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IKINEMA Action for Maya

IKinema Menu
 
  • Create IKinema Solver - populates a chain to IKinema solver; This needs to be executed first before any other commands are given to IKinema
  • Create position task - adds a position constraint for the selected bone in the chain. This bone can be then moved via the Move Tool
  • Create position task with offset - adds a position constraint for the selected bone in the chain with an offset. To do this, select a joint, then the source object, for example a locator, and execute this option. The task will then maintain the relative offset defined during the creation of the task. You aso need to Toggle IKinema on selection before executing this command to calculate the offset properly.
  • Create orientation task - adds an orientation constraint for the selected bone in the chain. This bone can be then rotated via the Rotate Tool
  • Enable target orientation - allows manipulation of the joint in one of three modes, see here.
  • Create look-at task - defines a look-at behaviour on the selected joint. To do this you need to select a joint then a taget object before executing this task
  • Create force - adds a force on the specified bone. This force could have a direction, magnitude or it could be a support force with a given support ratio. The magnitude of the force can be changed via the Scale Tool. The direction of the force can be changed via the Rotate Tool. The balance is enabled from Solver Attribute window, Enable Moments. Every bone needs a valid mass specified, by default the mass is calculated from the length of the bone.
  • Create Center of Mass - adds a Center of Mass task. This task needs information for the mass of each bone.
 
  • Set Rest Pose - sets a new rest pose inside the solver; To be used for rigs only
  • Set match Pose - set a new match pose for retargeting
  • Adjust Match Pose - allows adjusting the match pose during retargetig or marker solving; To do this, seect a joint from the solver and execute Adjust Match Pose; The plugin will remember all settings. You now have the freedom to adjust the pose in FK mode. Once ready with the new pose, execute again Adjust Match Pose to return to your setup with retargeting and/or marker solving reconnected.
 
  • Bind animation source - bind a source to a target for retargeting purposes. For the case: 1) select the root of the source, 2) select the root of the target and 3) execute this command. IKinema will automatically search for bone names that can be automatically linked for retargeting. A task on the root for translation purposes will be also created. Important make sure that both the source and the target at the same (or very similar) body postures before executing this command, for example T-instance.
  • Bind source joint to joint - connected animation from a source joint to the solve. This is used for retargeting
  • Bind source joint to task - connect source joint's position channels to a position task. (in version 2.5) use teh new options below to perform the same operation.
 
  • Bind source joint to task using Point constraint - select a source joint then a target joint and execute this command. A position task will be created with a Point constraint to keep it to the source joint. You can animate on top the offset using IKinema's Task offset tool. 
  • Bind source joint to task using Orient constraint - select a source joint then a target joint and execute this command. An orientation  task will be created with an Orient constraint to keep it to the source joint. You can animate on top the offset using IKinema's Task offset tool. 
  • Bind source joint to task using Dual constraint - select a source joint then a target joint and execute this command. A position task and an orientation task will be created with a Point constraint and Orient constraint to keep it to the source joint. You can animate on top the offset using IKinema's Task offset tool. 
  • Retargeting editor - Run after executing Bind animation source. From this GUI you can link source joints to target joints for task and/or bone retargeting.
  • Bake Animation - bakes the animation generated via IKinema by key-framing task and disconnects IKinema from the target figure.
  • Bake transform - Select a bone (target/source or any bone in the scene) to bake a transform that follows this bone. You can use this transform as a retargeting source. Select the transform, then the target root and execute retargeting editor. Select the transform and then the desired bone to link via task retargeting.
  • Copy to Source/FK - If a source skeleton exsists (created via IKinema or linked via retargeting) you can propagate IKinema character body posture to the source via this command.
  • Show Limits - display limits visualization
  • Toggle tune limits mode - takes the character to rest pose for tuning limits
  • Toggle IKinema on selection - you might decide to disable IKinema on a series of bones. To do this, select a bone in the hierarchy and use this menu item to disable of bones down the chain from the solver. In this way, one can remove fingers, toes, etc. from the solver and handle these separately via a second IKinema solver. You need to use this mode for connecting tasks with offset
  • Delete IKinema - deletes IKinema from character
  • Rig Editor - utility for faster work on generic setups. The UI include presets and single panel tuning options  for the commonly used activities –marker solving, retargeting and generic real-time game rigs
 
  • Mocap - options for streaming from various mocap sysytems
  • IKinema Tools - various tools described below
  • IKinema Examples and Tutorials - link to example scenes and tutorials