pm ]
Post subject:  Xav's Maya 5 PLE Animation Sets Tutorial

Making anim sets in Maya 5 PLE, as typed up by Xavious for me while we talked on MSN/Trillian.

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Make sure you have the animation mode selected in the upper left corner.

First order of business is to select the root bone and the Meshes involved.

Then go under Character, select the options for it, give it a name, then create it.

Now go to Window -> Animation Editors -> Trax Editor.

Go under Window -> General Editors -> Visor. Click the Character Clips tab in the Visor.

In the Trax editor, select the name of the Character set you made.

Select Create -> Clip, but make sure you Click the option button.

Type out the animartion's name, and check the Leave Keys In Timeline option. For time Range, select Start/End. Type out the starting and end frames for the animation.

Repeat this for every animation, but on the last animation, deselect Leave Keys in Timeline option.
NOTE: THIS DELETES ALL ANIMATION KEYS YOU MADE. THERE IS NO TURNING BACK AT THIS POINT. MAKE SURE YOU SAVED BEFORE STARTING THIS.

With those all done, go to your visor and you'll see a bunch of clips with the names of your anims + Source at the end of their names. Your goal is to middle mouse drag these onto the Timeline in the Trax Editor so they match up with the frames they originally were on when you animated it.

Recommendation: Write down what the keys are for each animation so that you have this for quick reference.

Then, basically, its all done. Open up UEd, then go back to Maya and select the root joint and all meshes related to this thing, and click the skull button in the UEd exporter tool bar. You'll want to choose the package to put it in and the name for it, though it will be the same as the character name by default, so there is probably no need to change it. After that just click the export button.

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