I'm adjusting the tangent in animation and every time I select and move the curve of a tangent, the display jumps to a wide shot of the entire curve. I select "frame" to get framed in again, select the tangent and wham...the display goes wide again. I tried it in the larger viewer and it happens again. I did the old restart, and got back in and it's doing it again.
1. Windows/Animation Editors/HumanIK/Skeleton Generator - Generate Skeleton 2. Create control rig for it. 3. Set keys to rotate shoulder down and back.
Keys are linear by default and cannot be changed, except to "stepped". Clicking Spline, Auto, etc. Doesn't change anything. Works fine on translation curves. URL....I accidentally check the "force FIK curves to linear" button? It's totally killing our animation pipeline.
I am having trouble with setting rotation to other then linear for the IK Controls, the FKs work fine. Is this some limitation, or option that I am missing ? Also, the keys are displayed as diamonds instead of the usual squares, so I guess there is some lock which I cannot find.
I have this scene with two characters, if i select a node (i.e. the hip control) and go to the graph editor it only shows one tangent. Even if i select a bunch of them in the left panel it only shows one! It seems like a bug to me because this file works fine in 2011.
I'm an Animation Mentor student and the staff have no clue of what's going on. They just advised me to stick with a working maya version for the moment, but maya 2011 is very slow for my computer.
I'm having trouble designing an alignment from an pre existing road. I drew the polyline and I need it to get curved between tangents (since there isn't a label that informs the angles between these tangents). But when I do it, not all the tangents get curved, just a part of it. The weird thing is that the whole polyline gets converted to an alignment and labeled correctly, but only the tangents near the initial stations get curved.
Other issue is that even if I draw another alignment in the same X, Y, i can't project it to my existing profile view. I can't offset my EG so i can weed it and design my alignment for my pressure pipe.
I'm more experienced working with pound and slopes in architecture design and this part of C3D seems more complicated
In certain applications you are offered the option to snap the tangents at 45 degrees angles as you hold down a hotkey. Does this option exist in Smoke?
I can't find a way to create multi flat patters in one part from a lofted sheetmetal part. Also, didn't the developers fix the 'can't make a flat pattern from a derived part'?
IV 2010 Suite Digital Storm PC: EVGA & Intel components Win 7 Pro 64 bit
I always draw a polyline to define my alignments. When selecting the polyline for the alignment, in the Create Alignment from Objects box, at the bottom, the default is to "Add curves between tangents". Where do I turn that off so default in NO.
I am trying to work a routine that will draw tangents with or without curve in a profile by calling the command in the Toolbar icon to "Draw Tangents" button that is on the Profile Layout Tools toolbar. I can't seem to locate the command that I could execute at the comand line or in LISP. Where can I find a complete list of C3D commands to reference?
the resulting arc-fit pline has each pline segment converted into two arcs, the common radii of which are perpendicular to the original segment (unless direction of curverature changes)
the resulting arcs can be calculated given the angle of the tangents for each segment.
the factors for determining the tangents at vertex N are:
deflection angle at N
deflection angle at N+1 (90° or non-extant = not a factor, 0° or 180° = segment is the tangent)
deflection angle at N-1 (90° or non-extant = not a factor, 0° or 180° = segment is the tangent)
ratio of lengths of segments (N , N+1) and (N , N-1)
I can find the tangents when N±1 = 90° and when the segment lengths are equal but i can't figure out how to compute the tangent if these 3 factors are varied.
I don't want to use (command"._PEDIT" pl "_FIT""") because i need to collect the arc data anyway and at a high frame rate. The data will be used to further compute a spline frame that best fits a quadratic spline to the arcs. That part i know how to do!
I'm new in Civil 3d, just learning by myslef by following tutorials, I've a provlem, after creating existing profile, when I'm going to create design profile I want to draw tangents(VIPs) on my desired chainages and elevation by given command, specify start point and I write 0,376.00 0 means chainage 0+000 and 376.00 is elevation but civil 3d shows a message "point is ouside profile view try again.
Mudbox 2012 SP3/2013 SP2 Linux version freezes at 99% when generate maps and shows Tangents calculating ...
Not sure about Windows version but Linux versions (2012/2013) on my computer have this issue. The actually maps can be generated even it freezes at 99% and shows Tangents calculating... However, it is very annoying because I have to force Mudbox to quit everytime at this step.I even tested with a simple tube in Maya and brought it into Mudbox for testing. It gave me the same result and froze at 99%.
I am trying to export geometry found in a flat pattern sketch overlaid onto the flat pattern.
Since I am creating the output file manually I gather the flat pattern boundaries and bend center lines for output to a file.
When I add flat pattern sketch entities to the mix they do not overlay properly. What matrix would I have to push the sketch entities through to get them to the same coordinates as the flat pattern?
I have rigged a character and made it into a character set in which i have locked the scaling attribute , I have then saved this file. I have then referenced this file and and have done a walk cycle animation and saved this file. I have then realised that I needed the scaling attribute when I have added other parts of my scene. Is there a way to unlock the scaling attribute in my walk cycle animation file or will i have to go back and change it in the rigged file, create a new character set and do the walk cycle animation again?
In the timeline panel in CS6 EXTENDED, you have a video feature, where you can animate three things:
Position Style Opacity
What I would like to know, is: How can I animate rotation of a layer? I want to rotate my layer at an angle and animate it. But when I rotate, the first animation frame is also rotated, resulting in NO animation between the frames.
My current scene has 10 animation layers for a character, and seeing every f-curve from all layers, although grey and locked, when I only need to see the f-curves in layer I'm working on is really cluttering the graph editor. My current work around is selecting my active layer in the Layer Editor every time I select a rig control. Simple enough, but a pretty inefficient way of working. I can't seem to find a setting that allows me to just see ONLY the fcurves in the active layer. I imagine some of you out there may have hundreds of animations for a single game character.
I'm trying to animate a moving rope based on simulation data. I know how to import my motion data for individual objects.I've seen lots of tutorials where one uses simulations or soft bodies with IK in order to create a rope. how to use all these features and I want the rope to follow my coordinates exactly. I was hoping I could do something like the following:
1. create points in Maya which correspond to my data points 2. connect the points with a curve 3. loft a circle using the curve as a path in order to make a rope 4. move the points. due to History, the rope position is updated
Is there a way to do something like this in Maya? I've tried, and it looks like ep points do not have key-able channel data, so I can't create animations for them separately. I'm using .mov data file imports to generate x, y, and z motion keys for the points.
i need to do a loop animation of several stripes that starts at lets say 2units distance from each other, they separate slowly and by the end they have 15units separation, my problem is that each stripe is a separate object, so i offset their keyframes, but when i want to tweak the keys on curve editor they dont apply to the other copies. Any other way to do this simpler?
quick example on the image attached, real application on the video, video shows the animation(rendered sequential images of 1 loop then applied as texture) but with linear speed, so constant separation, i need to apply the above here, these dont only move on the X axis but on the Y aswell, while keeping the symmetry fixed on the center.
I have a list of motion capture, those mocap didn't track the fingers so the hands are always opened. In some of these mocap I need the biped hand to be closed. I've been looking for a solution for about a day now. I think I'm in the good way which is to create a biped layer animation where the hands are closed and link the hands of that layer to the original layer. so I would be able to save that layer and apply it to every mocap animation that need to be readjusted. The only problem is that I'm not sure if it's the better way and I don't know the procedure.
I have an assignment for a class where part of the final project is detailing the construction of a mold for a part. The animation that I would like to do would show the build up of the part in a 3D printer layer by layer. The closest method of animating this that I can think of is unfortunately backwards.
As I would have the part and a camera facing up from the bottom of the part and would have a plane that would recede upwards in the y direction. This would reveal the part as the plane translates in the y direction.
This might be okay, but the problem is that I would like to show this from a camera on top facing down instead of a camera on bottom facing up. How I can create the look of a part being built up in this additive method?
I am trying to add an expression to the standard Mudbox car to make the wheels turn when the vehicle moves in both the X & Z dimension. I have found many scripts that let me do this in a single dimension. I have found some others that claim to work for both dimensions, but at certain angles the wheels turn in the wrong direction.
My work flow is as follows: 1 - Export car from Mudbox to Maya 2 - Separate the wheels & center pivot all items 3 - Add NurbsCurves to create a rig 4 - Parenting the elements of the car 5 - Add an expression based on this web post [URL]....... 6 - Test the animation
It works great when translating the car in the Z axis, but when the car is rotated 95 degrees in the Y axis the wheel will only go backwards no matter which direction the car is moved.
I have attached an MB (Maya 2013) so you can see the
translate facial motion capturing data (basically 2d point clouds) to blendshape weights. I finished rigging my character and wanted to drive my blendshapes by the relative position of my tracking data, e.g. distance between corners of the mouth drive the "wide" blendshape and so on...
Hope YOU know a solution for this, I believe blendshapes are THE way to create realism in tracked animation but I was not able to find ANY reference to something like that. I'd like it to be customizable and not to expensive, so the imagemetrics faceware service won't do for me
How come baking some part of animation in graph editor deletes everything before and after the part i bake and how can i bake that part while leaving the rest untouched?
I have a character with animation. Another character is the same(same bones, meshes), but with no animation, 100 times larger in size and I resize the head to make the head looks slimmer. They are saved in different fbx files and I imported them into mb scenes. I select the root bone and "select hierarchy", the export options is shown below. Then select in the same way in the larger character's scene, the importer options is shown below. THE PROBLEM is: after I import the atom, the character becomes shrinked to the same size as the former one and the ratio of head becomes the same as the former one too.