2012年12月10日星期一
game design tutorials for beginners in Montana MT
2012年12月9日星期日
game design tutorials for beginners in Indiana IN
game design tutorials for beginners in Indiana IN
maya for 3d modeling
2012年12月8日星期六
game design tutorials for beginners in Alaska AK
game design tutorials for beginners in Alaska AK
maya for 3d modeling
2012年12月7日星期五
game design tutorials for beginners
game design tutorials for beginners
maya for 3d modeling
2012年12月6日星期四
maya 3d modeling game design in Boston
maya 3d modeling game design in Boston
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2012年12月5日星期三
maya 3d modeling game design in Dallas
maya 3d modeling game design in Dallas
maya for 3d modeling
2012年12月4日星期二
maya 3d modeling game design in Washington WA
maya 3d modeling game design in Washington WA
maya for 3d modeling
2012年12月3日星期一
maya 3d modeling game design in Ohio OH
maya 3d modeling game design in Ohio OH
maya for 3d modeling
2012年12月2日星期日
maya 3d modeling game design in Minnesota MN
maya 3d modeling game design in Minnesota MN
maya for 3d modeling
2012年12月1日星期六
maya 3d modeling game design in Hawaii HI
maya 3d modeling game design in Hawaii HI
maya for 3d modeling
2012年11月30日星期五
maya 3d modeling game design in Melbourne Australia
maya 3d modeling game design in Melbourne Australia
maya for 3d modeling
2012年11月29日星期四
learn 3d animation training course Westminster UK
learn 3d animation training course Westminster UK
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2012年11月28日星期三
learn 3d animation training course Preston UK
learn 3d animation training course Preston UK
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2012年11月27日星期二
learn 3d animation training course Lichfield UK
learn 3d animation training course Lichfield UK
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2012年11月26日星期一
learn 3d animation training course Chichester UK
learn 3d animation training course Chichester UK
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2012年11月21日星期三
learn 3d animation training course New Hampshire NH
learn 3d animation training course New Hampshire NH
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2012年11月15日星期四
maya duplicate along a curve to make a spine
maya duplicate along a curve to make a spine
2012年11月13日星期二
how Create a custom MEL shelf in Maya
how Create a custom MEL shelf in Maya
2012年11月11日星期日
tutorial Maya MEL scripting
tutorial Maya MEL scripting
2012年10月29日星期一
maya basic create custom attributes for your rigs
maya basic create custom attributes for your rigs
This tutorial will demonstrate how to create custom object attributes. We will also be writing some simple expressions to connect those attributes to the node we want to control.
Let's say we want to create a control that will allow the animator to lean this pumpkin character from side to side.
When the pumpkin leans to the left, we want him to pivot from the contact point on the left side. And when he leans to the right, he should pivot from the contact point on the right. If he always rotates from the same pivot point in the middle, we have intersection with the ground plane.
Of course, the animator could always just rotate and translate the pumpkin by hand. But aside from being a lot of work, it's bound to look "floaty" in the end. Our task is to make the animator's job easier.
Ok, so how do we achieve multiple pivot points?
The best way is to parent the pumpkin under a couple of null nodes. Select your object and group it twice. Select the inner group and rename it "LeanLeft." Select the outer group and rename it "LeanRight." Now select the pivot points and move them where we want them. (On a PC, hit the "insert" button to toggle the pivot mode.
Now, we can select the LeanLeft node and rotate to make the pumpkin lean to the left. Select the LeanRight node to make the pumpkin lean to the right.
Excellent! We have the desired effect in place using the group nodes with different pivot points. The pumpkin is able to lean from side to side. But it's still not easy to animate. We don't want the animator to have to be selecting different groups to lean each way. It would be great if we could control the lean with one attribute.
2012年10月21日星期日
Export Model Levels to maya 3DS MAX
Export Model Levels to maya 3DS MAX
maya HumanIK solver expects a character's nodes
maya HumanIK solver expects a character's nodes
this will represent the character rig or object to be rotated at different centers
this is where the movable pivot will do its work leaving the objectLocator free to be transformed as needed underneath
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
2012年10月19日星期五
creating displacement maps and rendering them in Maya
If a 3D image doesn't have texture, it can come across as flat and ruin an animated clip. Use Autodesk Maya creative software to add texture to your 3D animation and renderings. According to Autodesk, DreamWorks Studios used Maya to create dimension in their movie, "Monsters vs. Aliens." Importing texture to Maya will enable you to give dimension and depth to your work.To make animated backgrounds or textures could become very frustrating if you don't know what formats of the image sequence Maya is supporting. It is not just in Maya where you can find this kind of problem with image sequences. For example Adobe Premiere has very similar difficulties when the names and numbering of images are not properly done. So make sure your image sequence name is prepared properly before it is used in Maya or Premiere.
In order to use a sequence of image files to create an animation, the file name must be expressed in one of the following three formats:
name.#.ext
name.ext.#
name.#
where name is the base name of the file; # is the frame number (with or without leading 0s), ext is the file extension of the file.
To use a C to create an animated file texture, the file extensions must be separated from the basename and, or the extension by periods.
For example, the following works:
test.1.iff
test.0001.iff
test.1
test.0001
test.iff.1
test.iff.0001
But the following would not work:
The frame padding means how many zeros you will have in the name numbering of the picture when rendered and saved on your hard disk. If you set the value of the frame padding on 3, your name will have 3 zero points and look like this:
note: TGA format is the most popular to use in the film industry.
Once you have got your sequence of image files ready, you can start to animate the texture.
Step 1:
Create the polygon cube. Set the Scale values to 5; 3.5; 5
Step 2:
Open the Multilister Window>Rendering editors>Multilister and select Edit>Create new material. In the new tab select Lambert. Double click on the new material you have just made (should already be labelled lambert2) and the attributes for that material should appear.
Click on the checker attribute button next to color.
Step 3:
Click on the File button.
A texture file note should now be created.
Step 4:
Click on the file browser button and find the first image of your sequence and hit ok. Then tick the box Use Image Sequence. If the format and names of your images are right, Maya should create an expression connection for you and the box Image Number should turn violet in color.
Step 5:
Now you can simply drag and drop material onto your modified cube using the middle mouse button. Hit the play button and your sequence of image files should play onto your object.
You can use this method, for example, to achieve a TV effect or animate backgrounds in your scene. This is also a very smart way to make a water flow effect without the use of dynamics particles.
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2012年10月18日星期四
tips Hair and Fur in Maya
In this tutorial we will create some hair styles with Maya fur plug-in. Im assuming that you have a basic knowledge in Maya and its core concepts and procedures, which will help to keep this tutorial as short as possible. A video version of this tutorial can be found at
First well create a new UV set which will be linked to the fur description node later.
1. Select the head and go the side view. And press F11 to go the face selection mode and select the faces which make up the scalp area. You can start with a basic selection and also try using the paint selection tool (edit > paint selection tool).
2. After the faces have been selected we need to create a UV projection node.
On the Create UVs menu select Cylindrical Mapping. This will create a new mapping node.
3. Now locate the polyCylProj1 node and set the rotate x to -90. This will rotate the projection node so it should look like this.
4. Now we will save this set of UVs to a new UV set. Select > convert selection > to faces will convert the selection to UVs.
5. Open window > UV texture editor to view the UVs. You can use the UV texture editor to scale or move the UVs if needed.
6. Select a UV from the UV texture editor that belongs to the UV set we want to save. Select, select shell from the select menu. This will select all the UVs that belong to the UV shell.
7. Select polygons> copy UVs to UV set > copy in to new UV set > options.png to open the copy in to new UV set options box. Enter fur_hair as the new UVset name. Click, apply and close.
Now we are ready to add the fur description node.
8. Press F8 to return to object mode. Select the head and select, fur > attach fur description > new. This will attach a new fur description node to the head mesh.
9. We need to edit the fur description nodes attributes to the desired values to make the hair style.
10. You can start with a preset from the fur description node to make hair styles. It is the easiest way to start. However I have added some methods of creating different hair styles.
buy cheap autodesk maya 2013 pc mac
It is not a OEM or tryout version.
We offer worldwide shippment .
You can pay by paypal.