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. > > >

