Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 18-10-2016 , 12:13 PM
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HumanIK skeleton definition reuse pipeline

I have MOCAP animation files in .fbx format for game. There are about 100 separate .fbx animation recorded using same rig. In HumanIK I created skeleton definition for a file. Now, I don't want to repeat the same process for 99 more times (same skeleton is used for all animations). None of the animations have T-pose in the beginning.

-sush

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