How to Get Better Control Over Maya nParticle Instances
Even thought Maya ships with MASH, the motion graphics toolkit which makes instancing easy, there is still a case that can be made to fundamentally understand how Maya instances work. Creating instances is pretty easy. The issue then becomes, how do you control them. There are actually a few ways that you can control Maya nParticle instances.
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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.
Some Maya-specific features include support for Maya render layers, and the ability to control display settings by Maya’s Color Management. Settings for the Arnold RenderView are now saved with the Maya scene file. Other additions include Open Color IO support, an A/B wipe comparison tool, save as EXR, and an improved crop region tool.
This tutorial will explore using Maya's particle system and instancer to simulate planets with several moons orbiting the Sun. With a few expressions you can control the positions and rotations of individual particles which can control geometry through Maya's instancer.
This tutorial is an introduction to building Graphical User Interfaces (GUI) in MEL for Maya 2010 and below. Maya 2011 introduces a new methodology for creating GUIs that will not be covered here. Well be going over proper coding for UIs, error handling, and well put together a very useful script that gives you considerable control over an objects pivot point
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.
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.
A while back, Daryl Obert had a quick look at creating guided Maya Bifrost simulations. Guided Simulations is the ability to let artists drive and art direct the behavior of the simulations they are creating in Maya Bifrost. This can be done by either using a cached simulation or an animated mesh. Either way, directing a sim, makes you able to create “hero” effects shots, where you need to be able to control the details of what is happening or going to happen with the shot.