2012年10月29日星期一

Maya 2013: Customizable Attribute Editor

Maya 2013: Customizable Attribute Editor

Maya 2013: Customizable Attribute Editor
For some reason after creating a NURBS Primitives Sphere (while it is selected) there is no makeNurbSphere tab in the attributes editor.
This basically means I cannot even start my work ...
You have probably disabled construction history. Click on the document-with-clock icon in the Status Line to enable it, then try again. If your teacher really doesn't know this then your class has a problem.
The attribute editor shows the attributes of the selected object. You can show the attribute editor by going to window > attribute editor or typing ctrl + A:
Every type of object's attribute editor of course looks different, but generally, the tabs are the nodes of the selected object, the attributes of all these different nodes are on these tabs. In the attribute editor all information on the selected object can be seen (and edited).
If you click the boxes at the right of some of the attributes in this editor, the Create Render Node window appears, which means you can map certain render nodes to the camera attributes. 
For Maya software only. If this is on, the near and far clipping planes are automatically set so they enclose all objects within the camera's view. (For the hardware renderer and mental ray for Maya renderers, you must set the near clip plane and far clip plane manually. You can set the planes manually for Maya software rendering too.)
All objects render and depth precision problems are eliminated. Clipping planes are not visible in the views.
If off, the near and far clipping planes are set to the Near Clip Plane and Far Clip Plane attribute values.
Auto Render Clip Plane is on by default.
Turn off Auto Render Clip Plane (and set the Near Clip Plane and Far Clip Plane) in the following cases:
to limit which objects render based on their distance from the camera if you are compositing based on depth
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2012年10月23日星期二

how Duplicate HumanIK Character in maya

how Duplicate HumanIK Character in maya

how Duplicate HumanIK Character in maya
Developments in CG animation technology are rapid.
Startup developers frequently purport to be bringing to market the next groundbreaking suite of software that will create movie-quality motion at the press of a few buttons.
With such bold claims, it's important to see if such assertions stand up in the real world.
Guildford-based IKinema is one such startup. Armed with tech reportedly distilled from research into spacecraft control, it's developed a plug-in for Maya that boasts true full-body animation of any hierarchy, without the need to go through an intermediary rig or characterisation process (à la HumanIK).
Coupled with this, a straightforward retargeting interface and real-time streaming from popular mocap packages makes for an impressive résumé.
Not to leave game developers out in the cold, runtime implementations for consoles and the ability to add physics constraints to dynamically alter existing motion are also on offer.
Physics infl uences allow characters to react dynamically to real-world forces in a lifelike manner, both at runtime and offl ine
A quick set-up process first creates an instance of the solver at the root of your hierarchy.
Once populated, you can specify what IKinema calls tasks (essentially constraints), which drive a particular joint in position or orientation.
For a generic biped, this would amount to position tasks at the hips, hands, feet, shoulders and neck base, plus an orientation on the head.
The simple workflow is akin to setting up standard chain IK.
If desired, task nodes can be parented under primitive control objects of the kind one might find in a traditional rig.
Tasks are manipulated in the viewport, and the solver determines the most believable pose over the full-body rig while satisfying these tasks.
The end result is of course tunable: you have the ability to set limits restricting movement on a given axis, and sliding an additional mobility attribute has the effect of stiffening the joint up or allowing for more flexibility.
Tasks can also be assigned differing priorities: the solver will bias the posture to satisfy any tasks that you've awarded higher importance.
The benefits of this workflow are clear compared to traditional character set-up, which demands highly specialised skills to build complex rigs with myriad controls.
Being able to work on unconventional hierarchies is a major advantage too.

In this Maya tutorial we will be learn techniques, workflows and best practices for use with Maya's HumanIK (HIK) toolset. Throughout these lessons we will be learning some of the MEL commands needed to add HIK to a character rigging pipeline. Along the way we will look at some of the limitations with the HumanIK toolset and how we can work around them. By the end of the this tutorial, you will comfortable with HIK whether you are an animator with no rigging experience or a TD looking to add HIK to your rigging pipeline. About Digital-Tutors Since 2000, we've been a dedicated team of artists, professionals, representatives and problem-solvers who are truly passionate about teaching the people around the globe who make movies and games. But enough about us, let's talk about you. No matter your skill level or experience, you need an educational resource that helps you conquer complicated topics so you can focus on your future. So whether it's graduating from school, advancing your skill set or getting a promotion, you can access the world's largest online CG training library and find the solution you need in seconds.

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2012年10月21日星期日

maya setup and rendering

maya setup and rendering

maya setup and rendering
It appears that a lot of people are having problems with Maya and rendering displacement maps. Two major changes have been made in Maya that impacts the ability to effectively render 32 bit displacement maps. 
I did some reasearch and set up a mel script that will set up the scene file correctly. Thanks must go to those who found the problems with Maya 2008 early on. ZBC member marcotronic uncovered the CCMesh change.
The changes that Autodesk made are to the Alpha Detection and the mental Ray export mesh at render time. Maya and earlier use Subdivision Surfaces at render time when a subdivision approximation node is assigned. Maya defaults to the CCMesh or Catmull Clark mesh. This is intended to be faster and support tris, ngons, and quads. The problem is it creates seams in the render.
The second change is to alpha detection. Bloated renders occur because Mental Ray is defaulting to not considering Alpha as luminance.
You can set this manually on each file node or change the default setting under Window>Settings and Preferences>Rendering Use maya style alpha detection.
The script I am posting will throw this switch for the scene file returning it to Maya style alpha detection.Setting up the script
This is a simple process. We will just copy and paste the script into the script editor and create a MEL shelf button for it. First off open the script editor:
Copy and paste the text of the script from the end of this post into the bottom window of the script editor. Highlight all the text by pressing Control A.
Then using the Middle Mouse Button click and drag the text up to the shelf. If you dont see the shelf just press Control and Spacebar to show all the menu elements.
Now this button will execute the MEL script when pressed. Just set up you renders as normal and then press this button before rendering. It will make all the changes. You only need to do this once if you save your scene file. It will also support multiple subdivision approximations in a single scene. The script will select and convert each of them.
Make sure to save your preferences so the shelf button stays between Maya sessions. Save prefs with File>Save Preferences 
A successful render after running the miSetupScript
I hope this helps. My thanks to everyone who has shared their experience and fixes on the forum especially marcotronic; who uncovered the new CCMesh primitive on the Autodesk site.
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rig characters using the HumanIK in maya

rig characters using the HumanIK in maya

rig characters using the HumanIK in maya
Animating a character flipping or spinning around can be a hurdle in 3d. A character will forward flip over a different center of gravity then if it were to spin around 180 degrees on its right heel. Typically the solution is to set up a hierarchy of groups with pivots at different locations in which the animator can choose to rotate individually as needed. The problem with this solution, besides the redundancy of having so many group nodes to dig through, is that it takes a heavy amount of preplanning to pull it off cleanly. The idea here is to make one control that will easily move around the character's center of gravity in order to rotate the character as a whole around that center.
Let it be clear that this is a MOVABLE pivot not an ANIMATABLE pivot. What that means is that it is generally a one time deal per shot. Once the control starts rotating, translating it can cause some very funky results. If you have a character that is walking and then you use the movable pivot to make it turn left 90 degrees on its heel, trying afterwards to move the pivot over to the right heel will cause the character to translate oddly. However, if the character does a forward flip 360 degrees (essentially rotating the control back to its initial orientation), then the control can be moved and used again.
1. Create a locator (create > locator), name it "objectLocator"
this will represent the character rig or object to be rotated at different centers
2. Group objectLocator to itself and name the group "locatorBuffer"
this is where the movable pivot will do its work leaving the objectLocator free to be transformed as needed underneath
3. Create a nurbs circle (create > nurbs primitives > circle), name it "movable pivot"
this will represent the movable pivot control that is simply translated into place and then rotated4. Open the connection editor (window > general editors > connection editor), select the movablePivot control and click Reload Left in the connection editor then select the locatorBuffer group and click Reload Right in the connection editor
5. Find and click the translate attribute on the left side to select it and then find and click rotate pivot on the right side to make the connection. This will lock the Rotate Pivot of the buffer node to the translate values of the movable pivot. Next we need to connect the rotation of the movable pivot to that of the buffer node so find and click rotate on the left side to select it and then find and click rotate on the right side to make the connection | save my driven keys?

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