Animating a skeleton


 * See also: Guide.

Maya and CDK
These are results of testing in Maya and CDK:
 * 1) CDK Exports the skeletons, and or animations with skeletons attached to FBX with no problem and Maya can easily pick these up.
 * 2) The skeleton is very easy to rig in Maya as a human.
 * 3) Viewport: Shading > X-Ray Joints
 * 4) Rightmenu: Human IK
 * 5) Human IK Box: Create Character Definition
 * 6) Double Click bone in Character box, click matching bone in viewport (takes 3-4 min)
 * 7) Rotate upper arms to T-pose (to make maya happy)
 * 8) Lock (Optionally Save Rigging Template)
 * 9) Set Character Source as Control Rigging
 * 10) Save the scene for later just
 * 11) Now the skeleton is easy to move in Maya you click the control rig orbs and manipulate them, set IK pins, etc. Everything deforms well no problem
 * 12) Create a simple 2-key frame animation of bending knees in place
 * 13) Human IK Icon Menu: Bake > Bake to Skeleton
 * 14) Select the Root node in the viewport or Rig Tool
 * 15) File > Export Selection or Game Export ( I use FBX 2014/2015)
 * 16) Import Animation into CDK select SK_Human_Skeleton
 * 17) Animation Looks great in CDK
 * 18) Create Animation Montage - Looks Great
 * 19) Attempt to test animation in game - by substituting Montage for Greet Montage in EmoteTable - Nothing happens
 * 20) Test with a bunch of other CDK built-in animations - (Float in Water for example also wont play), but most do
 * 21) Stumped

Mocap imports
Also working great is mocap imports- (There are massive free mocap fbx libraries available online)
 * 1) From Human IK Tab choose "Get HIK and Mocap Examples Online"
 * 2) Open a Mocap example (pick one with a character (like dance1.ma) definition or rig one that has no character)
 * 3) Import your saved Conan rigged character
 * 4) In the Human IK Window set Conan Character Source to Mocap Character
 * 5) Human IK Icon Menu: Bake > Bake to Skeleton
 * 6) Export and Load in CDK - Looks Great in Unreal Tool - Won't play in game