All Topics  ▪  IKINEMA Action for Maya

IKINEMA Action for Maya

General Options
  • Rig Type

Drop-down menu for switching the current procedure and settings preset.
Human – template for real-time humanoid generic characters
Dragon – template for real-time dragon like characters with two or four legs and tail
Elephant – template for quadruped characters with front and back extensions (like tails and trunks)
Retarget –UI for retargeting procedures
Marker solve – UI for setting up solving from markers

  • Create Rig button – creates an IKinema solver for the current bone selection(See “Include selected end joints in solver” for procedures)
  • Lock/Unlock button – toggles locking of the current template so it stays active when deselecting IKinema element in scene
  • Solver Iterations – sets the accuracy of the solver. Higher values increase the accuracy increasing the time for calculations per frame. The recommended value ranges for real-time rigs are 30-60, for retarget and marker solving 150 -500
  • Export Rig button – exports current IKinema setup in file format that can be read by game engines (currently Unreal 4 game engine)
  • Include selected end joints in the solver checkbox – used to set how the exclusion of joint chains is executed. To exclude joint chains (like fingers, hair and cloth chains, auxiliary joints) select the root joint of the bone hierarchy and  SHIFT select the starting join of such chain/s. If the checkbox is ON the last bone included in the solver will be the selected (for example for excluding fingers select hips and SHIFT select the wrist joint). The children of the last selected joint/s won’t be included in the solver. If the option is OFF the joints added to the selection using SHIFT won’t be added to the solver (useful when you want to exclude single side joints like volume and auxiliary joints). It is recommended to create a selection macro for complex characters (copy the corresponding command from the Script Editor in Maya and save it to a file)
  • Visual representation of the character interactive area – used to create/assign IKinema nodes. Changing the template will change the appearance. Refer to the workflow sections for individual options. Created tasks appear in circles half or fully filled representing Positon, Orientation or Position&Orientation task types. Selecting a task in the GUI acts like selection in the scene and its exposed parameters become active and available for editing in the parameters area. If bone is selected its parameters are set active and available for editing. Note that selecting a bone will grey out the unavailable options like task properties.
  • Parameters editing area – used to tune the exposed main properties of the selected IKinema node (task or joint included in the solver). Only the most commonly used parameters are exposed in the Rig Editor. For accessing any IKinema property use the Maya Attribute Editor or the Channel Box.
  • Position Weight – sets the task weight for the Position parameter
  • Orientation Weight – sets the weight for the Orientation parameter
  • Depth – sets the number of affected bones between the task joint and the root joint in the solver. Default value is set to  influence  the entire skeleton.
  • Animation Influence – percentage parameter that is linked to the Local Retargeting Gain (how much the joint is affected by a source animation)
  • Stiffness (retarget and marker solving only)– sets the  stiffness of a joint equally on  its three axes
  • Pin Influence – percentage value for influence from a Pin object. Pin objects are created on real-time and optional for retarget rigs. Refer to workflow sections for individual use.
  • Set Key button – sets current Pin Influence value as an animation key.
  • Move Pin to FK button – matches the Pin object to the FK skeleton without creating keys.