Table of Contents
Expectations as you get started.
- You can not convert your existing rig to OZONE, you will need to rig it with our tools.
- To have Sub-d in Unreal the mesh has to be in the OZONE node.
- Expect to think differently about how rigging and deformation is approached as you start exploring our rigging system.
There are also some terms that you should understand as we start exploring and learning about the Ozone rig system- Avar (Animation Variables): An Avar is usually channel that is designed for direct user interaction. Exposed in Maya as an Attribute that will show in the channelbox, can be edited and connected to and driven by animation or rig connections. You “Mung” an “Avar” when you want to see the rig do something.
- Dvar (Default Variable): A channel that can be set but NOT animated. Usually not exposed to Animation and is a fitting or rig adjustment element.
- Mung: The user is actively changing a channel or Avars value with the purpose of seeing a result in the rig.
- Actor (fileName.o3a/b): Container for a rigged asset that contains the mesh, the rig(s) and animation controls
Getting Started Binding your Mesh to the Ozone Rig Actor asset #
- First, you will need to load your character’s mesh in to Maya and then open the Actor panel and select the mesh(es).
- Next, select the “create actor” button and choose the “create actor” option.
- If the actor already exists, you can use the “Add Selected” option with the mesh and actor selected in the list.
- This will bind your mesh(es) to the ozone rig. Finally, you can access all of the rigging options by opening the Ozone panel.
Here is an end to end workflow walkthrough overview of the Maya Plugin to “rig” a torus.
A simple look at the concepts that live inside our Ozone deformer compared to how things work in Maya terms comparing results using Maya deformers to create the same effect as our Ozone rig.