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IKINEMA Action for Maya


Q: How to get my optical data into Maya?

A: If you have optical system and the proper IKinema license you can use IKinema – Mocap menu to stream or import. IKinema supports Vicon Blade, Natural Point Motive and XSENS systems. You can use FBX format to import, be sure Optical Markers checkbox in FBX import options is ON.


Q: Can I prescale and reorient the optical data?

A: Yes. For example use a group node. Further import over and streaming will respect the changes.


Q: No Actor in Maya? Can't find IKinema Actor?

A: There is no IKinema Actor and it is not needed. IKinema solves directly on the avatar – markers are linked directly to bones.


Q: My optical take doesn't have T pose?

A: Not needed. IKinema solves from any matching pose. Additionally you can try matching in different poses for best results – use Adjust Match Pose functionality of the Rig Editor. This is useful for example when your matching frame has displaced markers but they are OK elsewhere.


Q: There is no characterization, how IKinema maps the markers?

A: No characterization needed. Additionally you can link any marker to any bone even on additional prop jonts or artificial optical or virtual marker for peculiar or non standard character.


Q: Can I adjust the matching?

A: Yes, at any time. Use the Adjust match pose functionality in the Rig Editor.


Q: Can I have one marker mapped on multiple bones?

A: Yes. It is not recommended because this means the marker rigid groups will be incorrect half the time. It is useful however if you have very sparse marker set.


Q: Feets are sliding and hands are not rotating enough?

A: You can increase the Weight of the task – recommended values are between 3 and 10


Q: How can I force a marker to affect only one joint or limited number of joints?

A: Set the Depth of the task equals the number of bones you want being affected. For example for toe tip you can use one marker to have greater influence for better toe planting – decrease the task Depth to 1 and increase its Weight to 15.


Q: My avatar is wobbling, jitters and the joints are poping on limb contraction?

A: 99% of the time this is because of: 1. No proper matching in the marker cloud; 2. No adequate avatar bone lengths in relation to the real life actor; 3. Bad determination of marker rigid groups. It is highly recommended to use video or photo reference.


Q: What parameters have most common use in creating better solve?

A: 1. Retargeting gain – lower the default if you have good marker data and matching like 0.02

2. Stiffness – set it for example for the spine and test the motion to achieve the bending effect you like.
3. Task Weight – increase to have more local (like hands/feet) influence or global (like hips) influence.
4. Depth – it is not recommended to change Depth for many markers, only when you need some local effect like toe tips/fingers and you have enough markers for the rest of the limb

Q: My toes are OK but the heel is going away too much?

A: See if you have bad setup like 3 markers for the toes and 1 for the ankle. See that at least 2 markers are connected to the ankles and with Weight of 3-5. In most cases you can use the closest marker if it is placed very low on the shin or cross-connect with some of the toe markers.

Q: Knees/elbow not bending properly?

A: 99% of the cases it is due to mismatch, bad rigid groups and large difference in bone lengths.


Q: Can I store the setup?

A: Yes. Use the Export/Import solver in the IKinema menu.


Q: Can I solve quadrupeds?

A: Yes, and any creature you like providing you have the proper optical data (for example prop markers, virtual markers for avatar extensions etc.)


Q: I saw tutorial how to set foot penetration, is it possible for other body parts?

A: Yes. Penetration can be set on any task/marker rigid group tasks. This is useful when your character is laying or rolling on the ground.