This study proposes a solution to the challenges encountered in Maya's HumanIK system when creating animations that require a character’s Effector to interact with their own body parts, such as the waist or knees. In conventional workflows, using parentConstraint often fails when a character’s hand or foot must be connected to their own body, due to conflicts with the character rig structure. To address this issue, the proposed method utilizes a Rivet node to track the motion of a specific body part. The positional data from the Rivet is transferred to a separate locator, which is then used to recalculate and reassign the position of the Effector, thereby enabling stable control over the hand’s attachment or constraint. To enhance workflow efficiency, a custom automation script was developed, and its stability was verified through testing. The proposed method shows potential for enabling more flexible and robust representations of interactions between self-body contact.
목차
Abstract 1.Introduction 2. Experiments 2.1 Issues and Resolution Strategies 2.2 Implementation of the Proposed Method 2.3. Experiment and Application 3. Conclusion References
키워드
HumanIK RigPython ScriptMayaRivet
저자
Choi, Chul Young [ Professor, Major of Visual Animation, Dongseo University, Korea ]
Corresponding Author