Programming and animation
Programming and animation ideas, articles, tutors, scripts, plugins in the 3d-
Mental Ray warn 542003
Posted on 12 June 2010 Neill No commentsI’ve opened a complex scene in Maya for render and for being able to see the cameras better, I’ve scaled them by 10. There are three cameras in the scene. And when it came to render from a camera with a close foreshortening to objects, mental ray could not complete visualization because of the many warnings like
warn 542003: suspect illegal geometry truncating, modify clipping plane
I’ve reverted a scale to 1.0 and solved a render problem.
Maya mental ray, Render, Tips -
nCloth tips
Posted on 9 June 2010 Neill No commentsA few notes on working with nCloth simulation in Maya.
Maya Dynamics, nCloth, Tips -
Maya tips (only in russian)
Posted on 28 November 2009 Neill No commentsMaya
Basic Features
- Работа с камерой
Alt + LB – rotate view
Alt + MB – Pan (track)
Alt + LB+MB – Zoom (dolly)
Ctrl + Alt + LB – bounding zoom
- режим обрисовки объекта
4 – сетка
5 – каркас (shade)
6 – с текстурой
- качество вывода поверхности
1- мало
2- средне
3- высоко
Maya Tips -
Maya hair. Cache import
Posted on 8 May 2009 Neill No commentsSurprisingly noticed that among the functions to work with Hair Cache in Maya there is’t any command to use available disk cache. For example, I calculated the dynamics in a separate scene and then I wanted to throw it in the root scene. On the revenue came MEL script…
Maya Dynamics, Hair, MEL, Script -
MEL Snippet: Pose Manager
Posted on 6 May 2009 Neill No commentsOpen a series of useful different parts of the script, which often need arises.
MEL. Snippets 1. Save and restore the transformation of a group of objects
Maya MEL, Script, Snippets -
Containers in Maya 2009
Posted on 1 May 2009 Neill No commentsI would like to pay a little attention to the new feature of the Maya2009. This is indeed very useful and powerful tool for the rigging/animation pipeline – the containers. I felt the need for something similar when working with a large number of computational nodes. And in order for the entire set of re-use had to copy all the nodes and repeat their connections. This is terribly inconvenient, and with each step makes the scene in the dense forest. But in Maya 2009 was a very rational solution to such problems – to minimize some set of nodes, with all their internal connections to the container. This container can be reused through simple copy or import, and all incoming / outgoing connections, you can declare a very specific names, which will be convenient to work. An opportunity to create the computational power for TD. What is the most dainty of this piece, the development can now be put in parallel parts. This is stored in the proper organization is indeed a very good potential.
Maya Animation, Rigging -
Maya script pack for animation 1
Posted on 30 March 2009 Neill No commentsНабор скриптов для простого анализа и обработки анимации

All scripts are ideas, not the ultimate tool
Accel Path – acceleration of a curve for a given object. This curve allows you to compare joints in motion
Maya Animation, FBIK
Center of Mass – builds a center of mass for FBIK character. A useful tool in the analysis of equilibrium positions
offsetToCenter - animation brings this point in the center (used with MoCap)
portingAnim - copying keys from one skeleton to another
scaleKeys – scaling keyframes -
Geometry warning, bone is N degrees away from it’s roll axis
Posted on 22 March 2009 Neill No commentsWhen you preparing your skeleton to export to MotionBuilder, You need to be sure that all your roll bones lies on their parent’s roll axis. What does it mean? To answer, look at the parent local axis direction. It must look at the roll bone’s child. It’s like you can create a line between parent and child bones of the roll bone and check if you roll bone lies on it. Roll bone just devide this line without any bends.

On the left – wrong roll bone position, on the right – good roll bone positionAnother very important thing is to make it clear that your bones orientations are alined. Maya has very usefull command to do that – orient joints tool.
Maya Character, FBIK -
Mesh vertex info
Posted on 9 March 2009 Neill No commentsНаписал простой но весьма полезный плагин. Он достает из заданного мэша позицию и нормаль для указанной вершины.
Тонкость работы заключается в том, что позиция вершины не учитывает трансформацию объекта.Установка
Плагин для 2009й Майки
Если кому интересно, могу поделиться исходниками или перекомпилировать под другую версию майки.Скопируйте файл плагина в директорию bin\plug-ins
Подготовка к работе
1 создайте вспомогательную ноду данного плагина
createNode vertexContstraint;2 добавьте для созданной ноды входящее соединение от некоторой геометрии в канал inMesh
3 теперь назначьте исходящие каналы position и normal, которые будут передавать информацию по вершине с номером vertex index
Maya Plugin -
Maya Full Body IK (FBIK)
Posted on 12 February 2009 Neill No commentsFBIK (Full Body IK)

Translation on request… write as comment.
Maya FBIK, HumanIK


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