![Vyacheslav Borovik](/img/default-banner.jpg)
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Vyacheslav Borovik
Poland
Приєднався 12 тра 2011
Technical animation, game animation, Maya, Spine
behance.net/borovikmotion
vimeo.com/borovik
behance.net/borovikmotion
vimeo.com/borovik
Smart Layer, Python Script for Maya (Beta)
borovikmotion.gumroad.com/l/smart_layer
Smart Layer is a script for Autodesk Maya that allows you to adjust animation in a very easy and quick way.
Usually, we adjust animation with animation layers. But with this approach, each change results in a ton of routine work, controlling the poses, managing keys and timings to avoid issues like feet sliding, wobbliness, etc.
Smart Layer eliminates these issues, and work that before could take hours to do - now can be done in seconds. That makes it perfect for tasks like mocap cleanup, game animation, cinematics/movies layouts.
Main applications:
- proportionally "shift" the animation, and avoid feet sliding
- proportionally rotate the animation, and avoid feet sliding
- make animation follow a spline, proportionally, without feet sliding
- create variations of the same animation, but with different poses (like the same character stop animation can end with 10 different idles)
- create strafe animations from movement-forward
- create animations for different directions, using only forward animation (character starts, attacks, abilities, etc.)
- create movement-in-circle animations from movement-forward
- adjust individual controls and keep the original animation flow
The script doesn't care about the rig type, would it be a biped or quadruped, or spider, or centipede, or any other custom creature, it works for everything.
How it works:
1) add animation controls to the animation layer
2) in layer, create keyframes with necessary adjustments, and run the script
3) the script will do the math, and create a new animation layer, where your adjustments will be applied in a "proportionate" way, preserving the original animation's flow, but with a new poses.
The script is in Beta, bugs and feature requests here:
trello.com/b/doArYTKr/smart-layer-bugs
Tested in Maya:
2020.4, 2022.5, 2023.3, 2024.2, 2025 (Windows 10);
2022.5, 2023.3, 2024.2, 2025 (Mac OS Monterey 12.4)
Tested on rigs: Advanced Skeleton, mGear, Azri, Pickle Rig*, HIK**, and others.
*Pickle Rig is a custom rig for Maya, made in a simple, "traditional" way, using regular transforms and standard components.
**HIK requires the "Run Simulation" option to be enabled, to process rotations correctly.
***When processing a large number of controls - use "Run Simulation" option (parallel evaluation works faster)
SCRIPT REQUIRES CONNECTION TO THE INTERNET
Smart Layer is a script for Autodesk Maya that allows you to adjust animation in a very easy and quick way.
Usually, we adjust animation with animation layers. But with this approach, each change results in a ton of routine work, controlling the poses, managing keys and timings to avoid issues like feet sliding, wobbliness, etc.
Smart Layer eliminates these issues, and work that before could take hours to do - now can be done in seconds. That makes it perfect for tasks like mocap cleanup, game animation, cinematics/movies layouts.
Main applications:
- proportionally "shift" the animation, and avoid feet sliding
- proportionally rotate the animation, and avoid feet sliding
- make animation follow a spline, proportionally, without feet sliding
- create variations of the same animation, but with different poses (like the same character stop animation can end with 10 different idles)
- create strafe animations from movement-forward
- create animations for different directions, using only forward animation (character starts, attacks, abilities, etc.)
- create movement-in-circle animations from movement-forward
- adjust individual controls and keep the original animation flow
The script doesn't care about the rig type, would it be a biped or quadruped, or spider, or centipede, or any other custom creature, it works for everything.
How it works:
1) add animation controls to the animation layer
2) in layer, create keyframes with necessary adjustments, and run the script
3) the script will do the math, and create a new animation layer, where your adjustments will be applied in a "proportionate" way, preserving the original animation's flow, but with a new poses.
The script is in Beta, bugs and feature requests here:
trello.com/b/doArYTKr/smart-layer-bugs
Tested in Maya:
2020.4, 2022.5, 2023.3, 2024.2, 2025 (Windows 10);
2022.5, 2023.3, 2024.2, 2025 (Mac OS Monterey 12.4)
Tested on rigs: Advanced Skeleton, mGear, Azri, Pickle Rig*, HIK**, and others.
*Pickle Rig is a custom rig for Maya, made in a simple, "traditional" way, using regular transforms and standard components.
**HIK requires the "Run Simulation" option to be enabled, to process rotations correctly.
***When processing a large number of controls - use "Run Simulation" option (parallel evaluation works faster)
SCRIPT REQUIRES CONNECTION TO THE INTERNET
Переглядів: 16 531
Відео
Concept of a custom Bezier Spline in Maya
Переглядів 6095 місяців тому
Concept of a cubic Bezier spline in Maya. You can use this script to investigate how to create a Bezier spline using simple python code, or modify it to fit your needs. you can download this script for free here: borovikmotion.gumroad.com/l/bezier_spline_maya Usage: Open an empty scene, and launch the script in the script editor in the Python tab. The script should generate a simple spline. At ...
C++ Multithreaded Fractal Noise Deformer in Maya
Переглядів 1288 місяців тому
custom deformer, generates fractal noise according to the models UVs and normals. All calculations happen in multithreading, it allows to process data for millions of points in reailtime, even with high level noise complexity with many octaves ( final metrics depends on the pc config and maya version). done as a part of my learning maya programming and c api
Advanced Rigging in Maya & Pickle Rig Demo
Переглядів 612Рік тому
My work during the advanced rigging class in animation school, at first, the plan was to create a regular humanoid rig, but in the process, I've scripted most of the work, so I'd like to present you the "Pickle Rig" demo, first edition :D There are a lot of rigging systems on the market at this moment, most of them are good in one thing, but have limitations in other, for example, the rig could...
Maya Joints Positioning & Autorigging Python Script, WIP
Переглядів 485Рік тому
Work in progress python script for Maya, allows to easily smooth / redestribute joints positions in a chain, as well as adding / removing joints. Autorigging features - simple ribbon for selected objects, FK controls.
Advanced Locomotion + Sword Combat, Unreal Engine (Technical Animation)
Переглядів 15 тис.2 роки тому
Detailed description of included locomotion/combat features could be found at my Behance page: www.behance.net/gallery/108725255/Locomotion-Battle-System-Technical-Animation-Demo State Machine: Orient Based Locomotion: - Idle & Aim Offsets - Walking, Jogging, Running, Sprinting Cycles, Turns - Starts & Turns in place - Stops Strafe Locomotion Jumps Equip/Unequip Weapon Anim Dynamics Battle Syst...
Travel Crush Promo Trailer
Переглядів 5003 роки тому
www.behance.net/gallery/110343565/What-A-Wonderful-World-Animations www.artstation.com/artwork/JvBW4R Not an official trailer!
Travel Crush Power Ups
Переглядів 6334 роки тому
www.behance.net/gallery/110343565/What-A-Wonderful-World-Animations
Koalas Animation in Spine
Переглядів 2,2 тис.4 роки тому
madewithspine www.behance.net/gallery/110343565/What-A-Wonderful-World-Animations
FPS Animation Tutorial - Unreal Engine 4
Переглядів 4,9 тис.4 роки тому
TUTORIAL HERE: www.behance.net/gallery/89722101/FPS-Tutorial-Unreal-Engine Also at the end of the article, you will find link to download a playable build for Windows 64. In the tutorial I'm covering some basic technical aspects regarding rig, animation, and how to import/implement animations into the game engine to build a working prototype, using a standard First Person Shooter project as an ...
female light jogging animation test
Переглядів 1,4 тис.5 років тому
female light jogging animation test
Some 3d animation training in Body Mechanics
Переглядів 1,1 тис.5 років тому
at the animationschool.ru
Toast character animation & rig in Spine
Переглядів 1,5 тис.6 років тому
Toast character animation & rig in Spine
One day on the Farm - Animation in Spine
Переглядів 7456 років тому
One day on the Farm - Animation in Spine
Animations in Spine for game Bring Me Cakes
Переглядів 9756 років тому
Animations in Spine for game Bring Me Cakes
animation of dirosarus in Spine part 3 ginkgo
Переглядів 1,8 тис.7 років тому
animation of dirosarus in Spine part 3 ginkgo
Animation of dinosarus in Spine part 2
Переглядів 7 тис.7 років тому
Animation of dinosarus in Spine part 2
Animation of Dinosaurs in Spine Part 1
Переглядів 9 тис.7 років тому
Animation of Dinosaurs in Spine Part 1
some of the best animations I've ever seen.
Looks amazing! With this plugin can i make an 8 direction walk cycle from a forward walk?
thank you! the plugin helps to speed up the creation of an 8 directon cycle. But you still need to know how to do it, it's not a "one magic button" solution
Hi, I've bought the script and was wondering if the script can create the root motion for animations such as a moving forward combat sequence! Thanks!
Hi! thank you very much for buying the script! root motion is tricky. At first it seems simple, like, you do point constrait and locator, but if you take a closer look, there are a lot of nuances like: - do you need a position only or also rotation - if position, is it only horizontal movement or also vertical - if position, should it support back & forward movement, or only forward (some setups in engine require clamping reverse movement) - what control should be a source of root motion ( when doing walks it can be pelvis, when doing hit reactions - it should be chest or head, to avoid collisions with the environment when character falls on the ground) - if it has rotation then it should be extracted in a smart way - if root motion contains rotation then it must start from 0.15-0.25 after beginning of animation, and end 0.15-0.25 sec before ending animation, to avoid issues with blending in state machine ( if it starts immediately then blend cuts a little bit of rotation which results in incorrect navigation) - if we have rotation then it most likely should be a specific angle with specific timings so, after working in the industry for many years and doing hundreds and hundreds of animations, I've noticed, even with all scripts and stuff I'm still doing root motion manually, simply because it depends too much on a particular task in Smart Layer I focused more on what could be done with animation layers, to solve most common tasks in the most efficient and simple way, assuming the user knows how to animate and how to deal with things like root motion seeing some users asking for root motion extractor, maybe it can be added as a separate module, or maybe even as a separate script, because technically, a lot of applications of Smart Layer doesn't need root motion, It's just more convenient to have it
Hi, I am a 3D animator and I am entering the world of video games. To achieve what's shown in this video, should I learn C++ or focus on learning Blueprint? I want to be able to create what is shown in this video, but I don't know where to start. Regards.
Hi! if you're an animator - you don't have to learn C++. It is required only for technical animators, and not for all of them, only if you really want to dig into a tecnical side. For creating animation prototypes - basics of blueprints will be more than enough. You can start with building simple projects, like third person loco, then increasing the complexity over time, replicating AAA locomotion and combat behaviour. If you can afford a course - it would be very helpful, like iAnimate game animation course or similar courses. they won't teach you the engine, but it is very helpful to be able to ask questions to an experienced mentor
Niceeeee!
not enough squish :/
Hi @Vyacheslav Borovik Will this work on Quadruped animations as well?
你好,在购买前我想问一下:1.胸腰的控制器是IK可以用这个插件吗?2.一个原地行走动画,可以在一个路径下实现加减速效果吗?3.售后是直接和你联系吗?
Will it work in 2019 version too? And can four-legged animals also see the same results?!!
hey I did a little testing in 2019 and so far it worked, but because of different PySide2 behavior - a couple of icons in the interface are black instead of white :D it should be super easy to fix but unfortunately I don't have maya 2019 at home with four-legged animals, it will depend on the algoritm, for the offset it is exactly the same, for transformation and spline correction it is slightly different, but still works for not very elongated characters. Especially it works great for turns on spot animations
@@borovikmotion Thank you for quick response! Your work is very useful and awesome!
How did you create that main cntrl to follow the rig in advanced skeleton? I bought your script but having a hard time following without having a main cntrl that follows the rig.
It would also be really helpful if you showed the script working on the rigs tested in the description (Advanced Skeleton, mGear, Azri, Pickle Rig*, HIK**, and others )
Hey, thanks for buying the script! What you see is called a root motion. The pelvis movement is extracted by position and then applied to the main control. It's a super easy thing to do with locators and constraints if you know the space-switching technique. Though the script doesn't care about root motion, you can pretty much ignore it and use it with other controls, but you'll have to move IK feet + pelvis + pole vectors (effectively 5 controls instead of one, so it's not that convenient). Unfortunately, I can't teach every user the basics of Maya, it is beyond my responsibility, I hope for your understanding. But you can mail me in case of any questions.
@@christophersmith2010 the early presentation was made with an advanced skeleton, and it worked exactly the same as in the video, I changed it on purpose to the custom rig, because I don't own the commercial license of that tool, to avoid any potential issues. But it's 1 to 1 match, same structure, same logic, very similar controls
Just want to clarify before I commit to purchasing this if you are able to answer. You have an example of an animation transitioning from run to idle, in several different end states, but would this be capable of doing things like going from a looping run cycle to an idle effectively (to cover all cycle to idle states) and vice versa?
Hey, the script does not make any "ready to go" transitions from run to idle or from idle to run, etc. It allows to adjust an already existing animation to a different one. For example, if you have an animation "from run to idle1" you can change it to "from run to idle2", the script will compensate for differences between idle1 and idle2 poses. The whole process of adjusting animations to match different idle poses is a part of an animation routine, and that's what the script is automating, but there is no magic, if you don't have some pre-made run-to-idle animation then the script won't magically create it out of nowhere
я могу как-то выделить вершины сплайна по которому рут двигаеться? Иногда сплайн очень сильно в сторону уходит и этот изгиб хочеться сделать не таким сильным?
привет, сплайн генерируется исходя из ключевых кадров в слое, то что показывается в сцене - только его визуальное отображение, на работу алгоритма не влияет т.е. поменять сплайн можно с помощью ключей, сдвинув или повернув контрол
если что можно писать мне в телеге @borovikmotion, готов ответить на любые вопросы
It seems pretty amazing. And it works apparently with biped, quadrupeds, and most kind of creature rig!? Does it works with maya Creative? And is there any tutorial/documentation available?
Hi! The script works with quadrupeds, in fact, the leg count doesn't matter here at all, it's all just transform nodes. There is a kind of limitation in spline algorithm usage for extremely elongated quadruped characters, they would require a more sophisticated approach. No documentation yet, but the script has animated "animbot-like" tooltips with an explanation of what each feature does. The tutorial is in progress. Unfortunately, I wasn't able to test it with Maya Creative, as I own only a regular Maya. Thanks!
is the price for a perpetual license? or per month?
Hi! yep, it is a perpetual license, includes all future updates, no subscription or payments per months, etc.
Please please please make this script for Motion Builder and I will love you forever haha 🤣 Great work on this!
yes! Plus +1 for Motion Builder
不知道有没有blender版本或者3DSMAX版本😋
不幸的是,没有,除了 Maya 之外还没有其他软件的版本
@@borovikmotion 我以为都是用python写的脚本,至少可以转到blender,价钱和maya一样也没问题😁
@borovikmotion скрипт мое почтение) на сколько систем можно активировать одну лицензию? допустим, есть рабочая машина и домашняя, могу я пользоваться и там и там?
для single freelancer лицензии - можно
@@borovikmotion есть ли возможность купить из россии?
@@deniroberg по странам нет ограничений, но у гамроада могут быть оганичения по работе с банками из некоторых стран. Вроде бы такая ситуация как раз с российскими банками. Тут уже люди ищут обходные пути чтобы заплатить с зарубежной карты. Я сам живу не в рф, поэтому не знаю точно
@@borovikmotion понял, принял! спасибо за ответы)
This is a miracle. Want to buy it!
that's crazy, Perfect
Very coool! Definately gonna purchase!!
Выглядит очень и очень круто!
i have just animation mocap.this will work without a control rigs?just the skeleton animation?
hi, unfortunately no, you'll have to bake animation to some control rig, like hik, or custom one, because you'd need the IK to control the feet
@@borovikmotion okay,good to know,thanks
So cool! It's a life saver.
awesome script!
Very useful tool, thank you. I want to clarify, does it have the ability to do mirror animation?
no, no mirror is involved. it just "bends" animation into a new one. btw mirror tool is an Idea what I have in mind for the next script :)
@@borovikmotion That's wonderful news!
@@borovikmotion Может быть mirror функциювыкатить как дополнение, неудобно кучу скриптов покупать, запускать, морочиться. Посмотрите в сторону overrig, animbot, zootools. Можно сделать что-то вроде BoroTools =-D, К тому-же по анимации сейчас рынок открыт для вас, анимбот только мелкие баг фиксы последние года два делает, последний большой релиз был в начале 2022 года, после этого тупо единичные фиксы, а денег анимбот приносит единственному создателю десятки миллионов $ ))))) Нужно смотреть в сторону анимбота, это самое денежное место и конкурентов у него всего парочка, Overrig, Getools, zootools и по мелочи всякое
Есть тестовый период на ваш плагин, что бы его подробнее рассмотреть?
тестового увы нет, это потребовало бы гораздо более изощренной системы валидации лицензии, это надо создавать сервер, отправлять туда данные пользователя, как-то их хранить, проверять, и если сервак накроется то скрипт перестанет работать, в общем много проблем, не стоит того
@@borovikmotion понимаю, что это лишние вложения, но без теста ценник довольно дорого выглядит. Что бы люди захотели заплатить даже $50 им нужно попробовать этот продукт.
@@StanShakhov 1 час работы аниматора стоит 20-30$. скрипт одним своим применением на одной анимации экономит сразу несколько часов. цена должна быть не 50 баксов, а 150. раздаю считай даром))
согласен с @StanShakhov
@@gapeevdima7712 fyi когда скрипт выйдет из беты в релиз - цена будет выше
Выглядит интересно. Надо попробовать в работе. Спасибо за шер.
do you have a tutorial for this?
hey, I don't think it's possible to make a "tutorial" about this, in that case it would be like a course of several dozens of tutorials, but there is a detailed breakdown in the description, with explanation of each feature and links to the blueprints code, like a high level overview. but it's not for beginners unfortunately
Please Up lode full tutorial Character rigging
woah..
far cry3
Can you make a detailed video tutorial on how to rig your character. Thanks
Hi, a detailed tutorial, if cover everything, will take 30-50 hours of video, minimum
but with autorig it could be about 1 hour or so, but Pickle Rig is not ready to be released yet
Looks really good. Congratulations! I hope you release it soon.
Привет, у тебя все еще остался данный риг ? можешь поделиться им ? ) могу написать свой дискорд
должны быть, это риги школы
без понятия как с тобой связаться, ютуб удаляет сообщение с дискордом
@@borovikmotion Можешь написать свой дискорд ?
@@XRootski borovikmotion
1:17 ❤
i like the music 🎶 🎶
what role in the game developement are you trying to get into with this project?
I've been working in game development for 8 years already, the role is a technical animator, basically it's about creating and tweaking animation systems / rigs in maya/game engine.
@@borovikmotion thanks for the response. Hey i have my own playable character in unreal engine, I create 3d characters, rig them, make animation systems, and make a combat system just like this and I don't know what role should I assume to get in to game developement. How do I transform my projects into a portfolio to get into game dev?
@@borovikmotion did you use this video as your portfolio?
@@garrytalaroc there are multiple roles in what you've described: creating characters - 3d character artist rig - rigger, technical animator animation - animator, gameplay animator, technical animator animation systems - gameplay animator, technical animator, animation programmer combat system - technical designer, combat designer, UE developer btw if you're interested what is the difference between all these roles - there is a Game Anim book from Jonathan Cooper It is impossible to know all at the good level, so you can choose the role depending on what are you focusing on, what is your best skill, and this part needs to be done really well, other stuff can be done maybe not so well, but it will show that you know what u're doing, that you understand the pipeline and you can work in the team, it is appreciated in the companies. my project here is kind of average in animation, poor in combat, and very bad from a programming perspective, but all of this combined shows an understanding of AAA game development, so yep, I showed this video and the behance page as a portfolio and got a job as a technical animator. But I also had experience as a regular animator, before that
@@borovikmotionthanks man. I'm really interested to be in thr combat animation field.
it`s so good, can you tutorial this animation?
thank you! not sure what do you mean by the tutorial, the unreal engine part is described at the behance page, but regarding the animation part, basically things like that are taught as a separate course at animation schools, as only main character contains more than 170 animations, so it could take a few months to describe it all :D
@@borovikmotion I looked at the sections about unreal engine on the site and it was not understandable because it is in the form of text, if you explain the same explanation in several videos, it will be much better.🙏
респект и уважение за то что описал процесс на бихансе, за этот и FPS проект, очень крутые работы
спасибо!
After watching something like this, I just want to go to the door, put my hand to the frame and slam the door on it, as I will never be able to produce anything like this, so what is the point :)
noooo, don't say things like that 😥 , anything is possible, it's just a matter of time, effort and positive believe
Подскажите пожалуйста, какие курсы 3Д вы проходили?
конкретно этот курс это введение в бодимеханику от animationschool ru, преподавал тогда Дмитрий Колпаков, сейчас у него своя школа
hello. this is a really good job. can i ask you how can i start to learn this?. i made some 3d animations with cascadeur on the ue5 manne, and i would love to learn about this so i can play with them in my "DEMO PROJECT" . i have some knowledge on bluepritns but nothing related to animations. where did you start learning this pls?
Hi! Well, it's hard to say exactly where to start, I started a long time ago with simple mobile games, made some animations like idle & walk cycles, made some transitions in an engine, etc. Then I took body mechanics and advanced game animation classes in the animation school, it took about 8 months of study and then things got much easier. I believe classes like this could be found at iAnimate or similar workshops. Unfortunately, the self-study doesn't work really well with animation, as to learn you need feedback from a more experienced colleague, without it will be very hard to make progress. If you already have some knowledge in animation - then you can try to dig into the UE projects available in the marketplace, and watch tutorials on youtube, there is plenty of good stuff about anim blueprints and loco setup. Thank you!
@@borovikmotion yes lets say i've an intermediate level in animation, i kinda know the principles and "i can" animate characters. But the hardest part is teh ue5 technical part about anims. all tutorials i find are very basic ( just the locomotion with blendspaces, with basic state machine for the idle to run jump crouch. I am trying to find a good course that is specificly made for animators. i found one in agora but its also very basic. i need stuff about melee and locomotion at same time (¨where torso animation and leg anims are separated). Thank you for the help, i will try to find some projects in the marketplace that can help me understand better.
@@RDD87z well if you already understand how the basics work then you can go into the description of the video, there is a link with a detailed breakdown. Basically, at some point, the locomotion / combat system becomes not more complicated, but just bigger. So you just add more and more animations, like special anims for starts in 8 directions for different speeds, special anims for turns, special anims for stops at differen speeds for different foot phases, special anims for turning while moving, special anims for inclined surfaces, etc. it's all just blendspaces and montages
Super Cool Animations
thank you! :)
amazing work.
ого
Those assets are really high quality
where can I learn this? 🥺
Hey quick question. How do you get the sword attacks to land almost all the time?
hey, here player is attacking towards the enemy, so it's not like a hardcore-games where you need to aim the sword, attacks are auto aimed to the target enemy
@@borovikmotion So how would i go about doing this?
@@unknownhorizons 1) use "Find Look at Rotation" node to get direction from player to target (lets say it's 110 degrees) 2) play the most close animation to it ( it will be 135 degrees) 3) rotate the player in blueprint or code by this 15 degrees difference, I did it just by "SetActorRotation" node in event tick here thiere is example is at 0:49 how it works, and also you can check here in the "directional attacks" section: www.behance.net/gallery/108725255/Locomotion-Battle-System-Technical-Animation-Demo
@@borovikmotion Oh wow this is smart. Thanks for the reply!
WOW It's Sooo cool!!!, I'm sound designer and music composer I'm supporting game and indie animation film studio i upload No copyright music and sounds on my UA-cam channel!! i wanna communicate and share a lot of game, indie animation studio and people!!
This is exactly what I need for my project that’s actually crazy. Do you do any freelance work or are planning on releasing this as a marketplace product?
haha, no freelance work unfortunately, but maybe in some future I can upload this to the marketplace, after animating this using standard UE mannequin
@@borovikmotion That would be awesome I would definitely buy it! And no worries man, in case you're ever in need of some side work I pay starting at 25$ an hour!
Great Tutorial learned alot what a legend
pls go to the link in the description and you'll learn even more ☝