ngSkinTools to the rescue!
http://www.ngskintools.com/
On Wed, Apr 16, 2014 at 7:00 PM, Eric Turman i.anima...@gmail.com wrote:
Agreed, point weighting in Maya is horrible. I'm doing some freelance Maya
rigs now and bringing them into Softimage to point weight because Maya's
point weighting
second step ! go ahead!
http://www.youtube.com/watch?v=ERrwmNH1fBM
2014-03-22 3:12 GMT+04:00 Jason S jasonsta...@gmail.com:
Yes.. and please note that by no means was I undermining it's
potential.. or for that matter, it's flourishing development.. philosophy
of life (sigh)
On
On 2014-04-17 09:51, Max Evgrafov wrote:
second step ! go ahead!
http://www.youtube.com/watch?v=ERrwmNH1fBM
Very nice and interesting. How long does it take to setup something like
that?
I guess you're working on The Killer Bean, Part 4?
David
I'm just starting to work in Houdini. I know very little about it. I did
this rig two days. But if I knew more about Houdini than now I would have
done it much faster. 2-3 hour I think... not more
2014-04-17 12:14 GMT+04:00 David Saber davidsa...@sfr.fr:
On 2014-04-17 09:51, Max Evgrafov
I've just done a really simple timed test on Linux and found this also appears
to be affected. My imported model time went from 3mins down to 30secs when HQV
is switched off.
Cheers for the heads-up
Welcome
Data packaging ready!!!
https://www.dropbox.com/sh/y0ti6tyf7o3435u/thsQH1Kf2o
Jordi Bares
jordiba...@gmail.com
On 16 Apr 2014, at 08:08, javier mansilla jmansill...@gmail.com wrote:
Thankss!
2014-04-15 23:55 GMT+02:00 Jordi Bares jordiba...@gmail.com:
Hi everybody… Data
Hi list,
I stumbled across a video online of a carpet unfurling using syflex mimic
null
and now can't seem to find it. Anyone have a link to this.
Tia,
Royston
One thing i just remembered, Dont know if its already been mentioned but
pass options Where you could set output path per aov, check/uncheck
which aov will be rendered place your environment, lens shaders and so
on. In maya its all packed into the render settings which is quite a pita.
On
Thank you for sharing Cesar,
There are some interesting improvements there, but it still looks like
you're dealing with Maya's goofy single-bone-at-a-time-mask-style
weighting. So while, better than Maya standard, it still adhere's pretty
hard to Maya's flawed core paradigm.
The other and bigger
Viktoras maitain also a GitHub account and a google group forum for the
tool. Maybe you want to contact him there. He is looking for help to
improve the tool.
https://github.com/viktorasm/ngSkinTools
https://groups.google.com/forum/#!forum/ngskintools
On Thu, Apr 17, 2014 at 8:33 AM, Eric
And no this isn't the only place I'm asking this :-)
I'm getting into the Maya API and I need to port some of our tools over
from Soft. Google gives me all kinds of interesting links, but I'm
curious to know from people here who have done dev work for both Soft
and Maya (there's so many of
this?
http://www.si-community.com/community/viewtopic.php?f=11t=2970
On Thu, Apr 17, 2014 at 7:09 AM, royston michaels royston...@gmail.comwrote:
Hi list,
I stumbled across a video online of a carpet unfurling using syflex mimic
null
and now can't seem to find it. Anyone have a link to
There is this:
http://www.maya-python.com/
On Thu, Apr 17, 2014 at 9:30 AM, Tim Crowson
tim.crow...@magneticdreams.com wrote:
And no this isn't the only place I'm asking this :-)
I'm getting into the Maya API and I need to port some of our tools over from
Soft. Google gives me all kinds of
Thanks Stephen, that's the one.
On Thursday, 17 April 2014, Stephen Davidson wrote:
this?
http://www.si-community.com/community/viewtopic.php?f=11t=2970
On Thu, Apr 17, 2014 at 7:09 AM, royston michaels
royston...@gmail.comjavascript:_e(%7B%7D,'cvml','royston...@gmail.com');
wrote:
Hi
The compounds don't need to live anywhere specific. You can just drag them into
the tree.
I'm not sure about the red nodes though. If you dig into the compound, which
ones are red? It might be the Copy Materials node if you haven't defined a
Materials array attribute on the masters.
gray
First check the SDK User Guide (not the reference), under Maya Python
Plugin Learning Path
http://www.autodesk.com/maya-sdkdoc-2015-enu
if you need more complicated help, there is a Python Inside Maya
google group. But there is a lot of stuff in the guide, including how
to use Qt, sample
Hey folks
Is there any way to change the unit size or unit scale of Alembic?
Cheers
Szabolcs
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+1 for what Luc-Eric Said. I also like these video tutorials (part 4 deal
with the UI):
http://www.youtube.com/watch?v=eXFGeZZbMzQfeature=player_detailpage
http://www.youtube.com/watch?v=d7FIkbzB_N0feature=player_detailpage
http://www.youtube.com/watch?v=ijMyo-6T8Owfeature=player_detailpage
You can pass a string command to maya.utils.executeDeferred like this:
maya.utils.executeDeferred(allIWantToDoIsBuildAMenu('FFS'))
I guess that will run your code when Maya finally goes idle or something.
There may also be some trickery you can do that will force Maya to
evaluate the main menu
Thanks guys! As for my issue with adding the menu, I was able to get
some help over on the Maya-Python list.
-Tim
On 4/17/2014 11:29 AM, Andy Jones wrote:
You can pass a string command to maya.utils.executeDeferred like this:
maya.utils.executeDeferred(allIWantToDoIsBuildAMenu('FFS'))
I
Hi Tim,
Maya has a feature called Modules and it's a pretty clean way to isolate your
content and distribute it. It doesn't have the encapsulation of an Addon but
it is very similar in other ways.
Steps:
1) Set a custom MAYA_MODULE_PATH or use the default: C:\Program
I'm animating/simulating an explosion. The art director wants the initial
explosion of elements to happen at real time then 3-4 frames after the
explosion everything go slow motion. I've tested baking out the cache and
re-timing the caches in the Animation mixer with pretty good success. Is
there
You might find this useful.
http://www.andynicholas.com/?p=362
On Thu, Apr 17, 2014 at 6:39 PM, Chris Johnson chr...@topixfx.com wrote:
I'm animating/simulating an explosion. The art director wants the initial
explosion of elements to happen at real time then 3-4 frames after the
explosion
Isn't it just a jump to the left ... :P ?
On 17 April 2014 19:02, Oscar Gonzalez Diez oscar.g.d...@gmail.com wrote:
You might find this useful.
http://www.andynicholas.com/?p=362
On Thu, Apr 17, 2014 at 6:39 PM, Chris Johnson chr...@topixfx.com wrote:
I'm animating/simulating an
It depends on the render time
I prefer rendering at slowest speed, and time ramp the comp.
Better motion resolution and more options, in case the
art director wants to change the timing.
But art directors never change their mind, do they? ;)
On Thu, Apr 17, 2014 at 1:39 PM, Chris Johnson
Dunno... I thought it could be useful.
You can try using the simulate particles advanced, which allows to animate
the time scale of the sim, but depending of how complex your setup is it
might not work. Higher rame rate and retime always work for me.
On Thu, Apr 17, 2014 at 8:26 PM, Sebastien
cool thanks guys...great options
On Thu, Apr 17, 2014 at 4:00 PM, Oscar Gonzalez Diez oscar.g.d...@gmail.com
wrote:
Dunno... I thought it could be useful.
You can try using the simulate particles advanced, which allows to animate
the time scale of the sim, but depending of how complex
Wow, thanks for confirming that. Very interesting that it happens on linux
too.
On Thu, Apr 17, 2014 at 5:37 AM, gareth bell garethb...@outlook.com wrote:
I've just done a really simple timed test on Linux and found this also
appears to be affected. My imported model time went from 3mins down
Yes very good to know thanks!
yet I wonder if that would need a restart, or if it's something that
can be turned on off before saving?
Will try just that, cause HQV can actually be useful sometimes.
On Thursday, April 17, 2014 17:55:00, Jonah Friedman wrote:
Wow, thanks for confirming
If you use custom realtime shaders, be aware that turning off High Quality
Viewport may induce a crash on next startup.
I tried flipping this switch the other day and almost every artist in
production crashed on next restart and had to restart 3 or 4 times before
whatever caused the issue
Think I discovered a problem.
If I explicitly create all data as local variables within the custom operator's
_Update() callback, it works as expected, but runs slow.
When I use the custom operator's UserData to store and retrieve data between
calls to _Update(), inputs connected to a geometry
So I baked a cache of a pointcloud with instanced shapes. Then I reimported
that cache and cut it up in the animation mixer and re-timed itbkaed it
down to a final cache. However I was going to use this Grahame fuller's
method (http://www.si-community.com/community/viewtopic.php?f=19t=3588) to
Guys, am I right that alembic uses in Softimage 2015 a 1 unit = 1 cm scale?
Apparently it is, when I load such a geom cache to maya, my maya unit changes
to 1 unit = 1cm scale too...
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