Simul8 Tutorials¶
Maya/Simul8 tutorials for path creation, smoothing, camera head setup, RigMover nodes, limit checking, kinematic import, and 3-node camera animation in cartesian space.
1. Simul8 Tutorial: Introduction¶
AI Summary
In this Simul8 tutorial learn what Simul8 for Maya 2018/19 has to offer.
For operators using this as a reference, the main focus is CGI matching, EtherCAT, Maya workflows, axis limits, and import/export, while it also touches on kinematics, mimic systems, motion smoothing, move programming, and target tracking. It should help when deciding which Flair workflow, robot behaviour, or setup area is relevant before opening the full video.
The practical setup context is that hardware referenced includes CAMERA_RED, MIMIC, PRECISION_TRACK, and TURNTABLE. This helps connect the video to the rig, accessory, software environment, or workflow label an operator may already be working with.
The chapter links below provide 13 timestamped jumps into the main setup, demonstration, and workflow moments, making it easier to go straight to the section that matches the issue or task being investigated.
Chapters
- 00:10 — in this tutorial I will introduce you to simulate simulate is a plugin from Maya
- 01:36 — of the camera and so on in order to input rig right click on import rig
- 02:54 — allow for 20 centimeters this is usually the height of the rail once again
- 04:55 — camera and then select the remove the rig mover node and constrain it to it so
- 05:47 — after that you can apply to the silver in order to move the rig to match the
- 06:34 — limit the minimum limit is not infinite
- 07:21 — the viewport and then as I can move the truck further
- 08:08 — what I can do now is export this reg
- 08:57 — the operator now is going to be ready to import the move and mimic and run it and
- 09:52 — flour and there will be a velocities and acceleration maximum FPS which are as I
- 11:07 — and I can see through the limit try to
- 12:22 — know for example rig turntable or something that you want to keep track of
- 13:07 — so the next step the next step would be select this rig and import about clear
2. Simul8 Tutorial: How to Install Simul8¶
AI Summary
In this Simul8 tutorial, you'll learn how to install Simul8 and request a license. After that, you'll be all set to start using it in Maya 2018/2019.
For operators using this as a reference, the main focus is Maya workflows, import/export, and move programming. It should help when deciding which Flair workflow, robot behaviour, or setup area is relevant before opening the full video.
The chapter links below provide 4 timestamped jumps into the main setup, demonstration, and workflow moments, making it easier to go straight to the section that matches the issue or task being investigated.
Chapters
3. Simul8 Tutorial: Path Tool¶
AI Summary
Technical tutorial containing timestamped references for EtherCAT, Maya workflows, axis limits, import/export, motion smoothing.
For operators using this as a reference, the main focus is EtherCAT, Maya workflows, axis limits, import/export, and motion smoothing, while it also touches on move programming, spline behaviour, track calibration, and zeroing. It should help when deciding which Flair workflow, robot behaviour, or setup area is relevant before opening the full video.
The practical setup context is that hardware referenced includes CAMERA_ARRI, CAMERA_RED, and PRECISION_TRACK. This helps connect the video to the rig, accessory, software environment, or workflow label an operator may already be working with.
The chapter links below provide 7 timestamped jumps into the main setup, demonstration, and workflow moments, making it easier to go straight to the section that matches the issue or task being investigated.
Chapters
4. Simul8 Tutorial: Smooth Tutorial¶
AI Summary
Technical tutorial containing timestamped references for Maya workflows, import/export, motion smoothing, move programming, spline behaviour.
For operators using this as a reference, the main focus is Maya workflows, import/export, motion smoothing, move programming, and spline behaviour, while it also touches on target tracking and track calibration. It should help when deciding which Flair workflow, robot behaviour, or setup area is relevant before opening the full video.
The practical setup context is that hardware referenced includes PRECISION_TRACK. This helps connect the video to the rig, accessory, software environment, or workflow label an operator may already be working with.
The chapter links below provide 8 timestamped jumps into the main setup, demonstration, and workflow moments, making it easier to go straight to the section that matches the issue or task being investigated.
Chapters
- 00:07 — in this simulate tutorial I will show you how to use the smooth tool in the
- 01:00 — pond that looks like a city drawbacks off camera tracking however is that when
- 01:56 — you're gonna have that time trying to run that move you got smoothing in Fleur
- 02:44 — smooth tool and as you can see the
- 03:30 — translate and then I'm gonna buffer it and press the smooth button the first
- 04:15 — there are director cases where you want the extremes of the curve being the same
- 05:02 — want is the curve to maintain this
- 06:21 — planning it then it would create a nice little curve around it and that's
5. Simul8 Tutorial: Span Tool¶
AI Summary
In this Simul8 tutorial, you'll learn you how to use the Span tool in order to re-sample portions of "baked" fcurves in Maya 2018/19, so that they will follow a cubic curve kind of interpolation in-between the boundary keyframes of the selected portion of curve.
For operators using this as a reference, the main focus is Maya workflows, import/export, motion smoothing, move programming, and spline behaviour, while it also touches on target tracking. It should help when deciding which Flair workflow, robot behaviour, or setup area is relevant before opening the full video.
The practical setup context is that hardware referenced includes CAMERA_RED. This helps connect the video to the rig, accessory, software environment, or workflow label an operator may already be working with.
The chapter links below provide 5 timestamped jumps into the main setup, demonstration, and workflow moments, making it easier to go straight to the section that matches the issue or task being investigated.
Chapters
- 00:25 — solving version of the license and they allow you to move and interact with
- 02:15 — and that press expand that will basically try to follow the curvature of
- 03:06 — these two it's very important you understand that it's not gonna follow
- 03:53 — in the gap of the key frame selected so I said I want to follow curvature from
- 05:32 — three because we want them flat but i will set up the rest of the curve and
6. Simul8 Tutorial: Camera Head Tool¶
AI Summary
Technical tutorial containing timestamped references for EtherCAT, Maya workflows, axis limits, import/export, motion smoothing.
For operators using this as a reference, the main focus is EtherCAT, Maya workflows, axis limits, import/export, and motion smoothing, while it also touches on move programming, spline behaviour, and track calibration. It should help when deciding which Flair workflow, robot behaviour, or setup area is relevant before opening the full video.
The practical setup context is that hardware referenced includes PRECISION_TRACK. This helps connect the video to the rig, accessory, software environment, or workflow label an operator may already be working with.
The chapter links below provide 16 timestamped jumps into the main setup, demonstration, and workflow moments, making it easier to go straight to the section that matches the issue or task being investigated.
Chapters
- 04:48 — are moving so you would expect only to move the rotates a really the same
- 05:47 — without changing there is oh the rotate order can be found in the transform node
- 06:33 — if you want to move a pan or you want to
- 07:29 — objects each one with one single access so basically what is doing these node
- 08:19 — perspective view here right then what I would do I would select the parent node
- 09:07 — out of nodes and shows your be better how Maya works behind the wood this is
- 10:12 — reason why I will show you later this is a transform node
- 11:15 — is basically having related to the orientation of Maya the global space the
- 12:43 — baked the animation but I left the import active on so I will switch this
- 14:13 — me hide the original camera when I select the camera head node till
- 16:11 — keyframes at the end and at the start of your keyframe selection so now I've
- 17:04 — you see you will see that the purple is they camera head node the one that we
- 19:10 — actually that's back to 100 if I was to create a camera head node on a scaled
- 20:11 — as it stands at the moment the camera had to doesn't keep track of rounds in
- 21:52 — happening here is that is basically not filtering for Euler rotation as Maya
- 22:58 — linear well not really linear but like you've got like a continuous curve which
7. Simul8 Tutorial: RigMover Node¶
AI Summary
In this Simul8 tutorial, we show you how to use the rigmover node. The inverse kinematics solver that allows you to easily animate in 3D any MRMOCO rig.
For operators using this as a reference, the main focus is EtherCAT, Maya workflows, import/export, kinematics, and move programming, while it also touches on spline behaviour, target tracking, track calibration, and zeroing. It should help when deciding which Flair workflow, robot behaviour, or setup area is relevant before opening the full video.
The practical setup context is that hardware referenced includes CAMERA_RED and PRECISION_TRACK. This helps connect the video to the rig, accessory, software environment, or workflow label an operator may already be working with.
The chapter links below provide 30 timestamped jumps into the main setup, demonstration, and workflow moments, making it easier to go straight to the section that matches the issue or task being investigated.
Chapters
- 00:16 — kinematics over that comes with simulate plugin for Maya
- 01:11 — you very briefly all these buttons what they do and how to import rigs and
- 02:22 — the camera that you want to apply the rig move a node to and then ctrl select
- 03:21 — as many notice I'm just going to isolate these rig move a node arrow this
- 04:25 — move manoda the move mode is in track
- 05:13 — for extent angle are at zero and that is
- 06:00 — below the zero what I do is to translate
- 07:36 — and animating all the other axis for you because it's an inverse kinematic so the
- 08:59 — not influence this over okay back to the move what you would typically do let's
- 09:53 — what I can do I've got my first keyframe here you can
- 10:58 — based on the track hint values I gave
- 12:21 — just gonna put the extent back in let's start like that and keyframe it at the
- 13:19 — to show you now is if I back go back to the move mode truck the truck mode let's
- 14:21 — down the ad should be down the at the custom attributes in the rig-move mode
- 15:50 — inclination related to the truck sorry the rail so these are 2 different angle
- 17:05 — line along the left axis what it does is basically with zero on the horizontal
- 18:39 — going through the gimbal so you probably want to either move the camera in this
- 19:26 — can be useful sometimes since we are in move mode truck at the moment I'm going
- 20:15 — I want the base to follow the other side
- 21:38 — back to the other side that option obviously only works when move mode
- 22:46 — say that that's about a feature is the silver is gonna be keeping track of the
- 24:02 — better what I mean so I'm going to detach the rig mover node from the
- 25:38 — on rotate as well and on row so remover select the node and then in rig mover
- 27:45 — alike a cash cow affordable X when they get imported and the rig move or get
- 31:22 — truck at the beginning at the end of the move and now the truck is basically
- 34:55 — it when it's gonna be imported into my you'll see you will have LW rail objects
- 36:26 — top of this one next so at the moment to change the distance of the tilt node
- 37:11 — measurement the rig move our node and the place is where to do that is from
- 38:10 — and hence the translate Y will be negative oh five in the rig mover node
- 39:00 — seems quite okay so from here I can then do what I want I can move the rail I can
8. Simul8 Tutorial: Limit Checker¶
AI Summary
In this Simul8 tutorial, you'll learn how to use the limitChecker node in order to check how fast the rig can perform the animation provided.
For operators using this as a reference, the main focus is EtherCAT, Maya workflows, axis limits, import/export, and kinematics, while it also touches on motion smoothing, move programming, robot safety, spline behaviour, and target tracking. It should help when deciding which Flair workflow, robot behaviour, or setup area is relevant before opening the full video.
The practical setup context is that hardware referenced includes CAMERA_RED and PRECISION_TRACK. This helps connect the video to the rig, accessory, software environment, or workflow label an operator may already be working with.
The chapter links below provide 36 timestamped jumps into the main setup, demonstration, and workflow moments, making it easier to go straight to the section that matches the issue or task being investigated.
Chapters
- 00:09 — simulator tutorial I will show you how to use the limited checker node
- 01:14 — their script editor there and the graph editor node which is already here
- 01:59 — panel's layout as my solving panels layout as I like right the limit checker
- 02:52 — that you need in order to solve and so for velocity is acceleration and values
- 03:41 — node and what I want to do it's to first
- 04:27 — speed and acceleration based on what
- 05:24 — display icon in the time slider you can access to a playback speed menus or sub
- 06:12 — with that speed or actually hitting one
- 07:07 — the first thing that you want to do after you've selected a limit checker
- 07:56 — moment I'm using only the track because
- 08:42 — you will find under the limit checker
- 09:30 — set the velocity of box velocity of the
- 10:15 — like that so if the velocity of the
- 11:27 — motors so it's dirty as a safety measure so it's more like an
- 12:19 — you look down the channel box the input truck acceleration fps is 19 is 19 frame
- 13:11 — acceleration and deceleration issue that
- 14:04 — to specific basically specific to their own access so truck will have from zero
- 14:52 — compound to our velocity and
- 15:52 — velocities has been computed and acceleration has been computed too so I
- 16:38 — the rail so with one piece of we won the
- 17:49 — locator of the Ren's nose is the zero of the truck so
- 18:37 — the limit values of the limits of my
- 19:23 — warnings about the acceleration of the
- 20:11 — probably check that the value of the rail is now 68 centimeters against the
- 21:01 — velocity rover or acceleration of the
- 22:05 — say take out 10 centimeters from truck trouble still a bit still a bit too fast
- 23:31 — would do in flair about velocities and acceleration per axis the only thing
- 24:24 — for truck red is position Green is the velocities blue is acceleration and what
- 25:09 — for I use more smooth it's blind so it
- 26:00 — they're mathematically speaking is there and the enemy checker node picks it up
- 27:12 — the tangent so I will hide them select it and buffer the queue buffer the curve
- 28:00 — so these values 1 9 1 meter 98 and the original value before the smooth was 1
- 28:49 — the acceleration and deceleration it's
- 29:41 — different mathematics behind the spline
- 30:28 — the viewport in Maya especially with
- 31:17 — check what access are giving you warnings through the limit check it out
9. Simul8 Import kinematics tutorial¶
AI Summary
In this Simul8 tutorial we'll show how to import kinematics and axis limits from Flair to Simul8 in order to have matching values on both systems.
For operators using this as a reference, the main focus is EtherCAT, Maya workflows, axis limits, import/export, and kinematics, while it also touches on motion smoothing, move programming, target tracking, track calibration, and zeroing. It should help when deciding which Flair workflow, robot behaviour, or setup area is relevant before opening the full video.
The practical setup context is that hardware referenced includes PRECISION_TRACK. This helps connect the video to the rig, accessory, software environment, or workflow label an operator may already be working with.
The chapter links below provide 11 timestamped jumps into the main setup, demonstration, and workflow moments, making it easier to go straight to the section that matches the issue or task being investigated.
Chapters
- 00:15 — features introduced with version 1.0.5 import rig kinematics from flare and
- 01:04 — if you want and they should be the same let's close this and go to maya
- 02:45 — everything accordingly to that however in maya the height of the base
- 03:44 — that in these flair kinematics setup the height of the rail from the ground
- 04:40 — different and then import it back to
- 05:47 — over to your rig mover shape node in to
- 06:35 — it's it's for fur so what you want to do it's very similar to how to export the
- 08:00 — nothing to change here it looks all right so let's open maya
- 08:53 — i've got different velocities and different acceleration let's double
- 10:44 — through camera height at zero if you remember from robot kind
- 12:18 — is not going to be like the camera height at zero value is not going to
10. Simul8 Tutorial: 3 node camera animation in carts¶
AI Summary
In this tutorial we’ll show how to export a 3 node camera animation in carts from Simul8 to Flair.
For operators using this as a reference, the main focus is CGI matching, EtherCAT, Maya workflows, import/export, and move programming, while it also touches on spline behaviour and track calibration. It should help when deciding which Flair workflow, robot behaviour, or setup area is relevant before opening the full video.
The practical setup context is that hardware referenced includes CAMERA_RED and PRECISION_TRACK. This helps connect the video to the rig, accessory, software environment, or workflow label an operator may already be working with.
The chapter links below provide 18 timestamped jumps into the main setup, demonstration, and workflow moments, making it easier to go straight to the section that matches the issue or task being investigated.
Chapters
- 00:07 — control in the simulated tutorial i will show you how to export a camera movement
- 00:59 — a camera aim and up in maya
- 01:56 — i'll delete this you won't need a three notes camera in maya in order to
- 03:02 — let's parent constraint remover node to the
- 03:58 — um let's keep the track here
- 04:56 — bake out or export a move frame by frame so
- 05:50 — rig root node
- 06:38 — check on the keyframes for sparse export
- 07:24 — just got two lines of data inside my exported move
- 08:16 — so same rig remover node
- 09:03 — good cards that is basically very close to our export from maya
- 09:49 — access and in the cgi imports window
- 10:42 — relation to the note the three camera node are the
- 11:29 — so as you can see now on the track i've
- 12:27 — going to ask us to you know reframe or move and
- 13:39 — the lens node offsets it's still the same 24 and
- 14:38 — the curves that are linking the two keyframes in maya
- 15:23 — you import it and that is because of the









