Method 1 (Only work for characters from Content Browser):
Select the character from Content Browser →
Download the animation from Mixamo
Import the animation in Maya project where the character has been input
Adjust size of the joint:
Display → Animation → Joint Size (set as 1 will be easier for reference in Rigging part later)
Go to Rig Character control tab (top R corner) → Source : None
R click on Rig Animation → Select Hierarchy → select all XYZ rotation in layer editor as 0 (suppose the rig becomes a T -post but I can’t)
Still in Rig tab, select the rig layer → Create Character Definition → double click each part of the body segment and click the corresponding part of the rig in the scene
Select the choosen mesh as Character, and Character rig just created as Source ....
Bake the animation
Method 2 (Only worked for characters coming from Mixamo online rigger service):
Export the character from Maya to FBX file, upload it in Mixamo → Rigging → choose the animation wanted
→ Drag the T-post fbx to Maya
Show (above scene) → Joints (sometimes they may hide)
Copy all MayaAutoControRig folder to Documents→ Maya → 2022 → scripts
Open script editor in Maya → choose Python tab
→ File (in Script editor) → Open Script → choose ““ from the script folder → Select all in the .py page → Ctrl+ Enter
(Maya 2022 works in python 3, change to python 2: To set the script in menu so that don’t have to open every time:
Choose Custom tab (top bar between FX caching and Arnold) → Select all in the py → hold M mouse button and drag to the Custom bar → R click the newly formed tab in Custom → Edit
→
Shelf Editor is opened → Shelves → Icon Name → open the following:
→ Save all
Select the rig layer in Outliner → Create override Bounding Box (in Mixamo auto control rig v1.6 box) → Select the rig again in outliner → Rig Character (yellow box surrounding the characters will be seen, means the rigs have been made)
Method 3 (Manual Control rig):
Download the character T-Post and animation from Mixamo (animation tick In Place)
In maya, File → Project window → name a new project → Set project, select the file just created
Drag the T-post FBX to Maya → Shading → tick X ray joints
Character control rig menu → Create Character Defintion
Select the part of skeletion in scene → R click on the rig menu skeleton → Assign selected bone... repeat for all other skeleton parts
Change Source to ControlRig, now the rigs can be moved
Method 3B:
Character control rig menu → select the T post Rig layer in Outliner→ Create Control Rig → Define
Load skeleton definition (a folder icon) → select the template
Cannot assign the ironman as a character, and the source rig can’t match completely... till 3:00
Bake animation in skeleton and apply in time editor:
Remark: Need to “Create Reference” in File and import the character T-post fbx file first.
Windows → Animation Editor → Time Editor
Import Content from external files → select the mixamo animation downloaded (has to based on the reference character downloaded clip) from folder
→ turn Loop mode on, then extend the timeline clip, the animation will extend
Drag other animation clips directly into the timeline,
Select the clips in timeline → R click → Bake → Bake to new clip
R click the baked clip → Export Selected → name and save the baked fbx file
Use the control rig to animate the character: