Solving Maya Rigs in MM Solver

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David Cattermole

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Jun 29, 2023, 8:08:25 AM6/29/23
to Maya MatchMove Solver
Hello everyone,

I've had a few people ask me how to solve Maya (character) Rigs with MM Solver.

Finally I've found some time to write some documentation on the subject about how I would generally approach solving a character (or rigid vehicle) rig with MM Solver.


The most important issue is that with newer Maya versions (2020+) MM Solver is not evaluating rigs the same as in Maya 2018. Unfortunately this is out of my control, as the change appears to be caused by internal changes (perhaps performance improvements) inside Maya. However the workaround is to enable the "Evaluate Mesh Rivets" check-box in the Solver UI - this will force the correct evaluation, at the cost of a slower solve.

If anyone has comments or questions on the subject, or is confused about the page, feel free to reply and/or send me an email so I can improve the documentation.

If anyone else would like to contribute by writing a MM Solver "techniques" page for specific technique you use, feel free to email me directly and I can format and upload to the website. I did have plans a while ago to write a bunch of "technique" pages, but I never found the time.

Thanks,
David

Brain Freeze

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Jun 29, 2023, 8:36:47 AM6/29/23
to David Cattermole, Maya MatchMove Solver
Hi David,

Unfortunately I can't show any of it, but I got pretty decent results in rig solving.
I haven't used the rivet function in the solver yet (I use rivets mostly for quality checking and make sure matching is correct). 
Often, I build a simpler shadow rig and solve it to control the main rig.
Imo, the cleaner way to correctly solve a rig is to work in the same order as your hierarchy (each bone, one by one): solve the root (or parent), cleanup it up, then move on to the next child and so on. 

Still in love with your code ;)
Thank you so much.

Pery

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