For tools I recommend the ngSkinning Tools and the creatureRig Rigging
Toolset.
2014-07-09 15:08 GMT+02:00 Nicolas Esposito 3dv...@gmail.com:
o_o
Seriously?
I guess I have to make an hotkey for that...or a script...well, using Maya
started quite promising :-D
Guys regarding the
Animation clips in maya rely on trax.
Using trax is like trying to herd cats with firecrackers. Large, wild,
rabid cats. With AIDS.
On Wed, Jul 9, 2014 at 11:08 PM, Nicolas Esposito 3dv...@gmail.com wrote:
o_o
Seriously?
I guess I have to make an hotkey for that...or a script...well,
Ahahah, that was funny Raffaele...and depressing :-D
Anyway I found a kind-of-not-really equivalent to shrink/expand the
animation, which is, directly on the timeline, double click and adjust the
timing from there...not really classy...
I'm also using StudioLibrary python script which is pretty
The closest I've got to referencing materials is making compounds and
updating them if I've made any changes. Not quite the same but handy.
Simon Reeves
London, UK
*si...@simonreeves.com si...@simonreeves.com*
*www.simonreeves.com http://www.simonreeves.com*
*www.analogstudio.co.uk
I tried once and it was intermitent as Matt said, most of the time failed
to apply the materials. If you know for sure you won't be doing local
adjustments to the shaders, a workaround would be having two mat libs in
your scene: the referenced one and a local mirror. Then a script or event
that
Thanks Raffaele, great info. I'm hoping one day I'll get to work at WETA
too as a creature artist (modeler or animator). No pressure, I know, I will
have to step up my quality and quantity of my portfolio and when I'll think
I'm good then again probably.
I did set this goal for myself regardless
Using trax is like trying to herd cats with firecrackers. Large, wild,
rabid cats. With AIDS.
LOL [wiping off the display of Pepsi splashes]
On Thu, Jul 10, 2014 at 10:44 AM, Nicolas Esposito 3dv...@gmail.com wrote:
Ahahah, that was funny Raffaele...and depressing :-D
Anyway I found a
Nice work to all involved!
Style blends well, yet it ends impressively and doesn't distract from the
look and feel of what comes before.
On Wed, Jul 9, 2014 at 2:05 PM, Mitchell Lotierzo mitchlotie...@gmail.com
wrote:
Thanks for all the kind words folks! :)
On Wed, Jul 9, 2014 at 4:17 AM,
would laugh if I don't feel like crying
On Thu, Jul 10, 2014 at 5:47 PM, Mc Nistor creator3dstu...@gmail.com
wrote:
Using trax is like trying to herd cats with firecrackers. Large, wild,
rabid cats. With AIDS.
LOL [wiping off the display of Pepsi splashes]
On Thu, Jul 10, 2014 at
Thanks Matt. I dropped the idea using references inside of references. I did
some test with a ref mat lib and used that material on partitions instead,
where the ref models are in. I noticed a funky behavior as you described it.
On some frames the default scene material was used instead of the
There's another way to do it - not saying it's great, but serviceable.
Select some poly faces
Edit Mesh - Assign Invisible Faces
By default nothing happens (yay!)
With the object(s) selected: Display - Polygons - Invisible Faces (same
as setAttr foo.displayInvisibleFaces 1 on the shape node)
You can do the same in reverse to unassign invisible faces on the poly
faces or just toggle the display attr off if you no longer care about
hiding them.
On Thu, Jul 10, 2014 at 8:55 PM, Scott Parrish scotte...@gmail.com wrote:
There's another way to do it - not saying it's great, but
For #1, sadly everyone rolls their own skin exporter/importer in maya. The
ones that ship with maya are not really usable - requiring UVs and writing
weights as textures! ACK!
Chad Vernon from Creature Art Mechanics has made some good python C++
tutorials for Maya at cgcircuit.
The API class is
Someone told me there's an ID based skin save in the bonus tools, but as
one of the many who rolled their own dog ages ago I haven't checked
personally.
NGSkin is pretty much mandatory, again, if you haven't rolled your own
stuff before because at this point it caught up to a lot of the
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