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Unity VR with Maya IK Inverse Kinematics

Two tutorials: 1 create an animated IK rig and import into Unity; 2 create a rig and interact with it.


Tutorial 1: Simple Animation with Joints
In Maya:
Select
Create->Polygon Primitives->Cylinder->option.jpg
     Radius:  .05

     Height divisions:  10
     Cap divisions:  0

Scale the cylinder 4 units to elongate


Create a Skeleton
Switch to the Rigging Module
rigging_module 


Hit 4 to switch to Wireframe Shading for the Front View


Select Skeleton->Create Joints
     Draw a skeleton over your cylinder in the Front View


Select the cylinder and the parent of the joints in the Outliner  outliner   (Windows->Outliner)

Select Skin->Bind Skin->option.jpg
     Change Max influences to 3     (default 5)
The weighting will be spread across multiple joints.
You will need to adjust this based on your geometry, keep it low, 5 is too much.
unity_ik1


Animate the Rig
Move the time slider over to frame 1 at the bottom of the screen.
timeslider_1

Select all the joints
     Hold down shift while selecting the hierarchy_plus next to joint1
     Select all the joints
hierarchy_select_all_joints

Highlight Rotate Z in the Channel Box
     Use the right mouse key to bring up mini menu, choose Key Selected.


Move the time slider over to frame 120 at the bottom of the screen.

Rotate the joints

Highlight Rotate Z in the Channel Box
     Use the right mouse key choose Key Selected.



Hit the play arrow on the time slider. timesliderplay.jpg


In Unity:
Add your Maya File to your scene
Select the Maya file in the Assets list
Select the Model tab in the Inspector
Change the Scale Factor to .3
Uncheck Import Cameras and Lights
Hit
Apply

unity_import_scale

Drag your Maya file from the Assets list over to the Hierarchy tab.


Loop the animation
Select your Maya Model in Assets

Switch to the Rig tab in the Inspector
     Change Animation Type to Legacy  (default was Generic)
     Hit Apply
Switch to the Animation tab
     Change Wrap Mode to Loop, near the top (default default)
     Select Add Loop Frame
     Change Wrap Mode to Loop, near the bottom (default default)


Select the Play arrow
unity_play_arrow




Tutorial 2: Interact with Joints
In Maya:
Select
Create->Polygon Primitives->Cylinder->option.jpg

     Input Height divisions:  10
     Input Cap divisions:  0

Scale the cylinder 4 units to elongate


Select Create->Polygon Primitives->Sphere->option.jpg
     Input Radius: .5
     Input Axis divisions:  6
     Input Height divisions:  6


Move the Sphere to the end of the cylinder, name it target



Create a Skeleton
Switch to the Rigging Module
rigging_module 


Hit 4 to switch to Wireframe Shading for the Front View


Select Skeleton->Create Joints
     Draw a skeleton over your cylinder in the Front View with 3 joints


Select only the cylinder and the parent of the joints in the Outliner  outliner (Windows->Outliner)

Select Skin->Bind Skin->option.jpg
     Change Max influences to 3     (default 5)
The weighting will be spread across multiple joints.
You will need to adjust this based on your geometry, keep it low, 5 is too much.
unity_ik1



In Unity:
Import FastIK App
Open the Asset Store
     Search for Fast IK   (By Daniel Erdmann, it is free.)
     Download and Import FastIK into a new project or make a backup of your entire current project.


Add your Maya File to your scene
Select the Maya file in the Assets list
     Select the Model tab in the Inspector
         
Change the Scale Factor to .3
          Uncheck Import Cameras and Lights
          Hit Apply

unity_import_scale


Drag your Maya object from the Assets list over to the Hierarchy tab.
     Hold down the Alt key while you select the Maya object in the Hierarchy, this will open all levels.
unity_IK_interactive


In Assets
    
Open FastIK->Scripts->FastIK

In the Hierarchy
    
Select the last joint
     Drag the FastIKFabric script onto the last joint in the Inspector.

In the Inspector, under Fast IK Fabric script for the last joint
     Change the Chain Length should to 3, or the number match your skeleton.
     Change the Target to your model name.

In the Hierarchy select your target model
     In the Inspector
          U
se Add Component

               Add Physics->Sphere Collider.
               Search for and add Throwable  (This comes with SteamVR)
                    Under Interactable, uncheck Highlight on Hover
                    Under Rigidbody, turn off the gravity


If you like turn off Mesh Renderer
for the target object in the Inspector.

Select the Play arrow, try dragging the invisible target,

unity_play_arrow





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