Does Maximo support animation of characters with separate objects for limbs?

I’m trying to animate some K`Nex people (see: https://youtu.be/ZQ_LyurwzPM) that are composed of separate parts, which makes them fairly different from the single object characters we sent through Maximo.

  1. Does Maximo support these types of models?
  2. Do you have any courses that talk about this type of animation (where the bones do not cause deformation to the objects, but follow the parented pivot points)?
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It’s not going to be as quick/easy as Mixamo. But you can use the Rigify add-on and create a human armature. You can associate/parent different objects to bones and it will work.
You’ll probably have to do some manual adjustments so the bone pivots are in the exact spot you want your object pivots to be.
I can’t think of a really simple/straight forward way to quickly right multiple objects.

Shape keys and constraints are another option, but I think that would be more time consuming.

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As @Digitz explained, you can connect an object (a K’Nex stick) to a single bone.

If you use Mixamo, normally you would connect the object to the armature, using weight paint.
But you can connect a single Mixamo bone to an single object manually.

I have done a few robot arm animations (https://youtu.be/WPH-gvILCkk , https://youtu.be/fFNqXk2U4Vo, https://youtu.be/CxmBL-sHcAU ) and you can make them work with a lot of tedious adjustments.
Thanks, I will look at Rigify in more detail.

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