Increase the speed of character rig playback and manipulation. This new, multithreaded system distributes computation amongst existing cores and graphics processors in your computer. A new GPU-based mechanism performs deformations on your graphics hardware within Viewport 2.0. Create customized GPU-accelerated deformers with the provided APIs, and understand and target bottlenecks in scenes and plug-ins with the integrated performance profiler.
Smooth deformation to help guide the final result closer to the original geometry. Use Delta Mush in many different workflows, such as paint-free skinning, smoothing of coarse simulation results, and shot post corrections. A popular user request.
Nondestructive animation layering system works with attributes. The Set Driven Key tool enables you to keyframe complex relationships between animated parameters. Graph and Dopesheet Editors control how animated attributes change over time. Fine-tune animation in the viewport with editable motion trails. Block out and mark up animation directly in the 3D scene with the Grease Pencil.
Human IK solver and built-in Spline IK, Spring IK, and single chain and lightweight 2-bone solvers enable you to rig and animate believable characters. Articulate natural-looking bipeds and quadrupeds. Nondestructive live retargeting workflow works with motion capture and other animation data. Maya Muscle has advanced deformation tools for realistic or highly stylized muscle and skin motion. Manipulate joints on a bound skeleton with a nondestructive workflow.
Save time by reusing, recycling, and adapting existing characters and animation. Transfer skinning information between models with the Substitute Geometry tool. Or transfer animation between characters via the ATOM (Animation Transfer Object Model) offline file format. Nondestructively edit poses and animation clips with the Trax Nonlinear Animation Editor.
Accelerate previsualization and virtual moviemaking production. Lay out multiple camera shots in a single animation sequence. Start laying out shots in Maya, or import an EDL in FCP or AAF formats from editorial with associated movie, audio, and time code information. Reorder clips, edit In and Out points, and change camera assignments with the Sequencer Playlist. Use Playblast to review the sequence before optionally re-exporting an EDL to editorial for refinement.
Produce high-quality, production-ready bound characters in less time with an innovative new skinning method that binds complex geometry to skeletons. Handle non-watertight geometry and meshes with non-manifold or overlapping components. The resulting weights are compatible with existing skinning methods in Maya and suitable for use in game engines.