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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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R
Rendering in Passes
Rendering in Passes
Rendering in Passes and Layers by Alex Alvarez. An issue which is often overlooked or avoided by individuals new to 3D is the necessity of fine-tuning projects in conjunction with a compositing package. Yet the level of interactive flexibility available within just about any 2D application can save precious time. While it is possible when working on full CG projects to render the final image directly from the 3D rendering engine, this methodology is rarely utilized in production environments.
RenderMan - MAYA to RenderMan
RenderMan - MAYA to RenderMan
Here we're going to load the MAYA to RenderMan (MTOR) plug-in for MAYA and render out a quick scene. Load up MAYA and let's get going! Keep in mind - RENDERMAN HAS ITS OWN SHADER SYSTEM! Don't think your pretty MAYA scene with all of its fancy shader trees and nifty texture maps is going to port over to RM and look even better... it won't. More than likely it will look like a beat up Ford from North Pole - Primer Grey and full of Bond-O. RenderMan has a shader system that, while similar to MAYA and often able to interpret MAYA shaders, does not directly translate.
Rigging - Creating Character Sets After Setting Animation Curves
Rigging - Creating Character Sets After Setting Animation Curves
This tutorial will show us how to create character sets to skeletons with animation already in place. As a standard operating procedure (SOP), usually we create these character sets before we set keys for animation but for those who forgot this workflow this is what we can do.
Rigging - Curve on Poly
Rigging - Curve on Poly
Curves with History on Polygons. The trick I use is to attach models to a path curve derived by extracting curves with construction history from deforming nurb models. Very simple and useful expecially if you forget to bind obj detail, like some buttons, to a deforming character, or if you want to avoid some tedious cv weighting for small added elements, while in a deadline crunch.
Rigging - Indirect Rigid Binding Using Animated Lattices
Rigging - Indirect Rigid Binding Using Animated Lattices
Animating the waist can be a taunting task when one considers all the nasty folds of the legs and buttocks. Here is a simple tutorial for a better binding method for those love handles.
Rigging - Inverse Foot Setup
Rigging - Inverse Foot Setup
The purpose of this tutorial is to achieve a better functioning Inverse Foot setup. The Inverse Foot structure is built to give your character a better tool to avoid the foot from slipping on a ground plane and also to improve the basic controls of your foot's joints rotations. We will achieve this by upgrading the basic foot chain to support a more functional toe control and by changing some of the default constrain types. The basic idea is to switch the required orient constraints with aim constraints, then add an extra controller to the aiming of the original foot's ball joint
Rigging - Tricycle Pedal Setup
Rigging - Tricycle Pedal Setup
In one of my first projects i Maya i wanted to take a chick for a ride on a tricycle. Thats a noble idea if you ever had any doubts about it! It was simple to make the feet follow the the rotation of the wheel just using ikhandles parented to the pedals. What caused me the greatest deal of trouble was to make the pedals follow the feet. That is: they are constrained to follow the weels as the frontwheel rotates in two axis, but they are also constrained by the foot that rests on them. I guess you can say that it all boils down to making a "hinge-aim-constraint".
Rigging a Vehicle
Rigging a Vehicle
I recently spent a lot of time rigging various vehicles for animation and came up with a few tricks. One of the main differences with vehicles instead of characters is that you don’t have to worry about binding a mesh to a skeleton. You still, however, have to make a control system that is easy to use and flexible to cover most situations. One of the cool things about Maya is the ability to add attributes to objects. One trick is to use a curve as a control object and then add custom attributes to that curve. If you want to get fancy, you can make a curve in Illustrator and import it into Maya.
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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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