Saturday, 30 September 2017

Thursday, 28 September 2017

Thursday, 21 September 2017

Maya Python and MEL Script Reel



These are few custom scripts to speed up my work and the techniques behind my rigs.


Thanks! Please share, comment and subscribe by email for updates and to be in touch!

Wednesday, 13 September 2017

Reducing Mesh Thickness in Maya

Adjusting mesh thickness of hair strands in Maya.


Select the Mesh in component mode. Execute " scale -r -ocp 0.5 1 0.5 ;  " as MEL. 
the components are scaled with object center pivot according to the x y z values.



Thanks! Please share, comment and subscribe by email for updates and to be in touch!

Tuesday, 5 September 2017

Maya FBX Export Of Set Driven Keys Animation

Maya FBX Export Of Set Driven Keys

Export setdriven key animation are considered complex animation and will be exported as baked animation. Here is the work about to do the same.

First load FBX Export Plugin :



In  File> Export Selection Options under "File Type Specific Options" Click "Edit presets..."
In Edit export preset> EXPORT>Include>check on  "Bake Animation" .



Thanks! Please share, comment and subscribe by email for updates and to be in touch!




Maya Facial Ctrl Creation

Maya Facial Ctrl Creation Work Flow

This blog is to setup the facial ctrl follow the face mesh deformation

Have the facial joints created and grouped to itself to preserve the transforms, so the joint will have zeroed out transform values; then place it on the required area viz cheek or lip. by holding the group of the joint.
Have the ctrl created for the joint according to its orientation. Have top group that holds the transform value and the ctrl will have zeroed out transform value. Group the ctrl once again to have zeroed out intermediate transform node, which will be connected to a multiplyDivide node with iput 2X 2Y 2Z all set to "-1"
Do the connections as below and do the skinning too and see the output or it will look weird.


Thanks! Please share, comment and subscribe by email for updates and to be in touch!

Sunday, 3 September 2017

Maya Transfer Skin Weight between Joints

Maya Transfer Skin Weight between Joints

Maya native skin tool can be used to transfer skinWeight or swap skinWeight between two joints indeed.
Lets see how to go about it.


Here three joints are bound to a mesh. The skinkWeight of the verts influenced by the Bottom joint is transferred to the Top joint. 
For this you have to be in "Paint Select" mode on the "paint skin weight tool", Right click on the Bottom joint to select the verts influenced by it and then select the Top joint and crank the value to 1.

Or

Be in Paint mode it self and Right click on the Bottom joint to select the verts influenced by it and then ctrl click to select the Top joint and click the icon marked in the image below.



Thanks! Please share, comment and subscribe by email for updates and to be in touch!

Tuesday, 18 July 2017

Maya Preference Setting

Maya Preference Setting

Often Maya command will not be responding in spite of resetting the tool. Or on right click Maya will not work. In that case try deleting the preference folder, rename as prefsOld. (path C:\Users\xx\Documents\maya\2016\prefs) and restart Maya and select create new preference.
With new preference one will loose the custom self or marking menu, which can be copied from prefOld.



Thanks! Please share, comment and subscribe by email for updates and stay in touch!

Monday, 17 July 2017

Maya Diaphragm Shutter

Setting up Maya Diaphragm Shutter

Maya Bonus Tool is powerful indeed. It creates numerous operation.
Diaphragm shutters can be setup with BonusTool>Edit>Duplicate on Object.
Thanks! Please share, comment and subscribe by email for updates and stay in touch!

Saturday, 15 July 2017

Maya Geometry Cache

Maya Geometry Cache Workflow






Geometry Cache calculate the vertex position of the polygon in the animated scene using the control rig (referenced asset file) and export it to designated file path, then import the cache to the fresh file that has the shaders alone.

The outliner hierarchy and Poly count of the Rig file and Texture file should be same.

The cache can be loaded selecting the "Geo" node.

This way reduce the Render time as there is no calculation of the deformers and math nodes involved in the Rig file.

Thanks! Please share, comment and subscribe by email for updates and stay in touch!

New Post

My Maya Works

My personal Maya work Please share, comment and subscribe by email for updates and to be in touch!