I have a rigged hand model which I bought from Turbosquid. I don’t know much about Maya / animation / rigging so I’m kinda fumbling through trying to achieve something here, and I’m a bit stuck.
I want to be able to control different parts of the rig independently. Let’s say I want to be able to control the fingers independently. So I’ve created an animation (just a pose really, in each case) for these three cases:
- hand flat
- first finger curled
- second finger curled
My understanding is that I want to combine animations using the ‘Apply Additive’ node, and I’m driving them by variables like this:
However, when I do this, some crazy warping occurs. Here is a video showing what happens when I first increment Finger1CurlAlpha, and then Finger2CurlAlpha as well, and then remove each one in the reverse order:
I’ve zoomed way out (so you can’t see the hand in its neutral/flat pose) so that you can see how intense the mesh distortion is.
Without really knowing what I’m doing, my feeling is this might be to do with the rest pose for the mesh.
Here is what the mesh looks like in Maya:
And here is what it looks like when I import it as a Skeletal Mesh into UE4:
So it’s flipped. However, when I import animations, they are the correct orientation:
So my guess is that the person who made this model flipped it over and reoriented it at some point in the process, which means that these transformations are included in every animation. So that even though I’m only animating one finger bending, the whole rig has lots of other transformations baked into it at that point, so when I try to use them additively, it’s going crazy. Of course, I might be way off base here, because I really don’t know what I’m doing.
I’ve tried doing various things in Maya to fix this, for example doing Constrain->Set Rest Position on all the constraints, but that doesn’t seem to have helped.
Is there anyone out there who can help me figure this out?