Animation Preparation in Maya
Table of Contents
- 1 Table of Contents
- 2 Summary
- 3 Video demonstration
- 4 Before starting
- 5 Creating the anim prep file through Maya
- 6 Creating the anim prep file through Ftrack
- 7 Checking the Anim Prep file
- 8 Common Issues
- 9 Publishing your anim prep file
- 9.1 Rendering a playblast
- 9.2 Publishing
- 9.3 Handover
Summary
This document details the workflow of animation preparation in Maya. The output will be an anim prep file, referencing all rigs from Maya, the caches from Layout, and the audio tracks ready for the animator to start their work. The timing, framerate, frame range, unit scale, and other settings are also checked during this stage to ensure the rest of the process is smooth, especially when working in co-productions. The anim prep file will then be published to ftrack after being built and will be ready for animation. There are 2 ways to build these files.
Video demonstration
Add a video demo here.
Before starting
Checking the caches
Check on the Layout task of the shot in Ftrack that the caches have been correctly published
Note that the exported environment cache is published at sequence level, not shot level
Checking the links
Check on the Sequence and Shot folders that the assets are correctly linked to it.
When a project is created on Ftrack, we use an Art Breakdown document to automatically create the assets and link those assets between each other (decors get linked to sets, sets get linked to sequences, characters get linked to shots,…) etc.
Click the Sequence folder, and in the side board, navigate to the “Links” tab.
Normally, at Sequence-level, you should see links to Sets
Click the Shot folder, and in the side board, navigate the “Links” tab.
Normally, at Shot-level, you should see links to Characters and Props
If you cannot see any links for a shot you are going to be working on, make sure to flag it to your lead. If you require any extra information about asset linking, see the expand below.
Creating the anim prep file through Maya
There is an automatic way to create an anim prep file, and a manual way. Let’s first go over the manual way for a better understanding of the process.
Creating the anim prep file through Maya involves more steps, but will allow you to control that the settings and references in the file are correct.
Starting the task
To begin your work, you will need to find your task and launch Maya in the right context, so you can access the necessary SYNK tools
Ftrack
Make sure you’re logged in to Ftrack connect, which is a standalone app.
Travel to the animation prep 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 and start modeling.
Note: If there’s already an existing anim prep file and you need to build a new file nonetheless, head to the “Other” tab in the Scenes window and click on Build in current context
The scene will now start building and importing the exported Layout caches and reference the corresponding rigs.
Creating the anim prep file through Ftrack
All these steps can also be done automatically through an Ftrack action. This does require a manual check afterwards just in case.
Travel to the Shot folder of any shot on Ftrack OR the Sequence folder of the sequence you want to build.
Right-click the Shot/Sequence folder and travel to “Actions”. You can do this in multiple ways.
Click the
SYNK Build - Anim Prepaction
Running the action will create a new Maya scene and reference all the available caches and corresponding rigs on the Render Farm. A playblast will also be rendered through the exported camera view and then published along with the file to ftrack. If you launch the action on a sequence, it will do this for all the shots in the sequence.
Checking the Anim Prep file
Before rendering a playblast and publishing the file (if doing it the manual way) or after launching the ftrack action (if doing it the automatic way), take a closer look at the following elements:
Make sure all the layout caches are present in a “Layout_REF” group and that all the corresponding rigs have been referenced
Make sure the rigs are correctly placed on the same starting position as the caches, with the correct rotation values
Make sure the camera settings are correct (focal length, correct camera movements,…).
You might need to manually adjust the clip plane values of the camera if the camera clips into an environment asset. To do this, you need to unlock the reference
You might also need to adjust the depth of the Animatic image plane
Make sure the frame rate is correct
Make sure the frame range is correct
Make sure the audio works
Make sure the environment cache is on a display layer set to “R”
Make sure the layout caches are on a display layer set to “R”
Make sure every rigged asset is on a separate display layer
Make sure important geometry in the rigs is not hidden (and let your lead know that the geometry is hidden in the rig)
Make sure the LOD distance of the geometry is set high enough so the rig doesn’t disappear if the camera goes too far (and let your lead know that the LOD distance is too low in the rig)
Always compare the Layout render with the shot camera view in Maya to make sure they match. There is now a display layer with the latest layout render to make this easier.
If a rig is in front of the camera in the Anim Prep render, hide the rig to make the render again. Then unhide the rig and publish.