



Free Maya Rigs are something that any artists should have to practice and build their character. Well, when working in animation it is valuable that you understand the processes and that you have access to different tools. What the process looks like is that artists take a static mesh, create an internal digital skeleton and after they create a correlation between the mesh and the skeleton.Īfter these steps are completed, they add a set of control depending on what the animator wants to do with his character.

Making a character is possible with rigging. If you want to become a good animator for sure you have to practice a lot, but there’s also that learning curve. So if your “strange looking bone” is based on a mesh in Maya then you could just import that along with your model and just assign it to the appropriate bone in the armature … just use the search function here (type “custom bone shapes”) or look at the manual for the how to … or just post a query here (in the Animation Support subsection NOT the Animations under the Artwork subsection … sorry a pet peeve … but the Animations section is new and a lot of people wrongly post questions there). … LOL I just actually read the last sentence in your post … then definitely no … AFAIK there is no import scripts for custom bone shapes (I doubt that you could do this between Max and Maya either), but yes Blender does support custom bone shapes. a single bone for each body part, you could try and do a few keyframes with the armature and export the data as a BVH file and then import your skeleton that way and then skin that to your mesh in Blender (and just delete the IPO data afterwards) … but I get the feeling that you need the rig that you have in Maya for more then proportional reasons … so unless you can be a bit more specific about why you need the Maya rig, this is all the help I can give you, unfortunately …Īnd btw, if you do just need a “bare bones” armature and the above works for you, remember Blender uses the “wrong” engineer’s Z up orientation for it’s “up” axis (this is mostly because of the viewport hotkeys, which are hard coded in the C code) not Y up, so either switch that in Maya (I believe Maya has this option ?) or add an empty and parent it to your armature and just rotate the empty perpendicular to itself and forget about it … I don’t think that rigs from Maya are exportable into blender … especially if the rig is constraints driven … the rigging system in Blender, especially when constraints come into it, are based on some very different philosophes …īut if your rig is “bare bones”, i.e.
