2012年12月10日星期一
game design tutorials for beginners in Nebraska NE
2012年12月9日星期日
game design tutorials for beginners in Iowa IA
game design tutorials for beginners in Iowa IA
maya for 3d modeling
2012年12月8日星期六
game design tutorials for beginners in Arizona AZ
game design tutorials for beginners in Arizona AZ
maya for 3d modeling
2012年12月7日星期五
game design tutorials for beginners in australia
game design tutorials for beginners in australia
maya for 3d modeling
2012年12月6日星期四
maya 3d modeling game design in Seattle
maya 3d modeling game design in Seattle
maya for 3d modeling
2012年12月5日星期三
maya 3d modeling game design in San Jose
maya 3d modeling game design in San Jose
maya for 3d modeling
2012年12月4日星期二
maya 3d modeling game design in West Virginia WV
maya 3d modeling game design in West Virginia WV
maya for 3d modeling
2012年12月3日星期一
maya 3d modeling game design in Oklahoma OK
maya 3d modeling game design in Oklahoma OK
maya for 3d modeling
2012年12月2日星期日
maya 3d modeling game design in Mississippi MS
maya 3d modeling game design in Mississippi MS
maya for 3d modeling
2012年12月1日星期六
maya 3d modeling game design in Idaho ID
maya 3d modeling game design in Idaho ID
maya for 3d modeling
2012年11月30日星期五
maya 3d modeling game design in Perth Australia
maya 3d modeling game design in Perth Australia
maya for 3d modeling
2012年11月29日星期四
learn 3d animation training course Winchester UK
learn 3d animation training course Winchester UK
what we can do for you
2012年11月28日星期三
learn 3d animation training course Ripon UK
learn 3d animation training course Ripon UK
what we can do for you
2012年11月27日星期二
learn 3d animation training course Lincoln UK
learn 3d animation training course Lincoln UK
what we can do for you
2012年11月26日星期一
learn 3d animation training course Coventry UK
learn 3d animation training course Coventry UK
what we can do for you
2012年11月21日星期三
learn 3d animation training course New Jersey NJ
learn 3d animation training course New Jersey NJ
what we can do for you
2012年11月15日星期四
3D model a skeleton using Maya
3D model a skeleton using Maya
2012年11月13日星期二
how Add a tool, action, or Maya script to a shelf
how Add a tool, action, or Maya script to a shelf
2012年11月11日星期日
integrate mel scripts in maya and associating them with a shelf button
integrate mel scripts in maya and associating them with a shelf button
2012年10月29日星期一
Sharing custom attributes in Maya
Sharing custom attributes in Maya
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
How to Convert a character from 3ds Max to Maya
How to Convert a character from 3ds Max to Maya
Human IK and stereo Cameras in maya
Human IK and stereo Cameras in maya
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
applying fur to a character in maya
I've been working on a project involving the use of maya fur. It's the first time I have rendered fur using the mentalray renderer, so there was much to learn. One of the difficulties I encountered was dealing with the illumination of near-white colored fur (like a polar bear). In the past, using maya's native software renderer, I would have added fur shadowing attributes to my lights to allow me to control and balance the amount of illumination on the fur, but these attributes are not supported by mentalray so I had to find another way.
In this post I show an approach to rendering near-white colored maya fur with mentalray.
I'll start by creating a torus to which I have attached a fur description with the polar-bear preset. I have two spotlights for illumination. Here's a top-view snapshot of the setup.I want my fur to be almost white, so the underlying surface needs to be faily pale. I'm using a simple cream colored lambert with some ambient color to brighten it up.
I want to achieve a soft look without any shine so I started with the polar-bear preset but changed the Light Model to Ambient + Diffuse (so no specular component). And I set clumping = 0.
If I render it without changing anything else I get this.
This is using the standard scanline/raytrace render method, not the rasterizer, and it took 1 min 30 secs (I'll use this time for comparison).
Tip #1: Change Fur Shader from Hair Primitive (default) to Volume in the mentalray section of the Fur Render Settings. Here's what it renders like.
And this only took 16 secs (thats six times faster!).
I want the fur to be even whiter than this so I added base and tip ambience to brighten it up.
Which renders like this
This is closer to the color I want, but now the fur looks too bright and its luminance is clipped harshly at the top end of the luminance range. Lowering the intensity of my lights would prevent the clipping, but then everything else would be too dark and my fur would look dirty.
Tip #2: Use a tone mapper. I used mia_exposure_photographic as a lens shader attached to my camera. Here is a snapshot showing the exposure attributes.
The Cm 2 Factor setting makes all the other attributes work in the desired exposure range. I reduced gamma to 0.5 to give me a bit more contrast between the whites and the near-whites. And it now renders like this
Tip #3: Play with the Shadow Density Scale in the furDEscription's Volume Fur tab. By increasing this from the default 0.125 to 0.5 I get nicer fur shadowing.
Tip #4: For the underlying surface use incandescense instead of ambience. This will eliminate the darkness of the shadows that the fur makes on the underlying surface. So my lambert looks like this
Well I'm pretty happy with the color now, but the over-all look is a bit dull. Some tasteful burn out will give it the appearance of a bit more dynamic range so I increase the exposure Burn Highlights from 0 to 0.03 and here is the result
Have fun with fur. There is so much to experiment with.
buy cheap autodesk maya 2013 pc mac
It is not a OEM or tryout version.
We offer worldwide shippment .
You can pay by paypal.
2012年10月18日星期四
applying fur to a character in maya
I've been working on a project involving the use of maya fur. It's the first time I have rendered fur using the mentalray renderer, so there was much to learn. One of the difficulties I encountered was dealing with the illumination of near-white colored fur (like a polar bear). In the past, using maya's native software renderer, I would have added fur shadowing attributes to my lights to allow me to control and balance the amount of illumination on the fur, but these attributes are not supported by mentalray so I had to find another way.
In this post I show an approach to rendering near-white colored maya fur with mentalray.
I'll start by creating a torus to which I have attached a fur description with the polar-bear preset. I have two spotlights for illumination. Here's a top-view snapshot of the setup.I want my fur to be almost white, so the underlying surface needs to be faily pale. I'm using a simple cream colored lambert with some ambient color to brighten it up.
I want to achieve a soft look without any shine so I started with the polar-bear preset but changed the Light Model to Ambient + Diffuse (so no specular component). And I set clumping = 0.
If I render it without changing anything else I get this.
This is using the standard scanline/raytrace render method, not the rasterizer, and it took 1 min 30 secs (I'll use this time for comparison).
Tip #1: Change Fur Shader from Hair Primitive (default) to Volume in the mentalray section of the Fur Render Settings. Here's what it renders like.
And this only took 16 secs (thats six times faster!).
I want the fur to be even whiter than this so I added base and tip ambience to brighten it up.
Which renders like this
This is closer to the color I want, but now the fur looks too bright and its luminance is clipped harshly at the top end of the luminance range. Lowering the intensity of my lights would prevent the clipping, but then everything else would be too dark and my fur would look dirty.
Tip #2: Use a tone mapper. I used mia_exposure_photographic as a lens shader attached to my camera. Here is a snapshot showing the exposure attributes.
The Cm 2 Factor setting makes all the other attributes work in the desired exposure range. I reduced gamma to 0.5 to give me a bit more contrast between the whites and the near-whites. And it now renders like this
Tip #3: Play with the Shadow Density Scale in the furDEscription's Volume Fur tab. By increasing this from the default 0.125 to 0.5 I get nicer fur shadowing.
Tip #4: For the underlying surface use incandescense instead of ambience. This will eliminate the darkness of the shadows that the fur makes on the underlying surface. So my lambert looks like this
Well I'm pretty happy with the color now, but the over-all look is a bit dull. Some tasteful burn out will give it the appearance of a bit more dynamic range so I increase the exposure Burn Highlights from 0 to 0.03 and here is the result
Have fun with fur. There is so much to experiment with.
buy cheap autodesk maya 2013 pc mac
It is not a OEM or tryout version.
We offer worldwide shippment .
You can pay by paypal.