Literally yesterday ran into a modeler using XSI in production. We had a
great chat.
On Sun, Feb 2, 2020 at 12:05 PM David Saber wrote:
> Hah good news. I hope this community stays alive. Even if it's smaller
> now, it's still the BEST 3d community ever!!
>
> Is François Lord still around?
>
>
>
In Maya set driven keys are the same node as normal animation keys, the
animCurve node:
http://download.autodesk.com/us/maya/2008help/Nodes/animCurve.html
There's a bunch of child nodes listed there with two letters after the
"animCurve", which is the specific input/output that node handles.
So li
This thread is hilarious.
I just wanted to say that if you are having really bad scene load times in
Maya and it's not file I/O (perhaps from references) then it's often long
init times for certain nodes. Thinking of the wrap deformer specifically.
Wraps init on scene load and they can be terrible
It's been awhile for me but I believe you can use a per-particle age
attribute, (agePP maybe?) to check the age of the particle in your
expression.
>From there you can do a few things to apply the force. You could manually
read/add the force inside the runtime expression rather than connecting the
There are offset attributes. You can see them (and 'update' them) in the
attribute editor for the constraint. IMO they are unintuitive to animate
and are best left to storage of static values. I've seen animators get so
far into the weeds with those that their cigarette consumption shoots to
astron
The only rational explanation I can think of is that it makes the
constraint connections more "portable".
It needs that parent matrix from somewhere to function. If it grabbed the
worldMatrix from the parent the graph would look nicer, but then if you
reparented the constrained object the connecti
The constraint reads the parent matrix and pivots from the driven object
because it compensates for those things. For example, if you move the
parent of a constrained object, the constrained object won't move. This is
because the constraint is actively cancelling out that parent's movement.
All tha
I always got the impression it was a support thing. Sort of like Gmail
being in 'beta phase' for a decade.
On Sun, Aug 3, 2014 at 2:47 PM, Ben Beckett wrote:
> We have to ask why do autodesk feel the need to add bonus tool. They
> should just come with the software.
>
>
>
>
> On 2 August 2014 0
The maya wrap has serious deficiencies. We were stuck in hell with this at
Blizzard until RnD created a wrap deformer with editable weights per point.
The SS shaders required two sided surfaces, but Ambocc shader would return
black spots if the sides got too close. We would have to assign two-color
gt; Thanks again Ben :)
>
> I'm so glad that this list is still alive.
>
>
> On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker wrote:
>
>> multiplyDivide node can do power.
>>
>>
>> On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman wrote:
>>
>>>
multiplyDivide node can do power.
On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman wrote:
> I'm porting over some of my core rig components. when I hit a brick wall...
>
> Maya having no exponent or power nodes?!?!
>
> Sure I could roll my own in C++ if my C++ code-fu was strong enough or use
> one
I'm not a lawyer either, but a few thoughts. When AD first bought Softimage
there were talks of monopoly. Unfortunately for us, AD's biggest market is
CAD, and they have several competitors in that arena. The government
doesn't really parcel out the market in a way that favors a claim on
monopoly f
setup, and I wanted something that would always
work on every character without TDs having to constant set "mirror
reference transforms" for every weird case.
On Mon, Feb 24, 2014 at 2:57 PM, Ben Barker wrote:
> I solved this issue in Maya by adding an attribute to every control that
I solved this issue in Maya by adding an attribute to every control that
mapped it's local SRTs to it's "mirror partner". This was done when the rig
was at root pose. I think I just did a dot product on the local X,Y,and Z
axis of the control, and compared it to the partner's XYZ axes. If they
face
I found that the biggest problems in rigging are management issues:
listening and weighing input, absorbing unexpected changes gracefully, and
finding solutions that fit into a much larger pipeline over which you have
limited control. Rarely are you even in a position to dictate the software,
it's
Also the nicest guy in the world. Just wants to make the work as good as it
can pragmatically be, even at 3am before the deadline. Constantly trying to
figure out better, faster ways to do stuff. Always wants to help.
On Mon, Jul 22, 2013 at 2:26 AM, adrian wyer wrote:
> ** ** ** ** **
>
> in m
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