Rokoko Studio Subscription: Rokoko Studio Plus, Pro or Enterprise
In order to stream to Autodesk Maya, you need to have installed the Autodesk Maya plugin. Instructions for doing this can be found here.
Rokoko Studio settings
Enabling Rokoko Studio Live
Go to settings and click on Studio Live in the dropdown menu.
Configure the data Stream
Before you can begin streaming data you need to configure the receiver information. Start by clicking the cogwheel in the top right corner, which will flip the box around.
Add one receiver by clicking the plus button, which applies one receiver to the list. At this stage you can modify the IP address and Port number.
Click the arrow down button to configure VP (Virtual Production) Port.
Enable and disable receiver
Each individual receiver can be enabled and disabled by toggling the switch.
Enable data stream
Enable the data stream by clicking on the box. The green outline indicates that the data stream is enabled, click again to disable. (In order to enable a data stream, at least one receiver must be enabled.
Autodesk Maya settings
Receiving the Data
Go to the script editor (Windows -> General Editors -> Script Editor) and type the command "showRSLM"
Down in the right corner (Make sure it is set to "MEL") and type the command "showRSLM"
Highlight the command text and middle click drag it onto the shelf and save the script as MEL for easy access. The button can be edited and given a name, different logo if desired.
When running the command the "Rokoko Studio Live" UI will pop-up.
1) Rokoko Studio Live - Is the main category where users will see studio contents, map/unmap the entities.
2) Studio Command API - Functionalities for calibarting and recording in Rokoko Studio.
3) Info - Links to documentation and tutorials.
Press “Start Receiver” to start receiving data from Rokoko Studio. The Data structure you will see is similar to the "Tree" structure as in Rokoko Studio.
You're able to dock it into Autodesk Maya's own UI to integrate it into your workspace.
General workflow idea
All interactions between Rokoko Studio objects and Autodesk Maya objects are made by context menus. The user selects something in Autodesk Maya and this selection will be considered by context menu actions.
Streaming Character data
Open the HIK (humanIK) panel in Autodesk Maya by either going to (Windows -> Animations Editors -> HumanIK)
Up in the top right corner clicking the icon
You can dock the panel as you please.
After starting the receiver, right-click a character in the Rokoko Studio Live window and select "Create HIK skeleton". Once the new skeleton is created, right-click the Character Studio Object again and select "Map to active character". The current character in HIK panel will be mapped.
NOTE: In order to transfer the data from the Rokoko Live skeleton, you must define it in the HIK panel, and set the Rokoko Live skeleton as the source.
After starting the receiver, select the geometry in Autodesk Maya which hosts the blendshape node. Right-click the Face Studio Object and select "Map to selected objects". After the face geometry is mapped, you need to map the blendshape weights. Right-click the Face Studio Object again and select "Automap weigths".
Rokoko Facial Capture follows the naming convention of the Apple ARKit and should automatically map the weights that follow that naming convention. More info about the naming conventions and visual representations of the blendshapes Here.
If needed you can map the weights of the blendshapes yourself. Select the blendshape node and go down and open "Extra Attributes". In the "Rokoko Face Mapping" panel you can map the name of the blendshapes yourself.
Streaming Virtual Production data
After starting the receiver, select the object in Autodesk Maya that you want to associate with the Prop Studio Object in Rokoko Studio Live panel. Right-Click the Prop Studio Object and select "Map to selected objects".
To stop the object from being associated with the Prop Studio Object. Right-click the Prop Studio Object and select "Unmap selected objects" or if you want to unmap all, select "Unmap all" instead.
NOTE: Same valid for tracker objects
HINT: The transformation is applied to all 6 channels (translate, rotate and scale). Therefore you might want to create a parent group which have the mapped data. Then you can still edit the object when the parent is mapped.
To record objects, press the "Start Recording" button. All mapped objects will then be recorded into keyframes.
NOTE: Autodesk Maya's current frame will be considered as the first frame. Recorded frame range will be displayed on the right side of the "Start Recording" button. If you make a new recording on top of previously recorded data. The keyframes will be updated.