Animation in Maya
Table of Contents
Summary
This guide walks animators through the full workflow for creating high-quality animations in Maya using the SYNK pipeline and Ftrack. It covers how to start your task in Ftrack, open and version your Maya scenes, and use the provided tools effectively. Best practices - such as performing physical consistency checks - help ensure smooth playback in Unity and prevent costly rework. Finally, the article explains how to publish your completed animations, including all required outputs, so your work integrates seamlessly into the production pipeline.
Video demonstration
Add a video demo here.
Starting the task
Ftrack
In order to start working on the animation of your shot, you will first need to:
Make sure you’re logged in to Ftrack connect, which is a standalone app.
Travel to the Animation task of the shot you want to work on.
Launch the SYNK Maya action.
A version of Maya which includes the SYNK Pipeline will now launch automatically.
Maya
Once Maya opens, you will be greeted by a window that will allow you to select which version of the file you want to work with.
Open the version you want to work with or create a new version. The scene will contain the latest exported camera, audio and rigs of the working shot. You can start animating!
Tools
The SYNK pipeline provides a number of tools in Maya that can aid you in accomplishing your tasks especially when it comes to animating your characters and props.
Switch Shot Camera Type
Align Tools
Other Tools
Plugins
Some projects use custom plugins to make the lives of animators easier.
MG-Picker Studio
Here’s how to set up pickers for characters that are present in your animation scene automatically and permanently:
Requirements and best practices
Physical Consistency Checks
Before final delivery, carefully review your animation for geometry penetration (objects intersecting when they shouldn’t) and floating objects. These issues can be easy to miss in grayscale playblasts from Maya, but they often become obvious once lighting, shading, or compositing is added.
Publishing the version
Now that your animations are done, you can publish them to ftrack!
This is done through the Maya Tools in the General tab.
In order to publish your file, you will have to:
Run the Sanity Check
Make a Playblast
Launch your Publish
Output
Maya Animation Scene
Animation Camera Caches (.abc)
Animation Anim Caches (.fbx)
Playblast including audio (.mp4)
In Unity, Asset Animations will be available in the Asset Browser while Shot Animations will be imported through the Asset Updater.