Maya Interface
Posted in: MayaThanks in Advance.
Thanks in Advance.
I am beginner to maya dynamics, i wnt to know how to create stromy clouds formation like in the movies SKYLINE, INDEPENDENCE DAY (before space ship appear) type effect.;)
every so often im given a job where i have to do fine detail on a smooth curved model
as you realize parts that have a hard edge i need to bump up the detail with edges and push them closer together.
the problem is (especially on rounded out areas) all that extra geometry often gives me a rippled or chunky look
you can see in the image i attached. keep in mind what i started with was a sphere, once i added more geometry it distorted it
i want to know what can i do to avoid that
any type of help will be considered, weather it’s exporting to another program, using a 3d scanner, using one of those programs that make 2d pictures into 3d geometry
im open to anything
thanks
To keep it simple. I used Nuke X to track my footage, a simple nodal pan. I exported the camera and point cloud as a .fbx file
When I imported the .fbx to Maya I made sure it was set to Cm, went into the camera settings and changed the resolution to HD(1920×1080). Yet when I view through my camera(with the resolution gate) it doesn’t fit, some of my tracking points/Locators aren’t even in frame. I set up an image plane and confirmed that it’s wrong.
I obviously can’t zoom out my camera, because each frame has a key on it. Is it the way I’m exporting/importing? Is there a step I’m missing?
Thank you
How can I write this so it will effect all the polySmoothFace nodes in the scene?
I would like to run a pre render command telling all polySmoothFace nodes to set their divisions to 2.
Thanks for the help
Short channel ID by Alfred ImageWorks for MBC.
So I’m trying to model and animate a paperclip. The paperclip would start off looking just like a paperclip, and then it would uncurl slowly into a U shape and then kind of get up and walk around using the tips of the U shape as legs.
Which would the best way to model and rig this? I’ve tried a couple of things but keep ending up in epic fail. I’m not so great at Maya and so maybe there’s a simple way to get this done that I don’t know of?
I’ve tried drawing a paperclip shape with a nurbs cuve, and then extrude a nurbs circle along it. The problem I ran into with this is that when the circle extrudes around the curve, it folds and does not keep its tube shape. Thats as far as I got with this experiment. I don’t know how I would rig this to animate like I want.
The second thing I thought of doing was to model a tube and then rig it with a long spine like rig. This would give me great flexibility with the movement, but again, I would probably have to paint weights etc to make sure it does not fold when I bend it etc.
The third thing that I’m trying now (and have got furthest with) is using bend deformers. I made a long tube, added a bend def. and bent the first part. Then added another one further along, changed the low bound/high bound (the one facing the already bent side) to 0 so it would not move the already bent side, and then make another bend. And then repeat this once more. Doing this, I have a decent enough looking model. The problem with this is, if I change the bend value on one of the inside deformers, it bends the entire arm and the bend deformers further out do not stick to the geometry. They get left behind. I’ve tried parenting but that has not worked.
Maybe I’m doing something wrong? I would really appreciate some help on this I’ve been breaking my head over this. I’m a VFX guy and just need this thing done for my project which is mainly a comp. I though this would be simple enough but its driving me insane! Could someone please help me??
I’ve attached my Maya file here too if someone wants to see what I’m trying.
Thanks!
Is Maya still the industry standard? What are the benefits to using Cinema 4D over Maya?
Retopo G makes re-topology, the process of rebuilding mesh over an existing sculpture, simple in Maya. What makes Retopo G so efficient is the Context Sensitive polygon building creation. This means almost any task can be done with the g (repeat) key.
The goal of Retopo G is to create a fast re-topology tool that works directly inside of maya, does not require a plugin, and does not interrupt your standard modeling tools. Other benefits include a combination of surface tools to create the cleanest mesh possible, credits to the creators of for AORelaxverts, and fitVertices. Also, unlike other re-topology solutions, it is very easy to switch between multiple objects to retopo.
Feel free to email me regarding this tool as well. My contact information can be found on my webpage above. Let me know what you think.