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How To Transfer Animation In Maya 2016

You can ready the following preferences in the Animation sub-category in the Settings category in the Preferences window. (There are likewise Blitheness preferences under the Brandish category - see Blitheness (Display) preferences.)

Come across also Edit animation preferences.

To render to the default manufactory settings, choose in this window. Note that this resets the preferences in every category in the Preferences window.

Evaluation

Select an evaluation mode to increase playback performance.

DG
Uses dependency graph-based evaluation mode for your scene. (See also Dependency graph.) This was the default evaluation mode in previous versions of Maya.
Serial
Uses the Evaluation Manager but limits evaluation to a single cadre (serial evaluation). Employ Serial to troubleshoot your scene every bit it prioritizes scene allegiance over operation so you can locate bottlenecks.

Note: Sometimes scenes run more slowly in Serial evaluation mode than in DG mode. This is because Serial evaluates more nodes than DG mode. Because of this detailed evaluation, if the scene looks incorrect in Serial mode, it is unlikely to work properly in Parallel fashion.

Sometimes improper evaluation in Serial mode is caused by custom plug-ins.

Parallel
Parallelizes evaluation and uses all bachelor cores to evaluate your scene. If this mode causes problems with your scene, disable it and return to the previous standard: DG evaluation way.

See Profile a scene to improve performance.

This mode is agile past default.
GPU Override
Works with the Evaluation Manager to advance deformations in either Series or Parallel Evaluation mode. If your scene has standard Maya deformers or the mesh geometry is dumbo, this tin can ameliorate performance. Results vary based on the deformers and density of meshes in your scenes.

Note: GPU override works merely with Viewport 2.0. and does non work with Quadro 4000 graphics cards on OSX.

Include Controllers in Evaluation Graph
Activates/disables pre-population with the controller mechanism in the Evaluation Director when edifice.

Note: To bear witness data about the current evaluation mode in the viewport, activate Evaluation in the Heads Up Display Options.

For more detail on how these modes work and other performance optimization tips, see Increase perfomance with the Evaluation Managing director.

Auto Primal

Auto key

Specifies whether Maya will automatically gear up keys on a previously blithe object'south attributes when you change the values of those attributes. This preference has the same effect equally the Animation Controls' Motorcar Keyframe Toggle button (adjacent to the Blitheness Preferences button ). This option is off by default.

Note: In one case turned on, Car primal reads the minimize rotation attribute of the keying group object created with the HIK rig.

On character sets

These options are available only when Car Fundamental is on.

For more information, see Character Sets.

Key Modified Attributes

Sets keys only for attributes that have been modified.

Key All Attributes

Sets keys for all attributes, whether they have been modified or not.

Rotation Interpolation

To set up the rotation interpolation options, run into Fix rotation interpolation for curves.

New curve default

Specifies the type of rotation interpolation used when creating curves. These options are the same equally those available in the Change Rotation Interp bill of fare detail in the Graph Editor Curves menu. For more information on rotation interpolation, run across Blithe rotation in Maya.

Independent Euler

Calculates the rotation using three separate angles representing rotations almost the 10, Y, and Z axes, and an order or rotation. In this mode, the curves that define the rotation for a given node are represented in Euler-angles, interpolation is performed on each curve independently in Euler infinite, and keyframes may occur at your discretion—they are not synchronized with the other sibling rotation curves at the node. Yous tin can also breathing a unmarried rotation ordinate. This is the default setting.

Synchronized Euler

Creates curves that accept keyframes on sibling curves locked together but with interpolation between keyframes performed in Euler-infinite.

It's useful to keep rotation keyframes synchronized because rotation is a composition of the three separate rotate values. Deleting just one key on a bend tin can take a dramatic and unexpected effect on the interpolation.

Quaternion Slerp

Interpolation is calculated using spherical linear interpolation and does not depend on the tangents of the input curves.

Quaternion Cubic

Interpolation is calculated using quaternion cubic interpolation (Squad) and does non depend on the tangents of the input curves.

Quaternion Tangent Dependent

Interpolation is calculated using quaternion interpolation based on the input curve tangents. For example, if the tangents are linear, Maya uses spherical linear interpolation (Slerp), and if the tangents are clamped, Maya uses cubic interpolation (Squad).

New HIK curve default

Let you lot ready the default rotation interpolation blazon for new HIK curves. This drop-down list contains the same set of rotation interpolation options as the New curve default preference (listed above). The default for HIK curves is Quaternion Slerp.

Tangents

Tangents determine the status of curve segments when they enter and exit from a key.

Weighted tangents

Weighted tangents represent the amount of influence a tangent has on an animation curve segment. When on, all new tangents are automatically weighted. Weighted Tangents is off past default. Run into Edit tangents.

Default in tangent

Specifies the default in tangent type. The In Tangent setting controls the shape of the blitheness segment earlier a key.

Options include:

Auto

(Default) An Motorcar In Tangent compares the electric current keyframe value to the previous keyframe value, and flattens the curve segment if it travels above or below those keyframe values. (See also Car Tangents in the Graph Editor Tangents menu.)

Spline

A spline tangent rounds the blitheness curve smoothly before the key. If the central'due south Out Tangent is also a spline, the tangents of the curve are and then co-linear (both at the same angle). This ensures that the animation curve smoothly enters and exits the key.

Linear

A linear tangent creates an animation bend equally a direct line before the key.

Clamped

The clamped tangent smoothly rounds the blitheness curve (like the Spline choice) before a fundamental unless the adjacent key is very close. If then, the In Tangent and the previous central'due south Out Tangent are both straight (like the Linear selection), making the animation curve between the keys directly.

Apartment

A apartment tangent type sets the tangents before the key to exist horizontal with a slope of 0 degrees (flat).

Plateau

A plateau tangent type eases animation curves in and out of their keyframes, flattens bend segments that occur between equal-valued keyframes, flattens keyframes at the points in their curves where hills and valleys occur, and flattens the beginning and terminal keyframes on their curves.

Default out tangent

Specifies the default out tangent blazon. The Out Tangent setting controls the shape of the animation curve right after a key.

Options include:

Auto

(Default) An Auto out tangent compares the current keyframe value to the next keyframe value, and flattens the bend segment if it travels above or beneath those keyframe values. (See also Machine Tangents in the Graph Editor Tangents menu.)

Spline

A spline out tangent rounds the blitheness curve smoothly later the key. If the cardinal'south In Tangent is also a spline, the tangents of the bend are and so co-linear (both at the same angle). This ensures that the animation bend smoothly enters and exits a key.

Linear

A linear tangent creates an blitheness curve every bit a directly line later on a key.

Clamped

Specifies the animation curve is smoothly rounded (like the Spline option) after a fundamental unless the next central is very shut. If so, the Out tangent and the previous key's In tangent are both straight (like the Linear selection), making the blitheness curve between the keys directly.

Flat

A flat tangent type sets the tangents afterward the key to be horizontal with a gradient of 0 degrees (flat).

Stepped

A stepped tangent blazon forces the animation curve to hold its value from the 1 key to the next key.

Plateau

A plateau tangent type eases animation curves in and out of their keyframes, flattens curve segments that occur betwixt equal-valued keyframes, flattens keyframes at the points in their curves where hills and valleys occur, and flattens the get-go and last keyframes on their curves.

Animation Blending

The Animation Blending preferences permit you specify the types of blends that can occur between object connections. For case, when y'all turn on E'er blend with existing connections, you can then both animate and constrain a single object.

Always alloy with existing connections

When this preference is on:

  • You can move or key objects that have existing connections such as blitheness and constraints.
  • When you key or constrain an object, Maya inserts a pairBlend node between the object's existing connections and the new keys or constraints.
  • The Lock Output attribute is off by default for all new constraints.

Always Blend with Existing Connections is on by default.

Alloy with all except constraints

When this preference is on:

  • You lot can merely key objects that are non constrained.
  • When you lot fundamental an object, Maya inserts pairBlend nodes between the object's existing connections and the new keys.
  • Objects with connections cannot be constrained.
  • The Lock Output aspect is on by default for all new constraints.

Never blend with existing connections

When this preference is on:

  • You can only key objects that have no existing connections.
  • Maya does non insert pairBlend nodes to alloy object connections.
  • The Lock Output attribute is on past default for all new constraints.

Graph Editor preferences

Snap Value to Adjacent Keys

When on (default), neighboring keys with similar values automatically align every bit you edit curves in the Graph Editor. Enable this preference if you want similar, adjacent keys to snap to identical values.

Left Mouse Push button Alters Selections

When on (default), yous can drag to move selected keyframes in the graph view area with a single click. When off, clicking selected keyframes has no effect in the graph view expanse, and you must select the Motion tool and middle-drag to adjust keyframes. Enabling this pick may be preferable if you are familiar with keyframe editing workflows in other Autodesk applications, such as MotionBuilder.

Camera Sequencer preferences

Shot Double Click

This preference lets you set what you desire to occur when you double-click a camera shot in the Camera Sequencer.

Gear up Maya Frame Range

Fix the frame range in the Fourth dimension Slider to friction match the Maya start frame and Maya cease frame of the selected shot. (See Camera shot overview.)

Select Photographic camera

Select the photographic camera assigned to the selected shot.

Frame Sequencer to Shot

Frame the selected shot in the shot view area.

Solo Track

Plough on the Solo option for the track containing the selected shot.

Don't Modify Sequence Time

Select to proceed the Sequence Fourth dimension indicator at the current time, regardless of where yous double-click.

Ready Sequence Time To Cursor

Select to have the Sequence Fourth dimension indicator jump to where y'all double-click.

Set Sequence Time To Shot Kickoff

Select to have the Sequence Time indicator spring to the first of the selected shot.

Set Timeline Min/Max to Shot

Sets the timeline'southward min/max frames to the Shot's time range values.

Fix Timeline Min/Max to Sequencer

Sets the timeline'due south min/max frames to the Sequencer'southward fourth dimension range values.

Don't alter Timeline Min/Max

Does not set the timeline'due south min/max frame values.

Source: https://help.autodesk.com/cloudhelp/2016/ENU/Maya/files/GUID-0817C74B-C95C-4E5F-BCFA-26DEE1D7747F.htm#!

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