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Maya Animation Pipeline/workflow for Games?

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Belzzebozz polycounter lvl 6

Hi,

 Can someone help me with the (whole) Game Animation workflow for Games in Maya?

 I am using Maya LT 2018. I hope that there is not a huge difference between Maya and the LT Version when it comes to this pipeline.

I know how does it work in Blender. All your work is done in one File. Apparently it is not the best workflow, quite destructive and not a good solution if you are in a team.

 Very rough process In Blender:
- you set up/create your Rig
- Bind your Model to it.
- Do your Animation in "Pose mode" and save them in your "Action Editor"

 But how does it work in Maya?

I have stumbled upon "referencing" and the concept of separating the process into single files. Does it mean that I have to store my Rig (without the mesh? And how do I do the binding in this case?), my model and all the animations in separate files?

What are the benefits for this? Besides if you are working in a Team.

And is there something similar to a "pose library" in Maya? A section where I can store different poses and automatically attached them to the whole model or to different parts. Like rest-pose, idle-pose, hand open, fist etc.

It would be great if someone could help me with this process or knows some good tutorials which describes this pipeline.

Thanks

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