Martin. Are you using mocap at all? If so,  I would recommend constructing
your own simple FK skeleton, managing its joint orients carefully in Maya,
and then characterize it with HIK in Maya before sending it to Mobu if
thats a part of your process.

I've never really thought about using HIK as a standalone rigging solution
in and of itself. Is anyone doing this?

Adam



On Tue, Jan 26, 2016 at 11:18 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES II]
<[email protected]> wrote:

> It (.ma) was probably the only thing I missed from Maya when I
> transitioned back to XSI. Well, that and NURBS modeling.
>
>
>
> I should add, if folks get into a habit of using this practice to hack
> data into and out of Maya, one of the best and cleanest ways to start is to
> use Maya ASCII with the Export and Import commands.
>
>
>
> 1.       It will reduce the .ma file to only the things relevant that you
> choose to export/import.
>
> 2.       It will ignore a significant amount of the interface setup in
> both directions
>
> 3.       Exports are automatically formatted to be “imported”
>
> 4.       The redaction will make the MEL data easier to understand and
> more specific to your stated goal.
>
>
>
> In general, once you get used to it and know what to ignore or be aware of
> you can manually generate .ma files to import data into existing scenes or
> use the exports to decipher the scene/graph structure. If you are curious
> how this works, create a simple primitive and export it as .ma. Then
> interrogate the file with a text editor. It will give a sense of how a lot
> of the scene graph connections are structured but without the extraneous
> scene setup data. Be warned however, never hack or manually create an
> importable .ma without testing it on a dummy scene. A bad custom
> connectAttr command can blow Maya up faster than the speed of light. Oh,
> the fun we used to have back in the day….
>
>
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES II)
>
> Science Systems and Applications Inc. (SSAI)
>
> NASA Langley Research Center
>
> __________________________________________________
>
> Opinions stated here-in are strictly those of the author and do not
>
> represent the opinions of NASA or any other party.
>
>
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Rob Wuijster
> *Sent:* Tuesday, January 26, 2016 1:46 PM
> *To:* [email protected]
> *Subject:* Re: So.. Maya rigging is still a thing...
>
>
>
> "Haven’t had a need to hack a .ma file in a really long time. But I’m
> sure there are still folks out there relying on it."
>
>
> Oh definitely!
>
> Using (and hacking) .ma files is still very useful when dealing with
> multiple external sources. e.g. reference files, textures, plugins etc.
> It's easy to  clean out certain parts of the file header, so you can have
> Maya open a scene without throwing a ton of errors and go 'belly up'
> because something "important" is missing.
>
> Other than that, I do miss working in Softimage.... :-(
>
>
>
>
>
> Rob
>
> \/-------------\/----------------\/
>
> On 26-1-2016 18:25, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
>
> Haven’t had a need to hack a .ma file in a really long time. But I’m sure
> there are still folks out there relying on it.
>
>
>

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