Transfering UV values
It is sometimes easier to unwrap the UV coordinates on simplified versions of your models. Make a copy of your model and select Average Vertices several times : Polygons > Average Vertices
Unwrap the UV vertices on the simplied model. When you have finished, transfer them back to the orginal model by selecting the copy then the original then : Polygons > Transfer > UV sets
This tutorial covers an in-depth practical approach to developing a
completely automated gear system. The tutorial will show you how to do
everything from modelling gears that successfully interlock, to coding (MELScript)
the system.
One of the many powerful features of Maya is the ability to animate the
location and properties of an object’s pivot point. In this lesson, you will
use the animatable properties of a primitive cube’s pivot point to animate
it rolling on its edges. This process will involve the use of the Channel
Control window (window > General Editors > Channel Control) to make certain
attributes Keyable.
This tutorial covers an in-depth practical approach to developing a
completely automated gear system. The tutorial will show you how to do
everything from modelling gears that successfully interlock, to coding (MELScript)
the system.
This tutorial covers an in-depth practical approach to developing a
completely automated gear system. The tutorial will show you how to do
everything from modelling gears that successfully interlock, to coding (MELScript)
the system.
This tutorial covers an in-depth practical approach to developing a
completely automated gear system. The tutorial will show you how to do
everything from modelling gears that successfully interlock, to coding (MELScript)
the system.
The objective of this tutorial is to create a profile Curve with a
series of curve and straight lines, extrude the Curve into 3d Geometry and
then clean-up the Geometry.
For students and professionals alike, fully rendered animation is not
always necessary or required, especially during the development stages of a
project. Whether it’s for testing animation, feedback, a rigging showreel or
modeling showcase, being able to render the viewport as Playblast has its
advantages. However, it has come to our attention that Playblasts are often
not rendered to their full potential.
This tutorial will cover how to make the most of your Playblasts. It will
cover how to setup the viewport, the rendering options available and how to
save/output the Playblast with the best settings.
One of the many powerful features of Maya is the ability to animate the
location and properties of an object’s pivot point. In this lesson, you will
use the animatable properties of a primitive cube’s pivot point to animate
it rolling on its edges. This process will involve the use of the Channel
Control window (window > General Editors > Channel Control) to make certain
attributes Keyable.
Once they are Keyable, they will be available in the Channel Box for you to
set keys and edit their value. Also in this lesson, you will also use the
Graph Editor to refine the animation curves to get exactly the kind of
motion that you need.
Meet Gus..!! Gus is small FridgeMonster with no arms or legs. To make matters worse, Gus has large rabbit like ears. Consequently, Gus isn’t taken very serious by his fellow FridgeMonsters, which has resulted in a low level of self-esteem.
In this tutorial we’ll show you how to rig Gus’ ears, so that they have a level of elasticity and create an overlapping motion as he moves around.
This tutorial explains how to prepare a DV-PAL video, using Adobe AfterEffects, for use with Autodesk MatchMover.
Pixels on a computer monitor are square. They are the same width and height and can be described as having a pixel aspect ratio of 1:1.
DV-PAL video has 720x576 pixels. However, these pixels are not square. Instead of having an aspect ratio of 1:1 (same width as height) the pixels have an aspect ratio is 128:117, or about 1.094:1.
Consequently, when you display DV-PAL footage on a computer monitor is appears to be squashed. This tutorial explains how to un-squash DV-PAL video.
When you install MAYA on your computer, Scene files automatically get a
right-click option to Render the scene files (.ma and .mb files). This
default Render option will render the scene according the settings set in
the scene itself.
In this tutorial you will add your own right-click Render option for MAYA
.ma files. You will then learn how to customise the right-click Render
option with different render settings. For example you could create a
high-res render option and a low-res option..
I'm currently writing an introduction to MEL script for my students.
You're welcome to take a look. As I'm pretty new to this myself, all
constructive feedback is welcome through the contact form above.
In this tutorial I'll show you how to create your own custom Controllers
and connect them to a simple rig using Set Driven Key. At the end of the
tutorial I'll show you how to create a simple MEL Script utility to create
your own custom Controllers for future use.
The objective of this tutorial is to Rig a set of arm Joints that can
switch (transform) smoothly from IK to FK and back again at any point in
your film, depending on the requirements of the animation.
In this tutorial you will
create and rig a simple leg with custom Attributes to allow more efficient
animating. You will then create a copy of the leg, and rig it and create
another set of custom Attributes..
In this tutorial you will
learn how to control the camera using Constraints. You will also be
introduced to the Animation Editor and learn how to affectively manipulate
the Curves.
In this
tutorial cover introduction to creating 3d Text in MAYA. This tutorial
specifically looks at the options available for bevelling and optimising
models.
Learning Outcome
The objective of this tutorial is to introduce you to the following :
1. Creating 3d Text.
2. Bevel Plus (Surfaces).
3. Creating Polygon Text.
4. Reduce (Polygon) Tool.
5. Optimised Text.
6. The various Bevel options available.
7. Separating Objects.
New Notes
: Paint Effects, MEL, Rigging1 (Ridged Body), Rigging2 (Skinning),
Cloth, Fluids, Modelling Humans, Paint Weights, Illustrator to MAYA curves,
Toon Rendering, Modelling a Vehicle, Modelling/Texturing Urban - Lighting
(based on Gnomon), Mushroom City, Rolling Cubes, Notes on Blocking (Accuracy
and Efficiency are key to blocking), Mental Ray, Expressions,