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Animate in 24Fps.
Cut paste the key with shift press and right click > cut> paste.
# Motion Blur-
render setting > Arnold setting > motion blur.
Enable the check box.
adjust the length.
HDRI Light-
High Defination Range Image.
skydome light > Color > Image > HDRI.
to remove the background > TIFF > go to skydome and set camera value to 0.
Importing to Maya-
create- new frim polypaint.
muitly map
Shadow matte-
view- camera attribute editor- envrinoment- image plane- background- apply- select
the plane - assign new material- aishadow matte.- area light as source of light.
Ambient occlusion-
for depth.
Assign new materail - shader - aiwireframe.
Rigging-
joints
skin
controller
ik
fk.
make own parameter
constraint
set driven key
add attributes.
JOINTS-
clear history and freeze.
first select the joints and then skin.
skin> bind skin.
CONTROLLER-
take circle.
place them above the joints and snap to their center.
parent and child link the joints and controller(circle).
PARAMETER-
{Attributes of the rig}
select the circle> modify> add attribute( float,max value-1 min value-0).
rotating single joints-
animation>key> set renew key.
Driver and to be driven. driver is the added attribute(aditya)
select the driver and then all the driven joints then select rotate Z and press
key.
SKIN-
select the joints> select the skin> skin> bind skin.
CONTRAINT-
eyes movement.
take two spheres (eyes)
take a object as their controller.
select the sphere.> animation > contraint> Aim.(maintain offset on).
IK (INVERSE KINEMATICS).-
leg rig. 4 joints rig.
skeleton> create ik handle(rotATE plane server)> select first and last joint.
make controller for each joints.> select all controller then joint.
first select the controller then select ik > contraint > pole vector.
FK(FORWARD KINEMATICS).-
FK and IK can be switched as per say.
BLEND SHAPE-
select the faces with different espression.
animation > deform > blend shape.
select the open mouth key and right click> key selected.
SKINING PAINT-
skin > paint skin weights
select the joint and paint its influence.
white is full influence
grey is 50/50.
SKIN SHADDER-
Sub surface scattering-
Light.
Displace.-
Stamping-
Sculpting Crtl. to inverse.
LEG RIG-
Rigging > skeleton > create joints.
change the radius to change the size of the joints.
select the contoller(knee)> shift select the IK> contraint> pole vector.
(SIR)to tell- orientation joints
select IK handle > select the last joint of the reverse leg joint> parent&child
link.
then link the bottom controller and the joints to make the whole leg rig.
LEG RIG-
Create joints> IK handle > select the ik handle > select the last bone of reverse
joint > P
take controller > snap them > sselect controller > select ik handle > pole vector.
make bottom controller > select the reverse joints > select ontroller > p.
select bottom con. > add attritube > set driven key > freeze the bottom controller
> select attribute(driver) > select joints (driver)> translate Y.
spine-
Select the controller > select the spine > oreient.
face-
Select vertex > deform > culster.
Spline > spline line 0r smn.
ARTCGI - yt channel.
FISH RIG-
Qudraped rigging-
IK / FK switch -
Animation-
12 principal of animation
walk cycle
weight
push and pull
FK / IK switch-
Arm joints > make 3 copies > select IK 1 > CTRL press base 1 > constraint > parent
IK 2 and base 2 parent > Ik 3 bASE 3 parent
Repaeat the process with FK.
Turn off the maintain offset while parenting.
Ncloth -
take a plane
select the plane(cloth) > FX > Ncloth > create Ncloth.
select the body > Ncloth > create passive collider.
In Nucleus (N)..direction > -1 for down and 1 for up.
There are different parameters for Nucleus and the cloth itself.
To keep the cloth in same way > go to the desired feyframe and delete cloth's
history.
To keep the cloth with the object ( curtain and its poll) > select the cloths
vertex (top) > shift select the object > Nconstarn > point to surface.
Select the coth > local force (as desired ) [WIND]
Cloth tear -
Take a plane( Cloth ) > Select the edges where you want to tear the cloth >
Nconstrint > tear to surface.
Xgen
Yeti
Hair nd shave cut
REDSHIFT 2.6.31 (for lighting and rendering) [Cinema4D]
Arnold 5.2.2.0
V-RAY NEXT. Beta 2, Build 4.11.01
HOUDINI 17.0.352(MANTRA)
Xgen -
FUR-
Plane > sphere > Xgen > interactive Groom > select object > Generate > create
inteactive groom styles >
Desprictive length > width
Description base > density (for smoothing )
Scale (for length)
Add modifier > noise
Hypershade > Choose hair physical > Change root and tip color.
Modifiers > clump ( for moss like fur )
Bifrost -
select the object > Fx > bifrost > fluids > liquid > liquid shape > increase point
size
bifrost > emitter > top someongrg > continous emission on >
select the emitter than select the objects > bifrost > fluids > collider
master walkcell size (for thickness of the liquid)
controller -
limit constrain -
free transformation
keep the object at 0
set driven key (2 and -2)
select the driven
select the controller
Attributes
limit information
set limit.
Xgen > creative description > sculpt the hair > select the guides > R to scale.
Rebuild - adds vertex / Normalise (to smooth the hair )
human head-
Copy the head > extract the scalp > delete remaining.
unwrap UV > Planer > unfold.
apply Standardsurface materail.
set project.
use mirror to duplicate the one side to the other.
clump map - first generate the map to use the modifiers
make joints
unparent them on ur desired place
clear history of model and the joints
freeze transformation ( turn on joint orientation )
select the joints one by one and then model to bind skin ( in option box keep the
max influence 1 and turn off all 4 checkers )
paint skin weight > select mode > component vertex ( make sure to tweak the value
of the skin weight )
keep the influence of the main joint ( neck ) on the whole model.
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MAYA THEORY NOTES-
What is Shelf?
- The Shelf Editor lets you create and edit shelves, which are collections of tools
and actions that you want grouped together.
(See also Shelves.)
Select > New Shelf next to the existing shelves.
In the Shelf Editor, Shelves section, select the shelf you want to edit and enter
a new name in the Rename text box
T - template
R - reference
V - visible
What is ToolBox?
- The Tool Box displays on the left side of the Maya interface by default see
Interface Overview.
It contains the most commonly used tools for working in Maya.
What is Outliner?
- The Outliner shows a hierarchical list of all objects in the scene in outline
form.
You can expand and collapse the display of branches in the hierarchy;
lower levels of the hierarchy are indented under higher levels.
It's one of two main scene management editors in Maya Creative: the other is the
Hypergraph.
Click Set.
What is Rigging?
- Rigging is the sometimes excruciatingly technical art of articulating a character
for animation.
It involves creating a skeleton structure out of joints and bones that will deform
the model.
Then, the Technical Director (TD) creates controls that the animator uses to move
the character.
What is Extrude?
- You can add polygons to an existing mesh by extruding polygon faces, edges, or
vertices. For example,
when you extrude a face on a polygon mesh the existing face telescopes inwards or
outwards as it creates new connecting faces on the sides of the extrusion.
What is bevel?
- Bevels expand each selected edge into a new face, rounding the edges of a polygon
mesh. See Bevel command. To bevel edges or faces.
Select a mesh object or select the edges or faces you want to bevel. Note: If you
select a mesh object, Maya bevels every edge in the mesh
What is Instance?
- An instance is like an alias or shortcut or symbolic link in a file system: it's
a visual pointer back to the original.
However, each instance has its own transform node so it can have its own position,
rotation, and scaling.
what is Retopology?
- Retopology tools in Maya let you create new topology based on the features of a
reference surface or optimize your topology geometry manually.
Maya's retopology toolset offers a streamlined, multi-option workflow that lets
modelers focus on the creative process instead of edge flow and polygon count.
What is Polygons?
- Polygons consist of geometry based on vertices, edges, and faces that you can use
to create three-dimensional models in Maya.
Polygons are useful for constructing many types of 30 models and are widely used
in the development of 30 content for animated effects in film,
interactive video games, and the Internet.
What is Nurbs?
- NURBS (Non-Uniform Rational B-Splines) are one geometry type you can use to
create 3D curves and surfaces in Maya.
The other geometry types that Maya provides are polygon and subdivision surfaces.
Non-Uniform refers to the parameterization of the curve.
What is loft?
- loft is undoable, queryable, and editable. This command computes a skinned
(lafted) surface passing through a number of NURBS curves.
There must be at least twe curves present. The NURBS curves may be surface
isoparas, curve on surfaces, trimmed edges or polygon edges
What is revolve?
- Revolve (Curves/Surfaces) Revolve takes a manos curve, spins it kind of like
pottery, and saves a complete 360 degree ubject.
What is BiRail?
- Revolve (Curves/Surfaces) Revolve takes a manos curve, spins it kind of like
pottery, and saves a complete 360 degree ubject.
What is Booleans?
- Boolean refers with 30 set of operations that can an be performed objects: Imions
Combine two objects together this is sometimes referred to as addition.
Difference use the boolean object to cut away from target objects this is
sometimes referred to as addition.
difference - use the boolean object to cut away from tthe target object- this is
sometimes referred to as subtraction.
What is Extract?
- You can select and then disconnect faces from a polygon mesh using Edit Mesh
Extract,
Extract removes the polygons by duplicating the appropriate edges and vertices
hased on the selection
What is UV texturing?
- Maya UV Mapping
UV refers to coordinates that are independent of the XYZ axes. To work with UV
maps, you need to be able to unfold and fold your 30 artwork,
and also cut and sew parts together. To work with UV maps, you also need to
maximize space on your work area (the UV Texture Editor)
Select Edit Mesh > Collapse. Each edge is collapsed and its vertices are merged.
What is Circularize?
- The Circularize command allows you to reorganize selected components (vertices,
edges, and faces) into perfect geometric circles.
For information on how to use the command, see Circularize components. Use these
options to set what happens when you select Edit Mesh Circularize.
What is Uv maping?
- UV mapping is a process of creating a 20 representation of a 30 model's surface,
which allows you to apply testures, colors, and other detalls. In Kaya, the UV
Editor is a tool that lets you edit and arrange the IV coordinates of your model's
polygons, also known as UW shells.
Cylindrical
speherical autometic
plane
The textures fall into two categories: 20 and 30, 20 procedural textures create a
pattern in two dimensions: U (left/right) and V (down/up). These textures include
Bulge, Checker, Cloth, Fractal, Grid, Mountain, Noise, Rap, and water.
Sub-Surface Scattering (SSS) simulates the effect of light entering an object and
scattering beneath Its surface. Not all light reflects from a surface. Some of it
will penetrate below the surface of an illuminated object. There it will be
absorted by the material and scattered Internally.
After you model your objects, Maya assigns a default shader to them with a neutral
gray color. The shader allows your objects to render and display properly. If no
shader is attached to a surface, an object can't be seen.
what is animation in Maya?
The animation is the process of editing and creating the properties of objects that
change over time. It finds application In various sectors fros Files, games,
architecture, and engineering to medical sciences. there are multiple ways and
tectiniques for using different types of animations In Maya 30 software.
Animation Layers organize new Curves. let you create and blend multiple levels of
animation in a scene. can create Layers to keyfram amination, or to keyframe on
top of existing animation without overwriting the original
Pose to pose animation is characterized by the process of first drawing your key
poses at significant points the action, refining the key drawings, and then doing
the in-betweens. This process gives the creator more control and ensures the
accuracy of the final result
These principles of animation are based on the work of animators at Disney since
the 1930s, when they strived to produce realistic anisations of cartoon characters.
The principles were used to create the illusion that Disney's characters followed
the basic laws of physics.
Graph Editor
The Graph Editor controls how the system interpolates those In-between key values,
early any property of any Item can be animated by keyframing the values of an
Item's channel. Channels are the anteateable properties of any ites gathered
together in list form.
Automatic mapping creates several UV map pieces or shells in tevture space. This is
fine if you are using tools that deal with UVs automatically for you, such as
standard (not comped) fur and the 30 Paint tool in projection mode.
To open the unfold W Tool on Optinize W lool, select it from the unfold section in
the W Toolkit or select Tools Unfold or Tools > Optimize from the UV Editor menus.
The unfeld IV Tool lets you interactively unwrap the IV mesh for a polygonal object
while trying to ensure that the UN's do not overlap
In the scene view, select the mesh or components so their Uws appear in the UV
Editor. In the W Editor, click th Save image button in the View options bar, or
choose Image UV Snapshot Enter a nate in the file nate fle that you want to export
to. Set the size of the image using the Size X and Size Y fields.