Joint Mapping – Maya
Estimated reading: 1 minute
In order for “Autodesk Flow Studio” to know how to transfer animation to your character, it needs the proper joint mapping.
To start joint mapping, simply click on the “Joint Mapping” button.
The following UI will appear
The minimum requirement for validation to pass is for the Hips
bone to be mapped.
For the system to work, not all joints need to be mapped. If your character has, for example, four fingers, then only those joints need to be mapped.
The animation will be transferred only to the correctly mapped joints, otherwise, they will be skipped.
There are three ways to map the bones:
- Clicking on the “Auto Assign Bones” button.
(Currently, we support naming conventions for the following packages:HumanIK
,Mixamo
,Character Creator 4
,Daz 3D
,Unreal Engine
) - Selecting the bone and clicking on the
+ icon.
- Typing the name of the bone and hitting
Enter
.