Contact for Mentorship:
E-mail : shinyprem@gmail.com
Friday, 7 July 2023
Tuesday, 4 December 2018
Maya crashing or slowing
Is maya crashing?
Finding paint weight and simulation ?
Goto windows>settings>preference>undo>finite
Reduce it to 50 ideally.
Finding paint weight and simulation ?
Goto windows>settings>preference>undo>finite
Reduce it to 50 ideally.
Thursday, 26 July 2018
Maya *.ma or *.mb won't Save or Export as ASCII
Maya *.ma or * .mb won't Save or Export as ASCII
Maya.mb won't save/export as Maya.ma file because of unknown node or data type. Try deleting using this MEL command.delete `ls -type unknown`;
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Monday, 19 February 2018
Maya Poly topology sculpting
Maya Poly topology sculpting and creating correctives
This tool by Brave Rabbit is a useful tool for creating facial expression shapes(Grab and Pull), topology sculpting (Sliding) and creating correctives. This is a free plugin and they have commercial version to create corrective shape and integrate with the rig in a single UI. Does wonders than sculpt geometry tool.
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Saturday, 30 September 2017
My Maya Works
My personal Maya work
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Please share, comment and subscribe by email for updates and to be in touch!
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.
Downloads:-
skintransferbetweentwojnt-for-maya
re-connect-corresponding-attribute-for-maya
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Wednesday, 13 September 2017
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" .
In Edit export preset> EXPORT>Include>check on "Bake Animation" .
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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.
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.
I have automated the stuff which you can download.
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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.
I have automated the stuff which you can download.
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Wednesday, 9 August 2017
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.
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Monday, 17 July 2017
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.
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Friday, 14 July 2017
Maya Add Influence to skinCluster
Maya Add Influence to skinCluster
This option helps to add a missed out joint or geometry as an influence to the skinCuster.
Follow the option to add a new joint without disturbing the paint weight of the skinCluster.
A curve or a Non-uniform rational basis spline (NURBS) can also be added as influence object and weights can be added but the skinCluster should have "Use components" On. This can be used for facial skin weight rigs like using a wire deformer. Wire deformer holds the volume but this will have linear deformation.
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Thursday, 6 July 2017
Maya Shelf Button
Maya Shelf Button to do two operation.
One can echo the command of an operation in script editor and pull it to the shelf. The same button can be used to execute the opposite of the same operation by double clicking or what ever one feel like.
Wednesday, 5 July 2017
Maya Search and Replace Names
Maya Search and Replace Names
Many of use do not use the option to remove prefix with native Maya Modify>Search and Replace Option, because it gives us
"// Error: file: C:/Program Files/Autodesk/Maya2016/scripts/others/performSearchReplaceNames.mel line 295: Must enter a valid search and replace string."
So, here is the trick
Use any Special keys or Punctuation.
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Thanks! Please share, comment and subscribe by email for updates and stay in touch!
Tuesday, 4 July 2017
Maya Blend Smooth Skinning Method
Maya Dual Quaternion Paint Weight
The areas painted with DQ weight helps in preserving the volume on knees, elbow, knuckle, etc. overriding the classic linear skin values.
Give a value of 0.2 DQ weight to the whole body, will help as a whole with good deformation.
Paint the rigid area, where volume has to be maintained with greater value of DQ weight.
Note: stretchy set up of the rig has to be on translate of the aim axis and not on the scale to avoid weird deformation.
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Thanks! Please share, comment and subscribe by email for updates and stay in touch!
Monday, 3 July 2017
Maya Changing Pivot of controls
Maya Pivot shift of control for Prop
This will be useful to shift the pivot of props controls like weapons, sticks, plates, etc. for animation purpose keeping point of contact in mind.
Create a Null group under ctl_Stick and parentConstraint grp_ctl_StickPivot, to move the pivot control along with the ctl_stick.
Create a Null group under ctl_Stick and parentConstraint grp_ctl_StickPivot, to move the pivot control along with the ctl_stick.
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Maya Search and Replace Names Many of use do not use the option to remove prefix with native Maya Modify>Search and Replace Option,...
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