Non-Linear Animation: Animating with the Trax Editor in Maya 4.5 and 5

By Brian J. Immel

 

 

Converting keyframes into Poses and Clips in the Trax Editor

1. First thing we need to do is to create a Character Set. A Character Set is a list of attributes that we will be using on the character throughout the entire project. If we do not create a Character Set, then all of our following hard work will be for nothing.

2. To open the Trax editor, go to Window > Animation Editors > Trax Editor.

What is the Trax Editor?

3. Poses

Exercise: Bowing Pose

1. Lets do a little exercise where we create a bow pose, a neutral stance and a short cycle from these two poses. Open the default pose.mb file.

2. Pose the character in a neutral position and create a pose. Name it Neutral_pose.

3. Pose the character in a bowing position and create a pose. Name it Bow_pose.

4. In the Trax Editor, place a copy of the Neutral_pose at frame 1.

5. At frame 5, place a copy of the Bow_pose.

6. At frame 15, place another copy of the Bow_pose.

8. Finally, at frame 20, place another copy of the Neutral_pose. Scrub through the Time Slider to see the results.

4. Clips

Options

1. To make a Clip, go to Create > Clip option box or hit the Create Clip button in the Trax Editor Shelf .

2. As for the options, you can disable Leave Keys in Timeline (off by default) if you don’t need to use that data anymore.

3. However, if you are planning making a slight variation of the character’s position, leave turn this option on and Pose away.

4. I normally leave Put Clip in Trax Editor and Visor turned on. I like to make sure that when I make the Clip, everything works as I expect it to.

5. Using the Time Range can be tricky depending on what you are trying to accomplish.

6. Don’t worry about Subcharacters or Time Warp for now.

7. Always Include Hierarchy!

Exercise: Create a Clip from the Poses exercise