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Maya - Retargeting Move One Animations to Maya (HIK)

To use HIK retargeting of Move One animation data to Maya, please follow these steps:
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1. Import your .fbx with the rig. Here, we use a UE4 Mannequin rig as an example


​2. Create HIK Character definition (Character1) and map all bones. Make sure your rig is set to T-pose. Otherwise, it will not work correctly. See create_hik_for_your_rig.mp4


​3. Import MoveOne .fbx animation to the same Maya scene (See the second video, moveone_to_your_rig_with_hik.mp4)


​4. Go to -1 frame where MoveOne .fbx is set to T-pose


​5. Deselect HIK Character (Set it to None)
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​6. Create a new Character Definition (Character2)
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7. Select MoveOne's `_1:Hips` bone
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8. Load Skeleton Definition (provided moveai_hik_template.xml)
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9. Lock Skeleton Definition
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10. Select Character1 (UE4 mannequin's character definition in this case)
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11. Change Source from None to Character2 (MoveOne character definition)
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12. Enjoy your retargeted animation!
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​Resources:
​moveai_hik_template.xml
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create_hik_for_your_rig:

 

moveone_to_your_rig_with_hik: