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Need help on exporting Maya file to multi motion layer fbx file.

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Forum: Autodesk Maya
Posted By: Tinken
Post Time: 12 December 2017 at 11:34 AM
Text:

Can anyone tell me how to export a Maya motion list to an .fbx file with multi motion layer ? I have tried Game Exporter, but look like it's not what my client looking for.
I also attach two pics, as the Capture is what my client wants, the Capture1 is what I have tried so far till now. My client opens the file in "snapchat lense studio", not Unity or UE.

https://agora-file-storage-prod.s3....%2BN0WvsL9C4%3D
https://agora-file-storage-prod.s3....Xb%2FM3U3maM%3D

Interest in a another fluid plugin for Maya?

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Forum: Autodesk Maya
Posted By: deepfxworld
Post Time: 01 January 2018 at 05:59 PM
Text:

So this is a side project at the moment. Using it as an opportunity to learn the Maya Api. With Bifrost already available, I was wondering if there's an interest for a low budget fluid simulator mainly targeted at smaller scenes and motion graphics. This is a SPH simulator, that would be the main difference with Bifrost.

Rotate tool partly stopped working

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Forum: Autodesk Maya
Posted By: Brucey
Post Time: 01 January 2018 at 11:51 AM
Text:

Hello!

So I've no idea why, but suddendl the Rotate tool only works if I click on an axis, and doesn't work if I click anywhere else inside the manipulator.

I'm having this issue in Maya 2015.

Does anyone know how to fix this?

Thanks!

Maya getting stuck while deleting keyframe(s) inside an animation layer.

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Forum: Autodesk Maya
Posted By: durgeshnayak
Post Time: 01 January 2018 at 01:40 PM
Text:

While animating in maya with animation layers. Maya is getting stuck(hang) when I tried to delete a keyframe or a set of keyframes.
Does anyone else faced this issue previously ? Or can anyone share any insights on this ?

arnold 5 aiSwitch issue

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Forum: Autodesk Maya
Posted By: Jmaurya
Post Time: 01 January 2018 at 05:44 AM
Text:

i am working on a short where a single character is used multiple times with different texture. I'm using Arnold 5/maya 2016. I planned to use aiSwitch for the multiple texture on the same rig, but its not working. On arnold/maya help page, there is absolutely nothing regarding aiSwitch  shader. I searched for tutes and other help but no success so far. All the other attributes of the aistandard surface are working absolutely fine except the color/texture.
[img width=1133,height=682]https://s3.amazonaws.com/s3.cgsociety.org/forums/80/643680/o_zO4n78K1owSBWo6fn915xNi9TXFVGX.png[/img]

backface selection

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Forum: Autodesk Maya
Posted By: charleslin
Post Time: 01 January 2018 at 10:45 PM
Text:

There's a recent(?) change in Maya that's doing my head in that I am getting ever more frustrated with:

How on earth do you select objects with reversed normals without having to marquee?
Why did autodesk do this?

I can't find any setting anywhere to disable this "feature."

Example: create a plane or a cube, reverse normals, and try to select the bloody thing by just clicking on it.  It doesn't work for me.

Please help.
Maybe my google skills are crap, but I can't seem to find the correct answer anywhere.

Maya 2018 - Is it possible to smooth preview to polygons without loosing blendshapes?

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Forum: Autodesk Maya
Posted By: Bloops
Post Time: 01 January 2018 at 08:10 AM
Text:

I created this figure, it has 7K Polygons, then pressed 3 for smoothing my mesh, this mesh its really complex to rigg because of its uncomon shape, it took me like a month just to fix weights and in many cases i couldn´t do it just by weight fixing and had to do it with Pose editor wich creates automatic blendshapes for specific pose, this works perfect in Maya but now i need to send my mesh to another software... and i cant send it with preview, it did worked when my figure wasn´t binded, i sent it at 7K with 3 key to smooth it worked perfect, but after rigging exporting wont allowe preview option anymore, so i had to convert my mesh using smooth mesh preview to polygons.....then, all my blendshapes got ruined, after converting is done if i try to rotate a hand for example, the hole figure gets destroyed.

I understand that blendshapes now have a diferent topology than the new mesh, but having a way to still use the old blendshapes will help not to waist time remaking the again.

In my case i had to redo everything again, so is there way to use blendshapes on converted figures? maybe converting each blendshape too? in my scenery pose editor did not created duplicated meshes for creating blendshapes for pose interpolators.

Thanks

Looking for a contour shader for Maya 2017

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Forum: Autodesk Maya
Posted By: SupremeAlfax
Post Time: 01 January 2018 at 12:56 PM
Text:

Hello there!

I've been working a on a project for the last three months and toying with different sorts of toon shaders in Maya. Got some neat results while experimenting, but I realised that my toon shader is currently missing some sort of black outline or contour, which makes all the scenes look a bit flat (I'm using a modified version of this https://vimeo.com/241433782).

As much as I like how it looks so far, I'm almost sure a contour effect would greatly enhance these renders. Either that, or some form of edge highlighter. I know mental ray used to have a contour option but that seems to be gone in Maya 2017 now that Autodesk has started using Arnold rendering, so I'm unsure as to how to proceed.

I'd appreciate any help!

Modeling an old destructive building

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Forum: Autodesk Maya
Posted By: unibodydesignn
Post Time: 01 January 2018 at 03:29 PM
Text:






Hello,
I want to model a building that you can see in the pictures.
And I want to model this destructive wall.
How can I model that building without forcing my computer?
What technics should I use?
If I model rocks seperately it wil have lots of polygons.
My GPU is 960M and even if there are lots of simple cubes in viewport,
it is getting slow.

Help me solve Super Mario asset!

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Forum: Autodesk Maya
Posted By: Starcke
Post Time: 01 January 2018 at 06:01 PM
Text:

Hi! I have been looking for a way to make the grass in the picture here:
Mario Image
But I can't wrap my head around how they did it, if they didn't model the whole thing, sew the UVs together and painted from there. But I don't think that's how they did it.
There is a pattern in the edges of the grass, which means they used a short model, copied it and wrapped it around the dirt columns.
But this is where I get lost, because the material/texture on top blends seamlessly into the 2 models, with no visible seams.
Lets say the top grass is just a perfect square plane, with the UV of one. That would be easy to lay the texture across.
But the edge model would not have perfect square UV's and there would be many visible seams, when it bends around the dirt column.
I know they blended the materials together, but I don't know how they blend between 2 different models with 2 different UVs.
Do they apply the texture to the models, not based on the UVs, but on some sort of World Space mode?
I have made an image in photoshop (badly) to visualize it more:
Visual Image

Can anyone help me solve this?
Feel free to look up other pictures from Super Mario 3D World to get another view of the grass

Remove Arnold attributes from channel box

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Forum: Autodesk Maya
Posted By: JohnFocaccia
Post Time: 01 January 2018 at 09:42 PM
Text:

Hi guys,
I'm pretty sure that before the update 2 for Maya 2018 all the arnold attributes in the channel box where removed by default, as you can see at this link.

Now they are back again for every shapes I create: there must be some setting that I'm missing to finally remove them again from the channel box, any ideas?

Thanks!

[Rigging]Group pivot point under a moving parent

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Forum: Autodesk Maya
Posted By: hiroober
Post Time: 01 January 2018 at 10:58 AM
Text:

It's probably a dumb question as I'm new in rigging, but I got stuck at this problem,  just couldn't figure out a solution. 

I have this fore leg from a feline set up in the scene. Fairly simple as you can see in the screenshot. Several joints, corresponding IKs and a foot control. I need to set up rotation at the Wrist_Pivot  group, and the pivot point should always be on the wrist joint as you can see as below. 


But since it's the child of foot_Ctrl, whenever I move the control, the pivot point shifts from that joint as you can see as below. 



I understand it is the way parent/child works, but this is not what I need. Any advice/workaround?

Here is the link of the file if you'd like to have a play:
Foreleg_Rig.mb - Maya2016 file.

I'm dying to know how to do it!! Appreciate it!!

Reason to use Legacy Particles instead of nParticles?

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Forum: Autodesk Maya
Posted By: bentraje
Post Time: 01 January 2018 at 01:27 PM
Text:

Hi 

I just want to confirm, is there a compelling reason/scenario to use Legacy Particles instead of nParticles?
The only way I can think of is when opening old scenes but other than that I can't think of any. 

I just want to confirm my understanding that nParticles is superior in every context against Legacy Particles. 

Export cam with pan/zoom?

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Forum: Autodesk Maya
Posted By: dvelasco
Post Time: 01 January 2018 at 08:10 PM
Text:

Hello everyone!

I need to export a camera from Maya to Nuke (or even After Effects!), but the pan&zoom animation does not export via FBX.
Has anyone done this? Any help would be very appreciated!

thanks,

Diego

Arnold render issue

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Forum: Autodesk Maya
Posted By: filiplumakovski
Post Time: 01 January 2018 at 08:58 PM
Text:

Hello everyone,

I'm new to arnold and trying to render a tree. So when I do a close up render I'm satisfied with the redner but as soon as I zoom out and render the same tree from far it appears as it has snow on it.
Any help?




Arnold render issue

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Forum: Autodesk Maya
Posted By: filiplumakovski
Post Time: 01 January 2018 at 09:02 PM
Text:

Hello everyone,

I'm new to arnold and trying to render a tree. So when I do a close up render I'm satisfied with the redner but as soon as I zoom out and render the same tree from far it appears as it has snow on it.
I use aiStandardSurface shader, for the tree, with only color map and opacity map. Specularity is turned down.
I also have 2 lights in the scene. Physical sky and directional light. Both set with intensity on 2
Any help?



Gate Modleing

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Forum: Autodesk Maya
Posted By: IrisOgli
Post Time: 01 January 2018 at 06:19 PM
Text:

Made in Maya, Zbrush, Keyshot, Photoshop.
360 degrees can be seen here
https://youtu.be/K8eNOK1PYsY


Maya lags without internet connection

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Forum: Autodesk Maya
Posted By: grintroy
Post Time: 01 January 2018 at 07:53 PM
Text:

While i'm connected to the internet Maya wotks ok. But if i have not connection it freezing: unso, redo, majority of operations, shortkey actions.
That's it. I tried many times. But maya really doesn't want to work without internet.

Maya V-Ray Shading, Lighting, Baking questions

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Forum: Autodesk Maya
Posted By: qCurio
Post Time: 01 January 2018 at 02:47 PM
Text:

What kind of lighting in Maya or V-Ray I need to achive results like this (all textures on pictures is completely baked):





I mean, less shadows, dark spots inside and outside. Is it may special HDRI map? What do you guys think?

And another question how I can control shadow transperancy in Maya V-Ray HDRI map, take a look:


ngSkinTool : faces turning randomly black after assigning skinweights

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Forum: Autodesk Maya
Posted By: CGMelanie
Post Time: 01 January 2018 at 01:29 AM
Text:

Hey I have a weird black faces problem that looks like this:

The thing about this error is:
It is ONLY after changing weights with ngSkintools
it appeard after I already used ngSkinTools for a while
it is not the normal of the face (two sided lighting doesn't change anything and it also is black on half of the faces?)
It dissapears and then reappears if animated and or if the CVs/edges/faces ar slightly moved
if I turn of the envelope in the skincluster it goes away
if i toggle smooth view/ press 3 it also dissappears completly then reappears if i press 1
if  I change the skinweights the black faces change position

I'd love to know If anyone has ever encountered the same problem and If there is a fix to this bug other than "turning on smooth view"
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