Axis Software Setup
Axis Studio Export Settings
When exporting your data from Axis Studio:
- File Type: FBX
- Skeleton: Maya/MOBU/Human IK
- Enable: Motion Data and Displacement
Axis Neuron/ Axis Neuron Pro Export Settings
File Type: FBX Binary
Retargeting in Maya
Create a Perfect T-pose
Now, open Maya and import your FBX. Make sure the character is in a T-pose.
If the character is not in a perfect T-pose:
- Set the Timeline to frame 0
- Select the hips
- Go to Select --> Hierarchy
- Set all the Rotation values to 0
Characterize the Mocap Data
- Set the Workspace to Rigging
- Select Skeleton --> Human IK
- Select the character’s hips and click Character Definition
- Select the hips again
- Click the drop down menu in the blue box in the Human IK window
- Go to Edit Skeleton Definition --> Load Skeleton Definition --> HIK
Characterize the Character Model
- Now, bring in your character model
- In the Human IK window, click the + sign
If you are using a Mixamo rig:
- Select the character’s hips
- Click the drop down menu in the blue box in the Human IK window
- Go to Edit Skeleton Definition --> Load Skeleton Definition --> HIK
For other rigs, you will need to manually assign the bones
Retarget the Motion Capture Data
In the Human IK window:
- Set Character to your character model
- Set Source to your mocap data
- The character should now be driven by the mocap data if you playback the animation
- Click the drop down menu in the blue box in the Human IK window
- Go to Bake -->Bake to Skeleton
- Now the mocap animation is attached to your character’s skeleton so you can delete your mocap data skeleton
Prepare for Editing
- Before you start editing go back to Bake --> Bake to Control Rig
- This adds controllers, which can make it easier to select what you want to edit
- Create a New Animation Layer
- Select all the controls
- Right click on the new layer
- Click Add Selected
This allows for non destructive editing. Any changes on this layer override the original layer. You can add more animation layers as needed.