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This repository stores useful code for animators, such as resetting to the characters bind pose, importing accessories, and exporting rigs to game engines.

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FigureTekStudios/FT_public

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Installing FT_public

Press the green <> Code button and download the zipped up code. Unzip. Within the new folder named FT_public-main youll find FT_public. Drag the Figure-Tek folder (at the same directory level as this readme.md) to your Documents/Maya/scripts folder It should look like this image: image

Animation commands

Reset animation controls

To select all animation controls and zero them to the bind pose, run this in a Python script editor:

import FT_public.FT_utils as FT_utils
FT_utils.select_all()
FT_utils.set_bindpose()

Steps to Import Figure-Tek Accessories

  1. Ensure you have the latest Figure-Tek tools package FT_public installed in your Maya scripts directory. https://github.com/FigureTekStudios/FT_public

  2. Create an accessories directory: Create a folder named accessories in your documents folder or somewhere on your drive.

  3. Download and Unzip: Download your asset from Gumroad. Ill use the Handwraps asset, https://figuretek.gumroad.com/l/GJ5-DD3-DCH2 as an example asset. Unzip it and you'll end up with an accessory folder named FT_Handwraps_GJ5-DD3-DCH2.

  4. Make sure you set your project to your characters folder I'll use FT_human_female_PG4-HJ8-GHF5', the flagship character as an example. The charachers folder is named FT_human_female_PG4-HJ8-GHF5. Setting the project is important so the script will know where to copy texture maps to your characters _rig directory.

  5. Open up your Figure-Tek charachter rig scene: Hte rig file is located wherever you stored your character asset then ..\FT_HumanFemale_PG4-HJ8-GHF5\_rig\PG4.mb

  6. Run Script: In a Maya Python script editor, run the following commands:

    from FT_public import FT_accessories
    FT_accessories.load_accessory_folders()
    
  7. Select the asset folder: In the new file browser, navigate to your ` where youve stored your accessory asset folders, in our example FT_Handwraps_GJ5-DD3-DCH2 and press choose. That'll load all the outfit pieces up for you, skin them, and hook up the textures. It'll also copy the texture from your asset library over to the character folder so the character project is all still self contained. save the PG4 animation scene.

  8. Save the rig file: save over PG4-export.mb

  9. Update the export rig: open the PG4-Export.mb rig file thats in the same directory, load the accessories onto this asset as well and save PG4-export.mb.

Thats it. Start a new scene and reference in the PG4.mb file to begin animating.

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This repository stores useful code for animators, such as resetting to the characters bind pose, importing accessories, and exporting rigs to game engines.

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