Producing Animation with Maya2018 or later version

Job ID: 36468235

Budget: $750 – $1,500 USD

I am looking for Mana Animation Producing Expert.

1. Animation production process
1) Made with maya2018 uniformly. Please specify the project directory before animation production starts to ensure that the path will not be lost.
2) Create a new scene, refer to the main object of the model, refer to the prop binding (the reference is set to the name of the merged space) to make animations,
3) The main object is divided into static mesh and dynamic mesh. The dynamic mesh is a group named DH, and here only k models the animation of the main object.
4) There are two types of prop binding, one is a pure model, and the other is a prop with bone binding. The pure model is animated on the model, and the one with bone binding is animated on the controller. (Some props and main objects are added with fusion deformation. Don't forget the animation of K fusion deformation).
5) Create a camera and name it according to the serial number of the animation, such as cam_12, and the animation scene is the same as above DH_500kv_BYQZT_12
6) Set the animation evaluation mode to DG in the preferences

2. Prohibited items:
1) It is forbidden to make any modification to the pivot point operation axis (such as moving the pivot position, freezing transformation, pivot in the play, changing attribute settings)
2) It is forbidden to animate the added group of the model referenced to the scene, and it is forbidden to animate the copied model
3) If constraints are used to animate the model, please bake the constrained model keyframes within the animation range after the animation is completed.
4) Reuse props to make animations. If the same props need to appear in the screen at the same time, you can repeatedly quote props to make animations. Otherwise, you should ensure the simplification of referenced props
5) Do not make any edits to the top-level group of all referenced models to ensure that it is in the center of the world coordinate axis
6) When using scaling to hide the model, please set it to .001. It is forbidden to set the scaling to 0, and do not use visibility to hide
7) For all models or controllers that need to be animated, please start at frame 0 and K one frame before animating
8) Because this animation is a teaching animation, please make it carefully. There will be shots from the VR perspective. When making animations, you need to consider the animations that are linked to the outside of the camera, and you can’t just consider the things in the camera.
9) For props bound by bone controllers, it is forbidden to K frames on the model bones (Fusion deformation can be K) Please put the animation data K on the controller
11) If you have any questions about the above specification process or any uncertainties in animation production, please communicate in time

I will attach on-going project source with some images for deep understanding.
Please bid with "Maya Expert" word for filtering Bots.
Related categories: Animation After Effects Maya 3D Modelling 3D Animation