XYZ coords of a plane – MEL ?

Hello, simple description:

Imagine you had a plane and it was subdivided x & y by arbitrary amounts – you then animated this plane through maya 3D space over time:

How can I get Maya to output a file (.txt .xml or .tiff even) that gives each subdivisions centre point on the planes position in 3D space ?

Slightly more detailed description>> So imagine a square plane 2×2 units large created flat centred at the origin was subdivided by 2 in each x and y so it was now defined by 4 1×1 squares. The planes top left subdivided square would have a centre at -0.5, 0, -0.5 (XYZ) (the original top left that is, it is free to rotate or move however and no longer be ‘top left’).

So my text file for this first frame would be:

-0.5, 0, -0.5 (top left)
0.5, 0, -0.5 (top right)
-0.5, 0, 0.5 (bot left)
0.5, 0, 0.5 (bot right)

and if I were to move the subdivided square – I dunno, pivot 90deg around its ‘top’ edge so it was standing up the next output would be:

-0.5, 0.5, 1 (top left)
0.5, 0.5, 1 (top right)
-0.5, 1.5, 1 (bot left)
0.5, 1.5, 1 (bot right)

You’ll notice I used a typical scheme where you read from top left to right then down to bot right and had the x y z values tab delimited and the subdivision position line delimited. This is just an example (I got hose numbers just by eyeballing it).

I’d want much more subdivisions in reality and deform the plane also, importantly:

Could it be done with an nCloth ??

I may as well be a complete beginner with maya and programming, but have a little experience in both a long while ago, should with a struggle be able to nut it out :wip: , but any hints or similar programming re. this kind of carry on would be *greatly appreciated*

MEL ?? possibly within the app UI itself ?

:thanks:
:splat:

Comparing animation data transfert methodes in Maya

Hi folks,

So far i can count many different ways of transfering animation data betwen assets in Maya:

– Retargeting
– Non linear clips for characters
– Mocap
– Mel scripts
– There may be others

I guess all these different techniques aim at different needs. But i would like to compare them. For that i need your help because i have been studying Maya mostly from the teaching angle not really a professional user.

For you, which of those animation data transfert methods or technique is the best and if you only had to choose one, why would choose that one instead of the others?

Last but not least, what are the pros and cons of each of these techniques?

Thank you

How to revert the primitives tool to older style?

Hi,

My artist buddy is not here today, i had to start blocking a mesh by myself. I have to admit it’s a real nightmare, i been fighting with the polygon cube creation for a while.

Is there a way i can revert this back to its "natural"behaviour (back to Maya 6 i guess?)

Thank you

Render Passes for Dielectric Material

I’m rendering my water shapes with a Dielectric Material.
I’m trying to separate the refraction and the reflections with the render passes but I only get a black background.
Why is that?

How to attach high res mesh to another

Hi Folks,

Now i went and transformed a high res mesh in zbrush that i exported in Maya. I started from one of the ztool heads supplied with zbrush.

My problem now is how to combine and welde this high res into a body that i sculpted in Maya. I dont want to go and wel vert-by-vert. Anyway there are so thousands of vertices it’s almost impossible for me to find the right correspondance if time had i.

Do you guys know how i can do that?

Thanks

mip_cameramap with an image sequence ?

I’m just trying to render out a sequence of a matchmove and a couple of 3d objects in maya.
I essentially just wanted a quick jpg sequence to view back as a preview.

Very very simple scene, just a sphere sitting on a box and the box has the mip_matteshadow applied to it.
Utilising the typical workflow (rayswitch enviroment/mirrorball/cameramap) that is outlined in the ‘production’ pdf on the mental images website.

I’ve changed the default Mentalray Texture Node with the maya File Node and loaded the ‘back plate’ image sequence with the Use Image Sequence cheked.
In the Render Current Frame it all looks good and I can scrub through the timeline and everything lines up but when I Batch Render only the first frame is correct. As the box with the mip_matteshadow appears to be using the first frame (basically just looks weird!).

Any thoughts or ideas how to work around this for now ?

2D Fluid Texture as Displacement

After checking out the examples on Duncan’s blog dealing with new features in Maya 2011, I thought I’d try and replicate a few. Right now I’m working on the bomber example, where particles emit into a 2D fluid texture which is used for displacement and color on a groundplane. There’s no outAlpha on the fluid texture, and when I set the Color input to density, none of the outColors produce any results on the heightField I’m feeding it into. Anyone tried this?

Thanks,
Paul

Maya Style Alphas

Hello,

I am trying to use "Maya Style Alphas" with mental ray and it works in the editor, but when I try to batch render, the nodes default to off. Is there a way to change the preferences on the actual nodes or a batch command to force the "Maya Style Alphas" option? Maybe a script to force the option?

Again, it is correctly set on the editor (and the local renders are correct, just none of the renders from the nodes.)

Thanks for any help!
M

PNG export with camera data?

I’m trying to render a PNG sequence that includes camera data so that I can open it in After Effects and perform an RPF Camera Import. I can’t find an option to include the camera data in the Maya render settings. When I right click the footage in After Effects, the RPF Camera Import function is grey/unavailable.

Any suggestions are greatly appreciated!

ctrl buffers VS Maya 2009 buffer/pass system

Got a question since I want to get rid of some shaders that I guess have now been implemented in maya (correctly I think). I’ve been using ctrl buffers for quite some time and I have gotten used to them and they work really really well with miaX passes material (shader I use the most that comes standard with maya). I even still use ctrl buffers with maya 2009+ even though creating customUserBuffer and miDefault are now hidden.

I have also used mayas writeTo buffers together with custom color in the pass system in order to get stuff out of Mia X Passes. So what I am saying is that I am comfortable using either mayas built in buffer system or ctrl buffers, however the question lies with performance.

I’ve read tons of opinions on both using old school buffer systems and mayas newer buffer nodes. I’ve heard about maya getting really slow after using a certain amount of buffers (never reached that threshold) or how the passes system with buffers is broken for mental ray. Like I said..I’ve worked before, but have not made any performance tests as from what Ive seen both are pretty much the same deal. So I’m asking you guys, what is more efficient, less broken, better performance at rendertime? Or should I stick with both..mayas pass/buffer system for maya materials..and ctrl buffers for MR?

Same deal goes with la Maisons motion vector shader…

Any thoughts would be appreciated since I’ve got a collection of shaders which might be getting a little obsolete and want to make the list a little shorter.