MOTEK - Motion Technology Entertainment






Site Map
Search
Intro | News | About Us | Gallery | Stockmoves | Downloads | FAQ | Press | Links | Contact

 

Stockmoves Tutorials:
Maya - Foreword -

When you have converted Stockmoves data into a scene for the package of your choice you will get a hierarchy with markers and a hierarchy with bones. Similar to the "Marker" and "Skeleton" views as they exist in the Stockmoves application.


Stockmoves MarkerView vs converted marker hierarchy


Stockmoves SkeletonView vs converted skeleton hierarchy

What we'll do is bring this data into our 3D package (we'll be using Maya) along with a skeleton that we want to use. For simplicity we will start by using a default skeleton in the first tutorial. Then we will constrain the skeleton so it moves along with the Stockmoves data. The reason we do it like this is that this allows you to have a great deal of control. You have a lot of freedom on how you want your skeleton to be setup. You can go with a default skeleton or build your own with a lot of extensive controls built in (like a spline IK solver for the spine for example). Other advantages of this method are that you can create a character with totally different proportions than the Stockmoves character. Imagine a fat cartoony dwarf character with short arms and legs.....

Lets start with a simple skeleton....


Intro | News | About Us |Gallery | Stockmoves | Downloads | FAQ | Links | Contact Us