Agent skill

maya-animation

Create professional 3D animations in Autodesk Maya using industry-standard workflows. Use for: keyframe animation, character rigging, IK/FK systems, blend shapes, Graph Editor refinement, motion capture integration, animation cycles, constraint systems, timeline management, and game engine export.

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SKILL.md

Maya Animation

Master professional 3D animation techniques in Autodesk Maya, the industry-standard software for film, television, and game development.

Overview

Autodesk Maya is a comprehensive 3D graphics software widely recognized as an industry standard for animation, modeling, visual effects (VFX), and rendering. This skill focuses on animation workflows, from basic keyframing to advanced character animation and motion capture integration.

Animation Fundamentals

Keyframe Animation

Core Concepts:

  • Keyframes define object properties at specific points in time
  • Maya interpolates between keyframes automatically
  • Position, rotation, and scale can be keyframed independently
  • Timing and spacing control animation quality

Setting Keyframes:

  • S Key: Set keyframe on selected attributes
  • Shift+W/E/R: Keyframe translate/rotate/scale
  • Right-click attribute: Key Selected
  • Auto Key: Automatically set keys when values change
  • Hold Current Keys: Prevent accidental key creation

Keyframe Types:

  • Breakdown Keys: In-between poses for refinement
  • Stepped Keys: No interpolation, pose-to-pose animation
  • Linear Keys: Constant velocity interpolation
  • Spline Keys: Smooth, curved interpolation

Timeline and Playback

Timeline Controls:

  • Set frame range for animation
  • Playback speed and direction
  • Frame rate settings (24fps film, 30fps video, 60fps games)
  • Current time indicator
  • Range slider for focused playback

Time Management:

  • Animation Start/End: Overall project timeline
  • Playback Range: Focused section for review
  • Frame Rate: Matches target output format
  • Time Unit: Frames, seconds, or timecode

Animation Principles

12 Principles of Animation:

  1. Squash and Stretch: Volume preservation, impact emphasis
  2. Anticipation: Prepare for main action
  3. Staging: Clear presentation of idea
  4. Straight Ahead vs. Pose-to-Pose: Animation approaches
  5. Follow Through and Overlapping: Secondary motion
  6. Slow In and Slow Out: Ease in/out of movements
  7. Arcs: Natural motion paths
  8. Secondary Action: Supporting main action
  9. Timing: Speed and rhythm
  10. Exaggeration: Enhance appeal and clarity
  11. Solid Drawing: Form and weight
  12. Appeal: Engaging character design

Graph Editor

Understanding Animation Curves

Curve Components:

  • Keys: Points on the curve representing keyframes
  • Tangents: Control interpolation between keys
  • Handles: Adjust tangent weight and angle
  • Infinity: Behavior before first and after last key

Curve Analysis:

  • Steep curves = fast motion
  • Flat curves = slow motion
  • Smooth curves = natural motion
  • Sharp angles = sudden changes

Graph Editor Tools

Tangent Types:

  • Auto: Smooth, automatic tangent calculation
  • Spline: Smooth curve through keys
  • Linear: Straight line between keys
  • Flat: Horizontal tangents, ease in/out
  • Stepped: No interpolation, holds value
  • Clamped: Prevents overshoot
  • Plateau: Flat tangents at peaks and valleys

Editing Techniques:

  • Insert Keys: Add keys without changing curve shape
  • Delete Keys: Remove unnecessary keys
  • Move Keys: Adjust timing
  • Scale Keys: Expand or compress timing
  • Lattice Deform: Reshape curve sections
  • Buffer Curves: Store and compare curve versions

Curve Refinement:

  • Simplify curves by removing redundant keys
  • Smooth curves for natural motion
  • Add keys for detail and control
  • Offset curves for overlapping action
  • Cycle curves for looping animations

Advanced Graph Editor

Infinity Types:

  • Constant: Hold first/last value
  • Linear: Continue at same rate
  • Cycle: Repeat animation
  • Cycle with Offset: Repeat with accumulation
  • Oscillate: Ping-pong back and forth

Curve Filters:

  • View specific attributes
  • Isolate selected objects
  • Show only keyed channels
  • Filter by curve color

Character Rigging Basics

Joint Systems

Creating Joints:

  • Skeleton > Joint Tool
  • Click to place joints in hierarchy
  • Plan joint placement for natural deformation
  • Mirror joints for symmetry
  • Orient joints for proper rotation

Joint Hierarchy:

  • Parent-child relationships
  • Root joint at character base or pelvis
  • Spine, arms, legs as branches
  • Proper naming conventions (L_/R_ prefixes)

Joint Orientation:

  • Consistent axis alignment
  • Primary axis along bone length
  • Secondary axis for twist
  • Proper orientation prevents gimbal lock

Inverse Kinematics (IK)

IK Handles:

  • Skeleton > Create IK Handle
  • Click start joint, then end joint
  • Automatically calculates joint rotations
  • Ideal for limbs (arms, legs)

IK Solvers:

  • Single Chain (SC): Simple two-joint chains
  • Rotate Plane (RP): Three+ joints with pole vector
  • Spline IK: Joints follow curve (spine, tail)

Pole Vectors:

  • Control IK chain orientation
  • Prevent flipping
  • Position in front of knee/elbow
  • Constrain to locator for animator control

Forward Kinematics (FK)

FK Animation:

  • Rotate each joint individually
  • Parent-child rotation inheritance
  • Precise control over each joint
  • Ideal for spine, fingers, facial features

IK/FK Switching:

  • Blend between IK and FK
  • Switch mid-animation for different needs
  • IK for planted feet, FK for free movement
  • Attribute-driven blend controls

Skinning (Binding)

Smooth Bind:

  • Skin > Bind Skin > Smooth Bind
  • Attaches mesh to skeleton
  • Multiple joints influence each vertex
  • Weight distribution determines deformation

Weight Painting:

  • Skin > Paint Skin Weights Tool
  • Adjust joint influence on vertices
  • Smooth transitions between joints
  • Lock weights to prevent changes
  • Mirror weights for symmetry

Binding Best Practices:

  • Bind in neutral pose
  • Clean geometry before binding
  • Appropriate joint placement
  • Test deformation with simple poses
  • Iterate weight painting for quality

Blend Shapes (Morph Targets)

Creating Blend Shapes

Workflow:

  1. Duplicate base mesh
  2. Sculpt or modify duplicate to target shape
  3. Select target(s), then base mesh
  4. Deform > Blend Shape
  5. Adjust blend shape slider (0-1)

Applications:

  • Facial expressions
  • Corrective shapes for joint deformation
  • Muscle bulging
  • Clothing wrinkles
  • Lip sync phonemes

Blend Shape Management

Multiple Targets:

  • Add multiple blend shapes to one object
  • Combine blend shapes additively
  • In-between targets for progressive deformation
  • Parallel blend shapes for independent controls

Blend Shape Editor:

  • Manage all blend shapes
  • Adjust target weights
  • Reorder targets
  • Add/remove targets
  • Set target in-betweens

Facial Animation

FACS (Facial Action Coding System):

  • Anatomically-based facial poses
  • Individual muscle movements
  • Combine for complex expressions
  • Industry standard for realistic faces

Phoneme Shapes:

  • Mouth shapes for speech sounds
  • A, E, I, O, U vowels
  • M, B, P, F, V consonants
  • Blend between shapes for lip sync

Animation Constraints

Constraint Types

Parent Constraint:

  • Object follows position and rotation of target
  • Maintain offset option
  • Multiple targets with weights
  • Use for prop attachment, character interaction

Point Constraint:

  • Object follows position only
  • Useful for floating objects
  • Constrain to multiple targets

Orient Constraint:

  • Object follows rotation only
  • Maintain offset for local rotation
  • Blend between multiple targets

Aim Constraint:

  • Object aims at target
  • Specify aim axis and up axis
  • Use for eyes, cameras, turrets

Pole Vector Constraint:

  • Control IK chain orientation
  • Constrain IK pole vector to locator
  • Essential for stable IK animation

Constraint Workflows

Animator-Friendly Rigs:

  • Constraints hidden in rig structure
  • Simple controls for animators
  • Attributes for constraint blending
  • Space switching for different constraint targets

Constraint Blending:

  • Animate constraint weights
  • Blend between multiple targets
  • Keyframe constraint on/off
  • Smooth transitions between constraint states

Animation Cycles

Creating Cycles

Walk Cycle:

  • Contact, down, passing, up positions
  • Typically 16-24 frames
  • Match first and last frame
  • Offset arms and legs
  • Add secondary motion (head bob, arm swing)

Run Cycle:

  • Similar to walk but faster
  • More airborne time
  • Exaggerated poses
  • Typically 12-16 frames

Cycle Workflow:

  1. Animate one complete cycle
  2. Ensure first and last frames match
  3. Set Graph Editor infinity to Cycle
  4. Adjust timing and spacing
  5. Add variation to prevent repetition

Smoothing Cycles

Graph Editor Techniques:

  • Match tangents on first and last keys
  • Use Cycle with Offset for traveling motion
  • Plateau tangents for smooth loops
  • Remove overshoot and undershoot

Cycle Variations:

  • Slight timing offsets
  • Amplitude variation
  • Add noise for organic feel
  • Layer secondary animation

Motion Capture Integration

Motion Capture Basics

Mocap Data:

  • Real-world movement recorded
  • Marker-based or markerless systems
  • High frame rate capture
  • Import as animation curves or skeleton

Data Cleanup:

  • Remove noise and jitter
  • Fill gaps from missing markers
  • Smooth curves while preserving detail
  • Retarget to custom rig

Retargeting

HumanIK:

  • Maya's built-in retargeting system
  • Map mocap skeleton to custom rig
  • Adjust for proportion differences
  • Blend mocap with keyframe animation

Retargeting Workflow:

  1. Import mocap data
  2. Create HumanIK character definition
  3. Map mocap skeleton to rig
  4. Adjust retargeting settings
  5. Bake animation to rig controls
  6. Refine and polish

Baking and Export

Baking Animation

Purpose:

  • Convert constraints and simulations to keyframes
  • Prepare for game engine export
  • Simplify complex rig animation
  • Optimize performance

Baking Process:

  1. Select objects to bake
  2. Edit > Keys > Bake Simulation
  3. Set frame range
  4. Choose channels to bake
  5. Sample rate (every frame or sparse)
  6. Bake and verify results

Game Engine Export

FBX Export:

  • Industry standard for game engines
  • File > Export Selection > FBX
  • Include animation, skeleton, and mesh
  • Set appropriate FBX version
  • Configure animation settings

Export Best Practices:

  • Bake animation before export
  • Delete non-deformer history
  • Freeze transformations on root
  • Check scale and orientation
  • Test in target engine

Advanced Techniques

Motion Trails

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