Validation of a Maya rig exported with MTORBA

Once exported, it is possible to validate the Rumba version of a Maya rig using the following workflow:

  • Export a validation animation in a .rumbaanim file

  • Export a validation animation of the animated Maya character geometry in an Alembic file

  • Reference the exported character in Rumba and load the animation

  • Create a Diff layer to compare the Rumba rig geometry with the alembic file

Export a validation animation

../_images/validation_maya.png

The character in Maya with a validation animation.

Reference the character in Maya, create a validation animation in Maya and export a .rumbaanim file using the Export Rumba Animation export_animation button on the Rumba shelf.

Export a validation animation in an Alembic file

Using the same Maya project, select the character geometry and export an Alembic file with the deformed character geometry.

Make sure to export the Alembic file with no namespace and with the visibility attribute.

../_images/validation_abc.png

Assemble the Rumba scene

  • In Rumba, Reference the exported character and load the previously exported .rumbaanim file using the File -> Import Animation.

  • Select one of the character controller.

  • Create a Diff layer with Layers -> Create Diff Layer.

  • Select the Diff layer and load the previously exported Alembic file in the File attribute

Compare the geometries

../_images/validation_rumba.png

The character in Rumba with differences after some sculpting on the head.

If the geometries match, the character should appear in a heatmap showing the difference with the Alembic file geometries.

Compare the two set of geometry using the Diff layer attributes:

  • Time Offset: offset the Alembic file time

  • Asset Mode: the asset display mode (visible, hidden, heatmap, color1, color2)

  • File Mode: the alembic file content display mode (visible, hidden, heatmap, color1, color2)

  • Colormap: the colormap used to display the differences

  • Solid Color 1: the first user solid color

  • Solid Color 2: the second user solid color

  • Tolerance: Minimum error value to consider, in world units

  • Error RMSE: The current frame root mean square error, in world units

  • Error Max: The current frame max error, in world units