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The ideal animation classroom

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Forum: Autodesk Maya
Posted By: clem95008
Post Time: 01 January 2018 at 01:28 PM
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Summary:  Need to purchase all the hardware and software for the ideal setup for an animation studio/classroom.  Money is not really a concern.  Suggestions?


I am a high school animation and graphic design instructor.  I teach three levels of animation specifically.  I run a pretty intense program for high school students.  Our community just passed a bond that will replace our high school in a couple years with a very modern one with a huge focus on technology courses such as mine.  I will need to be very well-informed soon about how I want my classroom in the new school to be designed, and what technology it will need inside.  We currently use iMacs with 16BG Ram.  I have issues all the time with rendering taking forever, as we do not have a render farm right now.  Also, the usual instances when Maya crashes when using nCloth, animating, dealing with textures, or some other dumb reason.  My students are modeling characters, texturing, rigging  and animating them.  What I need to know is if you wanted to set up an animation studio, with money not really being any concern, what would you buy for the studio/classroom?  I know that I want a render farm - but I don't have much of a clue how to do that.  Additionally, I teach graphic design courses, so we mainly use iMacs because of them.  Should I consider switching  to PCs if I really want to get the best out of my animation students?  Would PCs really be better than the new iMac Pro?  What additionally should I have in the classroom as far as hardware and software?  Right now we have Adobe CC, Autodesk Maya, and Zbrush.  Anything else that you recommend?  

Thanks in advance!

Locking mesh on a point level

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Forum: Autodesk Maya
Posted By: bentraje
Post Time: 01 January 2018 at 06:07 PM
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Hi, 

Normally, you lock the PSR values for general usage. However, when I'm skinning/weighting a mesh, I do it on a point level for precision. Inadvertently, there are times I accidentally move a point on a mesh and before I know it, it is a mess. 

So, I was wondering if there is a way to lock mesh on a point level?

I tried searching and it gave me this website: https://knowledge.autodesk.com/supp...FF587C-htm.html

Correct me if I'm wrong but the above article does not really lock the vertices but only constraints it in a specific axis. 

Thank you for your time. 

Maya 2016 Mac screen flashing

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Forum: Autodesk Maya
Posted By: sgtslick
Post Time: 01 January 2018 at 08:49 PM
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All of a sudden I'm experiencing "black screen" flashing. In other words, I have a model on screen, when I click with the mouse and start to drag a selection box the screen turns black until I stop and let go of the mouse. If I click without dragging it doesn't happen.

I've attached a short mp4 that shows what's happening. I'm using an  NVIDIA GeForce GTX 980 on a 2009 MacPro 12 core, 64 gig RAM. Nvidia web driver
Nvidia Web Driver - 378.05.05.25f04 --> build 16G1114

anyone else experiencing this? I recently reverted from High Sierra back to Sierra becasue of color shifts in my two screens (Samsung 28" 4K) and (Wacom Cintiq 24) alogn with some other issues so reinstalled Sierra then did backup of last Time Machine Sierra backup to the reformatted drive. I then had to reinstall Maya, then this update for Maya mentalray_Plugin_for_Maya_2016_SP1_EN_JP_ZH_Mac_OS X.dmg.

Thing is I didnot have this issue prior to the revert back to Sierra and subsequent reinstalls of backup and Maya.

Wonder if this has anything to do with the problem? Thanks in advance for any assistance/help.

Maya 2016.5 Paint weights becomes super strong at low values like 0.0001?

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Forum: Autodesk Maya
Posted By: RoccoFx
Post Time: 01 January 2018 at 08:36 AM
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I binded my character and now it´s time to correct weights...but, every time i paint in add mode at values of 0.0001... even do my mesh does not receive a lot of paint (no white) the mesh is super affected, it almost goes back to default position, for example, when the arm is flexed iff the bicep goes under the skin and i try to add weights to soften that area even at a value of 0.001 and opacy of 0.001 to the bicep makes a hudge movement insteed of a soft of by receiving such low values of weight.....why is this happening, it feel like at low values like 0.001 or 0.0001 i am painting at 1...

Please help, basicaly i canot correct weights right now because of the crazy strenght of paint weights tool

How to SCALE large city with small details.

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Forum: Autodesk Maya
Posted By: JohnBel
Post Time: 01 January 2018 at 11:37 AM
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Hello,

I'm currently working on project, where main composition is large city.
My question is, how to properly scale the city - centimeters/meters/kilometers and so on.
I've found few articles, where people say, that REAL WORLD scaling is the way how to make things work fine in all cases. But problem is, if I want make large building, which could be in hundreds of meters, then put cap of tea on table in office room which is placed exactly in that big building, I'm not sure it would have worked well.

So I want make "Open World" scene for "movie", I want use UE4 to walk there and shoot/capture movements.

I want make this scene in Maya, and as soon as I know, making large scales, does not properly work in Maya.

So Am I supposed to down scale all things - kilometers=meters, meters=centimeters, and so on. Or is there any other way, how to make this scene?

The scene consists hundreds of buildings, small rooms, where people can walk.

Thank you for your responses,

John

Cut off nParticles during render

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Forum: Autodesk Maya
Posted By: orlop
Post Time: 01 January 2018 at 10:16 AM
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Hi, I'd like to kindly ask the forum for an advice:

I'm using nParticles to simulate sweat on a bottle (utilizing this script: https://vimeo.com/24940894 ), yet I have a problem. The single nParticles (logically) partially stick inside of the bottle. I would like to cut those parts of during render (or put a different, thin 100% transparent material on those parts), so it doesn't create partial bubbles on the inside of the glass and thus unwanted artifacts.
I am using Redshift for render.

Can the local hive mind help me, please?

Maya isocahedron modelling

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Forum: Autodesk Maya
Posted By: lisauiq
Post Time: 01 January 2018 at 10:51 PM
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Hi, I'm trying to model a sphere that takes on a special T=7 icosahedron geometry (for the purposes of modelling a virus that exhibits this specific type of geometry). It should look exactly like the model on the right in the attached image, where the subdivision/tessellation mode is triangular with essentially a pattern or pentagons and hexagons. 
  

I'm in Maya 2018 and I've tried using the primitive soccer ball but it doesn't give me the right pattern or number of pentagons/hexagons. I've also tried using the platonic icosahedron primitive and increased the subdivisions to 4 which brought me close but had some extra triangles in between the "flowers" of pentagons and hexagons as seen below. It's like I just want to delete these extra triangles and turn the "flowers" of pentagons and hexagons so that they all tile and fit correctly.
 [img width=389,height=438]https://autodesk.i.lithium.com/t5/image/serverpage/image-id/451260i498DA634427BB2A6/image-dimensions/389x438?v=1.0[/img]
 I appreciate any and all help! THANKS! 

IK Handle won't move with skin mesh? ( i'm new to maya)

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Forum: Autodesk Maya
Posted By: GardenA
Post Time: 01 January 2018 at 12:27 AM
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hi,  im rigging my first model, (it's pretty simple) and I was trying to combine an IK Handle I made with the mesh. It says that it's already in a skin cluster so I don't think anything is wrong there. But now when I try to move the mesh of the character the spine does not follow at all, or sometimes follows lagged behind. At first I thought it was double transformation happening but in my Outlier I cant see any deformers, curves, bends,ect, that could be causing it. I have the characters eyes as a separate mesh thats grouped with the body mesh but thats it.If anyone knows whats causing this and how to fix it I would REALLY appreciate it, this assignment is long overdue. Thank you!
                                                                         (sorry should have named things better, group2 is the cactus body and eyes.)



maya 2016 images plane sequence not working

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Forum: Autodesk Maya
Posted By: asinn
Post Time: 01 January 2018 at 04:31 AM
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hi, so i have sequence tga start from frame 250, i put to the camera images sequence "test.0250.tga" images sequences check on, but when i drag the animation slider, the images seems not working..
my time range animation start also from 250.
any solution for this?

Thanks

yeti cache how?

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Forum: Autodesk Maya
Posted By: marckury
Post Time: 01 January 2018 at 04:36 PM
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hi , its kind of curious or bug how hard is make work this cache for yeti 2.1.5 
finally discover the way to name it to can write cache , kind of *.fur or whatever...
then when copy paste the same in the input folder of the cache to read , says not exist error , 
nobody same error? 
thx if someone know how to solve!

Maya modeling tutorial - water well

Problem with XGEN

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Forum: Autodesk Maya
Posted By: TheCrazyLost
Post Time: 01 January 2018 at 05:02 AM
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Hei!
I finished the grooming for my character, but i got a problem. Some hair are going super randomly and I would like to fix it. I have 2 clumping modifiers, and the problem seems to be in the attribute "Clump" of the second Clumping modifier. At the moment is set to 25, but when i turn it down to 0 the problem dissapear, but of course, the hair won't look as I want. Is there a way to fix this?
Note: I did my hair as "Splines" not "Groomable splines", I think if there was a way to transform the hair in groomable splines I could simply use the lenght brush, which I cannot use with the normal splines...Is there a way to do so?
I generate the first modifier through 'guide' and the second one with 'generate'
These are the things I already tried to fix the issue:
1)Delete the second modifier and create a new one with the same values.
2)Deactivate the second modifier withouth deleting it and create a new one with the same values.
3)People suggested me to have the density of the second modifier at least 3 times bigger than the one of the first one, but it sounds strange to me as for the firs modifier i create the hair through 'guide' and not 'generate', so the parameter density shouldn't affect the first modifier. Anyway as by default the parameter of the first modifier was at 1 I tried to put the density value of the second one at 3. I tried even different values, from 1 to 50, the bigger the number the more the problem dissappears, but the hair starts to llok like the second modifier is not even there if I do that.
4) Try to open the file on another pc to see if it was a problem of my maya
5)Change the order of the 2 clumping modifiers, making the second one as first and viceversa..






houdini or maya for simulating water and smoke

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Forum: Autodesk Maya
Posted By: nizarnassour
Post Time: 01 January 2018 at 01:19 PM
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hi

i already use maya but haven't touched bifrost or any fx tool in maya i mostly use it for modeling  ,rigging and animation but i want to do water simulation like oceans and also smoke simulation. is maya good enough or should i consider houdini

Modest Hair Simulation?

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Forum: Autodesk Maya
Posted By: bentraje
Post Time: 01 January 2018 at 03:25 PM
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Hi, 

I'm trying to obtain a bit of follow through of the hair using nHair, preferably only at the tip.  
As you might know, by default, the dynamic hair just goes out flat. 
So I had both the start attract curve, stiffness scale and attraction scale set at 1 (both at Tip and Bottom) 

But the hair still wobbles a lot (though now it is following the initial state). 

I managed to adjust all the conceivable settings that may affect this behavior (increasing resistance figures up to 100). 

But the hair still wobbles a lot. I only need it to wobble at the tip just to show that the hair is moving. 

Is there a way around this? 

You can see an illustration here: https://www.dropbox.com/s/2d0halyhb...lation.avi?dl=0

P.S. I already tried messing with the scale (decreasing from default) and substeps (increasing from default) but I still get worse result. 

Prevent "Display" Connection of Joints

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Forum: Autodesk Maya
Posted By: bentraje
Post Time: 01 January 2018 at 01:41 PM
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Hi, 

Normally, when you parent a joint to another, you will see a drawing of bone representing their hierarchy. 
I'm currently doing a facial rig mostly by joints and as you might guess, viewing the viewport is kind of a mess. I cannot see properly because of the drawing of the bones. 

As such, is there a way to prevent "display" connection of joints? 

P.S. I need the joint to appear(the circle one) so I can understand the pivot and able to select them. 

Mental Ray render colors washed out

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Forum: Autodesk Maya
Posted By: sgtslick
Post Time: 01 January 2018 at 10:02 PM
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Using Maya 2016 on Mac Sierra and purchased a low poly model from cgi-trader. I've attached screenshots of the model in Viewport 2.0 screen then screenshot of actual lowrez render using MR. Also attached screen captures of my MR render settings. Have3 point light system set up in model; directional and two point lights. Can't figure out why the palm trees have no color in addition to the overall scene having a brownish cast to it with shades of blue.

Am a Maya







noobie so any help is greatly appreciated.

Boolean Problem - the object disappears

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Forum: Autodesk Maya
Posted By: cyberctrl
Post Time: 01 January 2018 at 09:26 PM
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Hello,

I am trying to boolean a heavy model with a cube to get the intersection. The boolean does not work and the object disappears after the operation. Any hints? 



many thanks

Character Shaders Best Practice

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Forum: Autodesk Maya
Posted By: JabbaTheNut
Post Time: 01 January 2018 at 12:03 AM
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I have a film (i.e., not game) character that is comprised of several objects (Head, Vest, Utility Belt, Shirt, Pants, Boots, etc.).  I am curious how others would approach the shader(s) for such a character?  Would you:

1.  Create the required texture maps (diffuse, spec, rough, bump, etc.) for all objects using UDIMs and feed them all into a single shader.
2.  Create all of the required maps and feed each object’s maps into its own shader, with or without UDIMs (i.e., one shader per object)?
3.  Create the maps, feed each object’s maps into its own shader and then feed all of these shaders into a mix/layered shader.
4. Create the maps as in #1, #2 or #3 and feed them into shaders based on material type (i.e., leather, skin, metal, etc.), rather than by object.

A single shader would allow for better control of parameters that affect all related objects.  However, you would have make all object related adjustments in the texture maps (e.g., bump intensity of one of the objects)..  This seems to be less flexible when changes need to be made.

One shader per object would allow for better control of changes to object related parameters, but would inflate the number of shaders to manage for the character.

I am not sure about the layered shader.  I don’t know if it would offer a combination of both.

Any thoughts would be appreciated.

Delete the Immediate Child of a Selected Object

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

Whenever I do a ribbon rigging using a follicles through the Create nHair Command. There is this left out curves that I needed to delete every now and then. 
See this link for illustration: https://www.dropbox.com/s/w1lj9gw2b..._child.jpg?dl=0

I was thinking of scripting it but due to lack of knowledge I am at impasse. 

Here is what I got so far


With this code I get an error of " No object matches name: listRelatives" But when I run the command without the delete, it returns the child. 

Thank you for your time. 

Mood :)

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