Komotion for Maya
Key Concepts and the Komotion Paradigm
Fully Procedural Rig Creation
While the current leading toolsets in the industry continue to rely on pre-built modules and templates, Komotion for Maya takes a ground-up new approach, with the industry’s first Fully Procedural Auto-Rig.
For the first time, 3D Content Creators of all skill levels can tackle high-end and complex 3D Rigging, with no technical skills needed.
With Komotion, all Skeletal structures are built with procedurally created Bone Chains linked together. Every Komotion Bone Chain created has the full set of controls built into every chain.
There’s no reliance on pre-built modules or templates, as every bone chain can be configured, linked and placed on-the-fly, in seconds.
Komotion Rigs and Chains are made up of common Maya nodes, and no Bifrost nodes are not used.
Users can freely work with all of the nodes in the Maya scene, import/export them between Maya scenes, and export to game engines.
This approach lets Komotion Rigs/Chains float across current and previous versions of Maya, and allows future potential features such as cross-platform rigging.
Komotion Controls
Interacting and interfacing with Komotion Rigs/Chains is primarily done through the Control panels in the Komotion UI.
When a Komotion Control is activated in the UI, the selection mask is switched, and the Komotion System is configured for using that Control with Rigs and Chains.
Summary
As Komotion introduces a new paradigm to 3D content creators, we strongly recommend that all users take the time to experiment, learn the full feature set, and create content that isn’t easily possible with other toolsets.
Komotion has opened up completely new technical and creative possibilities, that creators still need to explore.
Next Tutorial: Starting Komotion Skeleton Creation