The second half of the work I did was to automate the process of moving data around between Motion Builder and Maya, and to make tools for the animators that lightened their loads when it came to exporting and retargeting animations. I was also responsible for a batch conversion pipeline.
On the project there were animations in Motion Builder FBX files that were intended for reuse, which meant loading and retargeting multiple animations across multiple characters. This is a case (if only minimal edits are required) where the HIK system in Maya can be used to blast through conversions and free up animators for other work. Also, as many of the original animations were in single FBX files as Takes and the new decision was to have one file per animation (allowing multiple animators to work on the same character without file collisions in the version repository), the multi-take Motion Builder FBX files would need to be split in batch.
The Maya Human IK system as of Maya 2012 is usable and has a lot of good benefits. Much of what they say works out of the box really does, provided you stick within the system: the ability to retarget animations between characters of differing sizes and joint placements works very well, and the fidelity of those animations stays high. If you rename or reorient bones but still have a Characterization in place for both characters, the transfer will still work out. However, there were also significant downsides:
The Motion Builder to Maya one-click scene send did not work as expected 100% of the time. When transferring from Motion Builder to Maya, I often found that while the Characterization would transfer over the rig itself would not be properly connected, and many times did not even come in at the right position in the Maya scene. Baking the keys down to the skeleton, transferring, and regenerating the rig on the Maya side does work. You lose the editability of having less keys, but you get a one-to-one transfer between the two programs this way and the Characterization makes rebuilding and rebaking the keys to the rig a one-click process.
On the Maya side you lose a lot of the features you’d expect. For example, the animators complained about not having foot roll controls. Regular Maya constraints don’t behave the same way you’d expect, and adding onto an HIK rig can be trickier than building on top of a regular Maya rig. The strangest thing was that you can’t zero controls. If you want to return to the “stance” pose, you have to change the input to the skeleton, then key the rig at the frame you want to have zero’d, and finally go back to having the rig control the skeleton. Editing curves on the HIK rig can be frustrating, as both the FK and IK objects are used to control the final position of joints and the different Human IK modes for posing and interaction pull at the body parts in different ways; often animators were baffled about which controls were causing jitters or other issues, and it was usually a control for a body part much higher up the hierarchy. Lastly, the HIK controls and skeleton don’t have the same orientations as the bones they’re based upon. If you’ve set up your skeleton in Maya properly with behaviour-mirrored arms and legs, you’ll find that you have to pose HIK-rigged characters’ limbs separately anyway. (I only had time to look into these issues for a moment, as I had a lot on my plate; if there are easy solutions that were overlooked I’d love to know what they are.)
I had a look at the system and the commands it used when I walked through the Characterization and retargeting processes, and determined at the time that Python was not the way to go for the retargeting pipeline itself. I found in tests that it was more work to get the MEL functions behind the HIK system working from Python than it was to write MEL wrapper functions and call out to them from Python when necessary. It was also more efficient to use the MEL functions as they were, as opposed to pulling them apart to find the necessary node connections to set up the system on my own.
There’re a few lists of functions available online already (as I discovered on [insert blog link]). Here’re the ones I ended up using.
HIKCharacterizationTool, HIKCharacterControlsTool — These bring up their respective windows / docked panels. I found that not having the relevant window open made the functions that depended on the window being open fail, so keep that in mind when running HIK commands in batch.
getCurrentCharacter() — Returns the name of the current character as a string.
hikBakeToSkeleton — Bakes the keys from the rig or from another character being used as a retargeting source to the skeleton. I used this function when exporting from Maya to the game engine.
characterizationControlRigDelete() — Completely removes the control rig from the scene and sets the source for the character back to its skeleton.
setRigLookAndFeel(name, look number) — There are a few different looks for HIK rigs. In batch I found it nice to set the one I preferred before saving files out for animation fixes.
mayaHIKgetInputType — Returns 0 if input type is Stance Pose, 1 if input type is skeleton or control rig (I guess this means “self”), and 2 if input is another character.
mayaHIKsetCharacterInput(character, input character) — For retargeting, allows you to set the input of one character to be another in the scene.
characterizationCreate() — Creates a new Characterization node. You can rename the node and then make the UI recognize the new name with the following command.
characterizationToolUICmd — Useful for setting the current character name: characterizationToolUICmd -edit -setcurrentcharname [name]
setCharacterObject(object name, character name, characterization number, 0) — I don’t think I’ve seen this documented elsewhere, but this does the connecting during the Characterization phase from your joints into the character node. It appears the connections are specific and need to be fit into particular indices in a message attribute array, so the “characterization number” is something you need to figure out ahead of time if you’re doing a large number of these in batch. Some important numbers:
Ground | 0 |
Left Thigh | 2 |
Left Calf | 3 |
Left Foot | 4 |
Left Toe | 118 |
Right Foot | 7 |
Right Toe | 142 |
Right Calf | 6 |
Right Thigh | 5 |
Pelvis / Center of Motion | 1 |
Left Clavicle | 18 |
Right Clavicle | 19 |
Left UpperArm | 9 |
Left Forearm | 10 |
Left Hand | 11 |
Right UpperArm | 12 |
Right Forearm | 13 |
Right Hand | 14 |
Neck Base | 20 |
Head | 15 |
The nice thing about this is that once you know all the numbers, you can slide them into attributes on the joints in your skeleton and use that data to apply characterizations later on.
Going forwards, if I were to use the same tools again in another production (and in cases where animation needs to be transferred between two differing skeletal hierarchies, it would make sense), I think I’d pull the code apart a bit more and have a look at how the connections are made at the lowest level, then rewrite a chunk of this code in Python.
One more thing: using the standard functions, sometimes the UI will take a bit to catch up. Unfortunately, this means that functions which take inputs from the relevant UI will fail in situations where running them manually will work fine. EvalDeferred didn’t fix this issue for me every time, possibly because of how Qt and Maya are connected together and how they both do lazy updates at different times. I haven’t delved much into PyQt and Maya’s Qt underpinnings just yet, but the updating behavior is something for further study. In the interim, I found that using the maya.utils.processIdleEvents
function to make sure all events were taken care of after doing major steps in the characterization or baking processes helped the UI catch up.