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Infinitee Designs Autodesk Maya Tutorials Infinitee Designs
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Autodesk Maya Tutorials - Autodesk Maya modeling & Mental Ray rendering tutorials, tips & tricks, sites, resources, plug-ins, models, meshes, cartoon and photo realistic textureing & UV mapping, animation, Paint Effects - hair, compositing, education, lessons & special effects training.


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N
Non-Linear Animation in Production
Non-Linear Animation in Production
Essentially, non-linear animation is a method of placing and manipulating animation from separate sources. The "non-linear" in NLA comes from the film/video editing world. Packages such as Avid MediaComposer and Adobe Premiere are examples of Non-Linear Editors; they allow easy ways to edit, blend and reposition clips of footage together on a timeline. Substitute footage with animation, and you have NLA: a way to edit, blend and reposition clips of animation (a walk cycle, run, or other behaviors) from separate sources.
O
Object Pickup
Object Pickup
Easy Object Pickup animation, How to have characters easily grab objects and keep them in their hand.
P
Hair - Paint Effects
Paint Effects - Hair
So why Paint Effects? Pfx is a very effective tool suited for creating hair, it gives you ultimate control on exactly how you shape your hair, with no texture painting/alpha maps and requires less time to setup than other methods. Changing the looks of your hair can be done on the fly with instant feed back. It is very faster to render, takes very little memory. The render that appears on the above image will take no more than 30 seconds on a 1Ghz machine.
PaintFX - Hair
Paint Effects - Hair
In this tutorial I'll discuss two methods used in "Emeila" for making long hair for the characters. The first is based on guide curves that determine the basic shape and flow of the haircut. Paint Effects hair is then interpolated between the guide curves. It sounds complicated, but really it's pretty simple. I'll walk you through the basics here.
Hair Dynamics
Paint Effects - Hair Dynamics
"In this tutorial I create the hair from pulling splines off a nurbs surface and use the history on the surface to control the shape of the hair. I create my hair this way because I've found it to be the best way to style the hair and have the most control over it (constraints and simulations are so tedious for basic styling). If i have enough time at some point and enough people are interested, I'll cover rest curves and constraints and the true 'dynamics' of hair but, not in this tutorial. Once the style has been created, simulations can be run for whatever animation purposes." ---- Mike Fudge
Particle Collisions
Particle Collisions
Interparticle Collisions in Maya by Jared Martin. Ok, this tutoral on 'interparticle collisions' (particles from the same emitter colliding) and particle - particle collisions (particles from different emitters colliding) is fairly simple. Anyone who is comfortable with using emitters and the Dynamic Relationships Editor will be able to follow it easily (I hope). There are no scipts, plugins or expressions used, so don't worry.
Particle Emission when Objects Collide
Particle Emission when Objects Collide
By Alex Alvarez. A commonly needed effect is the emission of particles at the exact location of object collision. For example, as a sword scrapes along a wall we may need sparks; As a boulder rolls down a mountainside we may need smaller instanced rocks and pebbles to appear; As a character walks along a dirt road we would expect dust to appear at his feet.
Particle Shading Script
Particle Shading Script
Björn Henriksson and I have written a small but neat MEL script that hooks your particle system up with a camera automatically, resulting in a z-depth/focus depth/height/age/etc shader, that can be used to render images meant to serve as an aid during compositing. This way you can e.g. render out hardware particles' depth channel with motion blur. The script has been tested on Maya version 5.0 and 6.5 and is available for download
Using Particle Speed
Particle Speed
Using Particle Speed, by Alex Alvarez. There are situations where a phenomenon's velocity or speed is related to it's behavior or appearance. Perhaps the incandecence increases as a particle moves faster... or the color changes from blue to red. Perhaps some dust is resting on an object, but once it gets blown away it also begins to dissipate and fade. These effects can be achieved by understanding how to reference particle speed, which is not a default particle attribute.
Q
   
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Credit and many thanks goes out to all the people who created this wonderful application for they have infinitely renewed my artistic creativity.

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