Maya 2012 has been out for sometime and while I read the articles, watched the videos and found it almost impossible to not drool over all the new features, the one thing really caught my attention was HIK 4.5. Amazingly I had no idea that it has been a feature of maya for quite sometime, and has only now been fully integrated with MotionBuilder.
What I never realized was that HIK is not only a skeleton generator, but an actual system that will build a rig for you (similar to what people get with 3D Studio Max and Biped or CAT). What really caught my eye initially was the character picker tool. That made me dig a bit deeper into all the functionality that HIK really has to offer.
In a nutshell, you can either build your own skeleton, or use the skeleton generator tool. You can then either setup your bones and constrain them to an existing rig, or skin your character with the skeleton provided. From there you head to the Characterization tool and begin to associate various bones with the predefined ones that must exist for a character to be properly characterized. If you used the skeleton generator, your skeleton will be instantly characterized, allowing you to created the control rig. This is where the real fun begins.
The control rig is a hybrid fk/ik rig that allows you to animate and pose in any of the two modes at the same time without having to choose which system you want to use. Biped users will instantly know what this means. For me it’s not really about being able to use fk and ik at the same time (although you begin to appreciate that functionality when you start using the system). It’s more about being able to instantly grab a controller and translate or rotate that control to drive it to the position you want as quickly as possible. With a traditional switchable fk/ik rig, I will usually work in local ik mode for the arms, and global ik for the feet. The problem is I’m always fighting with the elbow pole vector and the rotation of the hand to achieve the pose I want, quickly. With HIK, i’m grabbing a controller, and pulling/rotating it to quickly place it where I want it. As for fighting with the pole vector, i find that rotating the elbow is far quicker that managing the pole vector that may be stuffed in the mesh or slung off in the space somewhere (this is doubling true for the foot knee vectors).
Even thought the rig is driving both fk and ik at the same time, you still are choosing how the rig gets to each position. Most of the time, ik is the answer and will give you the results you want, however in cases where you need the limbs of your character to arc instead of reach, you simply set FK keys for that duration.
The concept of pinning and unpinning controllers is especially wonderful as it give you the choice to lockdown any part of the rig and move only those controller you wish. This is a big time saver when doing things like adjusting the torso after you’ve found that all your hand positions are perfect.
Finally, the best part if the system is that it gives animators the flexibility to rig a complex controller set with little to no effort.
This isn’t to say that the system isn’t without it’s flaws, there are some whacky things that require finessing and the concept of keying with different body part selections can be a pitfall for many (I just figured this out). Yet all in all, it’s sped up my ability to rapidly pose a character and dive into the meat of my timing, more quickly and efficiently.
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