Nerd Out and Code a Maya Plugin With Assembly
Assembly is a pretty low-level language, perhaps only a step above machine language. If that sounds like programming The Matrix, it kind of is in a way. Why Assembly? Well, Assembly in production, doesn’t make much sense. This isn’t an exercise that you would use in a production environment. It’s not like the code runs significantly faster. creating a plugin in assembly, can be a great learning experience though.
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Get a grasp on using ngSkinTools Layering system for an easier time painting weights in Maya. ngSkinTools is a character skinning plugin for Autodesk Maya that doesn’t require or use any special nodes. The plugin operates on standard maya’s skinClusters (also known as “smooth skin”), so no custom nodes will be introduced to your rig.
In this post I am going to share 5 useful maya tips that will help you to get around problems in maya faster. From very simple maya python commands and use of expressions, there’s something for all maya users.
The tutorial shows how to use lens shaders with mental ray for maya. You'll need the mental ray for maya plugin and you have to activate the custom mental ray nodes.
Maya and Maya LT 2017 both have new workspace functionality that should turn out to be a great timesaver. Maya 2017 brought a lot of new features, but probably the most flexible are the new Workspaces. If you have used virtually any other application since the late 90’s, you are probably already familiar with how workspaces operate.
Here, Autodesk’s Steven Roselle walks through the features added into the Maya 2016 UV environment. There are quite a few big changes in the Maya UV environment, but there are also smaller, more subtle changes as well. An example of a really great change that might get overlooked, is that the UV environment now works more like the 3D view in Maya. You can use a lot of the same selection techniques in the Maya 2016 UV editor, in the way you create the selection of paths.
With incoming new tools such as the Bifrost engine, it might be easy to forget that Maya still has a functioning fluid effects system that is still quite capable in maya respects.
Although much of what the Maya fluid system does can be taken over and created more efficiently with Bifrost, khalil khalilian shows how Maya fluids can still be relevant with visual effects work.
Sub scattering of particles? Huh? This occurs every day, for example we see lights that are sufficient enough to go through flesh (look at ears in sunlight). After his chapter you can impress your friends by going up to them and saying “Wow, the sub-scattering of particles of light hitting your ears is very impressive!” and you will look like a cool person once more (either that or a nerd). Anyway, this is a more advanced lesson, so strap on your cap and we’ll take a look at SSS using mapping from ZBrush.
Maya May9 is a community driven collection of settings and tools that can radically change the way that you work in Autodesk Maya. The depth of the toolset and what Davide Alidosi put together, is rather astounding. Add to that the fact that Maya May9 is freeware, and it gets even more astounding.
The Modeling Toolkit in Maya was a welcome and much needed addition. Over the last few releases however, it has undergone much better integrations and features, making it an amazing tool for Maya artists. As an example, the Quad Draw Tool is a great way to not only start create models in Maya, but also as a retopology tool.Here, Patrick Woo gives an introductory look at using the Quad Draw Tool in Maya for retopologizing objects.
This tutorial is aimed at Arnold renderer based shader developers who are interested in learning how to port a lens shader from the Maya MtoA format to work with the Cinema4D C4DtoA plugin. The lens shader we are going to port is the Arnold for Maya based vr_camera panoramic lens shader by Pedro Gomez . By the end of this tutorial the VR_Camera lens shader will work with Arnold for Cinema4D.