2012年10月29日星期一

How to drive any attribute in Maya with sound

How to drive any attribute in Maya with sound

How to drive any attribute in Maya with sound
The goal of a functional character rig is to provide the animator with the maximum control from the simplest interface.

This tutorial will demonstrate how to create custom object attributes. We will also be writing some simple expressions to connect those attributes to the node we want to control.

Let's say we want to create a control that will allow the animator to lean this pumpkin character from side to side.
When the pumpkin leans to the left, we want him to pivot from the contact point on the left side. And when he leans to the right, he should pivot from the contact point on the right. If he always rotates from the same pivot point in the middle, we have intersection with the ground plane.

Of course, the animator could always just rotate and translate the pumpkin by hand. But aside from being a lot of work, it's bound to look "floaty" in the end. Our task is to make the animator's job easier.

Ok, so how do we achieve multiple pivot points?

The best way is to parent the pumpkin under a couple of null nodes. Select your object and group it twice. Select the inner group and rename it "LeanLeft." Select the outer group and rename it "LeanRight." Now select the pivot points and move them where we want them. (On a PC, hit the "insert" button to toggle the pivot mode.
Now, we can select the LeanLeft node and rotate to make the pumpkin lean to the left. Select the LeanRight node to make the pumpkin lean to the right.

Excellent! We have the desired effect in place using the group nodes with different pivot points. The pumpkin is able to lean from side to side. But it's still not easy to animate. We don't want the animator to have to be selecting different groups to lean each way. It would be great if we could control the lean with one attribute.
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2012年10月21日星期日

export models from autodesk 3ds max onto autodesk maya

export models from autodesk 3ds max onto autodesk maya

Both packages ship with support for FBX format, Alias owns the format and 3dsmax has shipped with it since max 6 I think. FBX is a format originally created by Kaydara for Filmbox/Motion Builder translation from the host to the animation package. This format supports animation, geometric information, skin weighting, lights, cameras, uvs, and other stuff; see the release notes for what is and isn't supported. This is also the format that will probably become the go between for Max and Maya now that Autodesk owns both.
Although I am not considering myself a newbie in 3d I fell like ONE when I tried to use maya to export a model.
I can not find that fbx option or any way to export the models - I am not a maya user and to be honest and I do not want to be but I need to export our client previous maya models to max or c4d. ... something that is working!
I downloaded the personal learning edition just for this perpuse but I can not find where are the export options in that so called great "Maya"...I mean I foubf them but it has only 2 extensions! (*.fbl and *.mp)
anyway I am a bit upset since I wasted important time trying and trying...
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use Autodesk HumanIK animation middleware in maya

use Autodesk HumanIK animation middleware in maya

use  Autodesk HumanIK animation middleware in maya
Animating a character flipping or spinning around can be a hurdle in 3d. A character will forward flip over a different center of gravity then if it were to spin around 180 degrees on its right heel. Typically the solution is to set up a hierarchy of groups with pivots at different locations in which the animator can choose to rotate individually as needed. The problem with this solution, besides the redundancy of having so many group nodes to dig through, is that it takes a heavy amount of preplanning to pull it off cleanly. The idea here is to make one control that will easily move around the character's center of gravity in order to rotate the character as a whole around that center.
Let it be clear that this is a MOVABLE pivot not an ANIMATABLE pivot. What that means is that it is generally a one time deal per shot. Once the control starts rotating, translating it can cause some very funky results. If you have a character that is walking and then you use the movable pivot to make it turn left 90 degrees on its heel, trying afterwards to move the pivot over to the right heel will cause the character to translate oddly. However, if the character does a forward flip 360 degrees (essentially rotating the control back to its initial orientation), then the control can be moved and used again.
1. Create a locator (create > locator), name it "objectLocator"
this will represent the character rig or object to be rotated at different centers
2. Group objectLocator to itself and name the group "locatorBuffer"
this is where the movable pivot will do its work leaving the objectLocator free to be transformed as needed underneath
3. Create a nurbs circle (create > nurbs primitives > circle), name it "movable pivot"
this will represent the movable pivot control that is simply translated into place and then rotated4. Open the connection editor (window > general editors > connection editor), select the movablePivot control and click Reload Left in the connection editor then select the locatorBuffer group and click Reload Right in the connection editor
5. Find and click the translate attribute on the left side to select it and then find and click rotate pivot on the right side to make the connection. This will lock the Rotate Pivot of the buffer node to the translate values of the movable pivot. Next we need to connect the rotation of the movable pivot to that of the buffer node so find and click rotate on the left side to select it and then find and click rotate on the right side to make the connection | save my driven keys?

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2012年10月19日星期五

tips Hair and Fur in Maya

tips Hair and Fur in Maya

In this tutorial we will create some hair styles with Maya fur plug-in. Im assuming that you have a basic knowledge in Maya and its core concepts and procedures, which will help to keep this tutorial as short as possible. A video version of this tutorial can be found at 
First well create a new UV set which will be linked to the fur description node later.
1. Select the head and go the side view. And press F11 to go the face selection mode and select the faces which make up the scalp area. You can start with a basic selection and also try using the paint selection tool (edit > paint selection tool).

2. After the faces have been selected we need to create a UV projection node.
On the Create UVs menu select Cylindrical Mapping. This will create a new mapping node.

3. Now locate the polyCylProj1 node and set the rotate x to -90. This will rotate the projection node so it should look like this.

4. Now we will save this set of UVs to a new UV set. Select > convert selection > to faces will convert the selection to UVs.

5. Open window > UV texture editor to view the UVs. You can use the UV texture editor to scale or move the UVs if needed.
6. Select a UV from the UV texture editor that belongs to the UV set we want to save. Select, select shell from the select menu. This will select all the UVs that belong to the UV shell.

7. Select polygons> copy UVs to UV set > copy in to new UV set > options.png to open the copy in to new UV set options box. Enter fur_hair as the new UVset name. Click, apply and close.

Now we are ready to add the fur description node.

8. Press F8 to return to object mode. Select the head and select, fur > attach fur description > new. This will attach a new fur description node to the head mesh.

9. We need to edit the fur description nodes attributes to the desired values to make the hair style.

10. You can start with a preset from the fur description node to make hair styles. It is the easiest way to start. However I have added some methods of creating different hair styles.

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2012年10月18日星期四

convert 3ds Max models to Autodesk Maya

convert 3ds Max models to Autodesk Maya

It is important to know that the FBX converter can actually convert many types of files, and one particularly of note as the bane of Maya users is that the FBX converter can convert DXF files for use with Maya.

Maya plays very nice with .FBX files and the free FBX Converter from Autodesk is a great tool for convert existing .3DS max files for use in Maya. The conversion process is simple yet there are quite a few things to be aware of as you convert and import .FBX files into Maya, and this tutorial by Stuart Christensen will show you the common problems you may encounter when using the converter and what to expect when you import .FBX files into Maya. So, download a bevy of free .3DS models from the internet and have some fun!

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