i decided to take some of the work out of working with the maya rig in blender… you’ll have to forgive my model but he was only 3000 verts to manny’s 42,000, and i wanted to make it as streamlined as i could… but the droopy arm is fixed and the ik bones no longer get in the way…
http://www.mediafire.com/download/wvj7w7k7djcs4lg/Default_anims_2.zip (direct link) 2mb zip…
here is the readme:
prepare model
- open the pose figure
- fit your model around mine, keeping in mind that my model was a bit skinnier than the original (you’ll see the stretch marks)
- delete my model
- parent your model to the armature (ctrl P) with automatic weights
add animations
- from main menu go ‘file>append’
- go to the blender animation you want and select, go to the ‘action’ folder and select anim
- in ‘dope sheet > action editor’ of blender select the anim’… and you’re done…
FBX export
for the first export you need the mesh too… then you just need the anim
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file>export>FBX
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in ‘main’ check selected objects (make sure you selected them) and pick mesh (first time) ‘and’ anim
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in ‘geometries’ binary 7.4… smoothing dropdown pick ‘face’
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in ‘armatures’ ‘uncheck’ add leaf bones…
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in ‘animation’ just leave them all checked… and export
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maya and blender do not get along… you can add a couple of bones to the end of a string of bones, but never to the middle
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NEVER NEVER EVER edit the bones in edit mode (except as stated above), it will corrupt the mesh for all the other animations… not even just to straighten them out
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while in ‘pose mode’ you can tweak the animations to your hearts content… cheers
keep pushing forward…
northstar