Create a space switch for multiple spaces
A Space Switch is really important concept in character rigging. One of the rigging challenges is managing parents and spaces of a rig and being able to switch between them easily. Really, a rig should consist of a hierarchy of spaces. This will allow an animator to temporarily alter the parenting of the character’s parts so that it can interact with other objects such as props, its environment or even itself — think of a character placing a hat on its head as an action of all three of those dynamic parenting examples.
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Kasper Larsson shows some tips and tricks for creating an easy space switch for characters and props in Maya. When you are animating characters, you may notice that more complex rigs have controls for space switching. As an example, you can have the hand be a “temporary child” of other parts of the rig.
create a texture based pose space deformer (PSD) in Maya using the closestPointOnSurface utility node. Harry Houghton shows how to use a NURBS Sphere, a Ramp and the Closest Point On Surface Node to create a pose space deformer. The basic idea, is that using a texture based pose space deformer will allow you to return a value based on the U coordinate of a surface mesh. In turn, this information van be used to drive the attributes of other nodes in Maya.
Today we are going to create an abstract space scene. The Elements will be rendered before in Maya.
Maya 2016 Ext 2 added a much needed overhaul of the BlendShape and Pose Space Deformation (PSD) workflows for technical artists and riggers. The Shape Editor in Maya offers a new Shape Authoring workflow. You can now art-direct rigs using new pose space deformation tools. The BlendShape user interface has also been updated, and a new Blend Shape Deformer has been added, one that works more precise, and is easier to use.
In this video tutorial we look at how to make a arm rig. Both the FK and the IK, with a Switch between them.
Mainframe North’s Ian Waters demonstrates how to use Maya’s new SVG import feature to create a simple globe. Really this is something that is super simple in other applications, but new to Maya. Previous to the SVG import feature, it was very difficult to work with vector artwork such as Illustrator or SVG files as a starting point for 3D objects. The issue was how Maya created the 3D bevels for type and vector shapes, often failing or resulting in unwanted polygons that were flying off into space.
Over the course of this Maya tutorial, we will explore how to take a model of a futuristic space dock loader and fully texture it, readying it to be rendered.
Maya Animation Layers are a great way to work nondestructively with animation. You can create and blend between multiple levels of animation within your scene. They are also a great way to organize keyframe animation, or to key something on top of an existing animation. The best part is that you are working nondestructively the whole time.
Learn how you can take advantage of Ornatrix’s ability to blend multiple textures and UV sets for creating feathers. With Ornatrix for Maya however, makes this process really easy. Watch how you can easily create feathers for a character, having surface hue variation that is based on maps
Photoshop and Maya tutorial. This piece is the third character that I have created for personal work; a dark magician with cool looks and a gloomy, cold personality. I wanted his costume to not be too armoured, but to be more modern-looking, and I intended to have the space featuring some magical steel on the wall, and so I started doing research and finding references to help me on my way.