Maya: Add skeletonMesh and skeletonAnim SET docs#341
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| for the animation product type. You should include your animated skeleton data merely into the set. | ||
| Users need to enable **Collect Fbx Animation** before publishing it as animation product. | ||
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Personally I find this screenshot quite confusing.
- What if there are multiple meshes? Do they need to be grouped and the group put in the
skeletonMesh_SETor must it contain direct mesh members only? - The skeletonAnim set looks very confusing because visually in the screenshot it doesn't contain skeletons at all? It might be worth changing it around so that in the screenshot it's clear that THAT is what is the skeleton and maybe hide whatever is the "Guides" there?
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Additionally, I think having one screenshot would be better.
Or maybe putting both example screenshots near each other in a table.
Co-authored-by: Roy Nieterau <roy_nieterau@hotmail.com>
Co-authored-by: Roy Nieterau <roy_nieterau@hotmail.com>
Co-authored-by: Roy Nieterau <roy_nieterau@hotmail.com>
Co-authored-by: Roy Nieterau <roy_nieterau@hotmail.com>
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We should def change that image @BigRoy mentioned above by this one? and maybe also adding to that |
LiborBatek
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Made a few suggestions...as it wasnt clear enough to me still
Co-authored-by: Mustafa Jafar <mustafataherzaky@outlook.com>
…hub.com/ynput/ayon-documentation into maya/docs_for_fbx_rig_animation_publish
Co-authored-by: Libor Batek <112623825+LiborBatek@users.noreply.github.com>
Co-authored-by: Libor Batek <112623825+LiborBatek@users.noreply.github.com>
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| :::tip Enable FBX for animation product type | ||
| Users need to enable **Collect Fbx Animation** before publishing it as animation product. | ||
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IMO, we shouldn't put settings in artist docs. as this is related to admin.
instead, we can just mention that admins can enable or disable it.
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I've included the changes (explanition without the new screenshot) to maya docs in feature base. |
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...LGTM just the screenshot could be better placed (see my comment above) |
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FYI, I've published the changes on our new help center. |
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| The `skeletonMesh_SET` defines the static FBX skeleton and mesh, put any skinned geometry here usually the same used for 'out_SET' too. |
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| The `skeletonMesh_SET` defines the static FBX skeleton and mesh, put any skinned geometry here usually the same used for 'out_SET' too. | |
| The `skeletonMesh_SET` defines the static FBX skeleton mesh, put any skin binded geometry here - usually the same ones used for 'out_SET'. |
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| The `skeletonMesh_SET` defines the static FBX skeleton and mesh, put any skinned geometry here usually the same used for 'out_SET' too. | ||
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| The `skeletonAnim_SET` defines the skeleton consisting of bones hierarchy used for the animation product (FBX). Put your rig's skeleton hierarchy driving the animation here. |
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| The `skeletonAnim_SET` defines the skeleton consisting of bones hierarchy used for the animation product (FBX). Put your rig's skeleton hierarchy driving the animation here. | |
| The `skeletonAnim_SET` defines the skeleton consisting of bones hierarchy used for the animation product (FBX). Put your bones hierarchy driving the animation here. |
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@MustafaJafar I have few more suggestions (sorry for that but really small ones) First, not sure why the new help page does not contain those changes (e.g. character hierarchy screenshot + text section) but this will be maybe resolved after this PR...so nevermind if not related. Second I have made slight text changes as they are more clear imho (refering to terms used on the new screenshot e.g. And lastly due to the order of And thats about it! |


Changelog Description
Add the missing description on the use of skeletonMesh and skeletonAnim SET for rig and animation product type in maya artist docs
Additional review information
n/a