What's New in Character Animation

Several updates have been made to Character animation workflows, from a tool for changing rotation order, support for multiple skin clusters, and a new way to view skin weights numerically.

Numeric weight visualization

Previously in Maya, there was no way to view exact weight values as numbers in the Viewport. Now, the new Weight Visualization settings in the Paint Skin Weights Tool let you display weight influence numerically, giving you a precise way to see the influence of weighting on the surrounding joints.

Support for multiple Skin Clusters

You can now have more than one Skin Cluster on a single piece of geometry, opening up new possibilities for animators and riggers.

Use multiple Skin Clusters to layer deformations, for example, creating a layer for squash and stretch, a layer for kinematic motions, and another for fine details. Also, using Multiple skin clusters opens up possibilities for alternate weighting for a variety of needs, both technical and artistic, even exploratory or derived from different techniques such as traditional painting, and volumetric weighting, and so on.

Note: The Component Editor supports multiple skin clusters, however the Total column only shows the amount of all weight on a vertex. For example, if there are two skin clusters, 2.0 is displayed in the Total column.

You can find the settings for working with multiple skin clusters in the options windows of most tools in the Skin menu. See Manage multiple Skin Clusters.

To try the feature for yourself, you can also download and open the Interactive Tutorial from the AREA.

Change Rotation Order setting

Changing the Rotation order of a gimbal locked shoulder using Reorder Rotation

A new set of options, Reorder Rotation... have been added to the Modify menu to let you change the rotation axes of a selected object as well as evaluate and shows the likelihood of gimbal lock for each.

Use the Reorder Rotation Options when you want to change the rotation order of a control after its been animated, or when you don't want to change the object pose.

See Reorder Rotation options.

New Joint draw style

A walkthrough of different Joint Draw Styles

A new draw style, Joint, has been added to the Draw Style menu in the Joint options.

When you select Joint from the Draw Style menu only a sphere displays. (If you choose Bone, a sphere and a cone is shown.)

This Joint draw style is useful for working with rigs with multiple child joints in a small area, where it can be difficult to view joint influences.

New Rigging Math Nodes

A robust set of math nodes have been added to the existing list for simple operations or for combining them to create complex rig components:
New Nodes

absolute

cos

log

pi

acos

determinant

max

power

and

equal

min

round

asin

floor

modulo

rotateVector

atan

greaterThan

multiply

sin

atan2

inverseLerp

negate

smoothStep

average

length

normalize

sum

ceil

lerp

not

truncate

clampRange

lessThan

or

tan

New HumanIK Character template

A new HumanIK character template, FullRigControlsConfig.xml, has been added to the two existing rig templates (CharacterControlsConfig.xml and CustomRigControlsConfig.xml). This new template provides a comprehensive list of all spine, neck, hand and foot joints, extra shoulder joints, as well as additional finger and toe bones.

To load the new FullRigControlsConfig.xml template:

    Select > Edit > Custom Rig > Load UI Configuration.

Find the FullRigControlsConfig.xml with the other rig templates here:
  • Windows: C:\Program Files\Autodesk\<Maya version>\resources\CharacterControls
  • Mac OS X: /Applications/Autodesk/<Maya version>/Maya.app/Contents/resources/CharacterControls
  • Linux:/usr/autodesk/Maya/resources/CharacterControls
  • Note:

    By default, the character controls templates are created in CharacterControls directory during installation. These files are used to create the default layouts for the Controls and Custom Rig tabs.

Additionally, an error where the Joint Number ID for the Foot and the Ankle was incorrect in the CustomRigControls.xml template has been addressed.

Global Scaling Setting for Proximity Wrap deformers

Before and After: a complex deformation with and without the Use Transform As Deformation and Driver Cluster Matrix attributes applied

There are new ways to control to how the Proximity Wrap driver is used to influence the deformation of the inputGeometry of the proximityWrap. The driver verts can be moved by deformation and/or transformation of the driver.

This new functionality deals with the methods by which the location of the verts of the driver are used for deforming the inputGeometry.

You can find Use Transform As Deformation option in the Proximity Wrap options and the Proximity Wrap Drivers window.

Additional matrix node controls

A new matrix setting has been added to both the aimMatrix and blendMatrix nodes. SpaceMatrix is a set of Pre and Post Matrix floats that multiply inputs and outputs, letting you create setups without the need for extra multMatrix nodes.

See Matrix Operation nodes.

New Space Modes for UVpin, Proximity pin, and skinCluster Nodes

A new Relative Space mode menu has also been added to the UVpin and Proximitypin deformer and Attribute Editor skinCluster node options:

Use the Relative Space mode menu to choose the space your nodes are evaluated from:

  • Local

  • World

  • Custom

World is the default setting, Local uses the geometry space for evaluation, so that no double deformations/transformations occur if the geometry moves, and Custom lets you add an external matrix as the space. These options let you avoid issues where double deformations or transformations when the geometry parent is moved.

Note: A warning displays if parents of transforms do not match the space mode, and the "Inherits Transform" state of a node can no longer change.

If your geometry has no local values for transformation, objects are parented to the parent of the geometry instead of the geometry.

See UVpin options, Proximity pin options and skinCluster options.