Maya Animation :: Add Verts To Existing Cluster?

Apr 5, 2011

I made a cluster from selected verts, now I realize I didn't include some verts that I want. is it possible to add new verts into an existing cluster?

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Maya Animation :: Cluster Deforming Object Which They Are Parented To

Jul 18, 2011

I'm having a deformation problem with clusters. Basically, the clusters are deforming the object which they are parented to. I've checked "relative" for each cluster under the attribute editor.

Regarding hierarchies, the above is the last iteration I have tried. Before that, I tried parenting the clusters to curves first then parenting the curves to a master control. The object was also parented to the master control.

I've tried maya default of grouping individual clusters first then parenting them to either the object or the master control, but the same results are achieved.

Please see the video below.

At one point the clusters were behaving as required, but I can't reproduce the results. I was going to animate the CVs, but parenting the curve to geometry or control presents problems of its own.

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Maya Animation :: Painting Weights On 2 Very Small Stubborn Verts?

Sep 18, 2013

I need to paint the weights of two verts to cling to the middle back. These verts are on arrows that are stuck in a quiver. The quiver is painted to one back joint, as are the top of the arrows. However, the tips of the arrows are painted to the clavical.

 I went into the component editor to try to weight them manually to the back, but in the CE, in smooth skins, they are weighted (1.0) to the clav. I know how to weight a vert to different bones if the CE lists them at the top, but since these verts are only weighted to the clav I don't have the option to set the clav weight to 0 and the back joint as 1. And, obviously, I don't know how to manually add the joint I need into the CE to weight it to 1 and kill the influence on the clav to 0. 

I tried massively increasing my clip plane to zoom in, doesn't work. The paint weights brush just will NOT pick these verts up.

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Maya Animation :: Blend Shapes To Mesh With Skin Cluster

Apr 4, 2012

Like in title, when I apply blendshapes to mesh with skincluster, I cannot paint weights anymore. It sais:

"maya expected a skin cluster deformer or a deformed shape. Found *.*blends instead".

I tried both, applying skin cluster first and blends first. I know for input graph (there are no issue).

There was no such problem with Maya 2011. I use Setup machine for the rig.

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Maya Animation :: Adding Blend Shapes To Existing Rig

Jul 16, 2011

I have a rigged object and I would like to add a blend shape to this rig. Now my blend shape is not for morph animation rather it is for manipulating the original geometry. Put it this way, I modified the original object and I would like to put this new shape in place without changing my rig, or transferring weights or bones. I presume that best would be to put this before the rig deformer so that the bone deformer works on top of it? I am not sure how I should handle or approach this.

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Maya Modeling :: Trumpet - Verts Are All Yellow

Apr 4, 2012

I am trying to model a trumpet in Maya 2012. I took a cylinder and started selected the verts on one side to extrude and they were all yellow. When I extruded and then stretched the new edge to make the bell of the trumpet, it expanded but so did the other edge loops. Also, anytime I try to select a single or multiple verts, others are arbitrarily selected. In terms of a clock, if I select 1 o'clock, the 5 o'clock point will be selected. I don't know why but verts can only be selected symmetrically. This problem is also causing many other stranger control problems that are hard to explain. For example, when I extrude, I can drag out the new face if I use the default extruding moving tool (with the move tool and the scale tool on top of one another), but if I click "w" to get to the move tool like I usually do after I extrude, and drag it out, it completely forgets that the extrude ever happened, and just moves the single edge loop I had before. Every forum I've found said to just click "b" to turn off soft-selection, which fixed the original problem of having my shapes have redish orange edges, but the yellow verts are still there.

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Maya Modeling :: Double Verts And Edges

Jan 22, 2012

The image shows what my problem is. I can't select faces unless I go inside the object, but the normals point outwards, and I have double edges and verts that merge won't fix. URL...

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Maya Modeling :: Move Sub-objects (verts) Numerically?

Dec 1, 2013

So, when in object mode, I can manually input numbers to translate, rotate, and scale an object - either in the channel box, or in the attribute editor.

But what about subobjects (components) like verts, faces, and edges?

Sure I can move em around with the manipulator, but where can I manually enter in precise numbers?

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3ds Max Animation :: Skinning - Auto Select Verts That Are Being Influenced

Dec 5, 2013

I am in the process of skinning a character and I was wondering if Max had a feature/option/button that allows you to select all the verts that are currently being influenced by the particular bone you currently have selected? It seems like a feature like that would make setting up the blends between bones a lot easier then having to select all the verts in question each time and then additional verts that you are wanting to weight to.

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Maya Animation :: Unlock The Scaling Attribute In Walk Cycle Animation File?

Feb 17, 2011

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?

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Maya Animation :: Hide Non-active Animation Layer F-curves In Graph

Apr 18, 2013

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.

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Maya Animation :: Setting Up A Rope For Animation Based On Control Panel

Jan 20, 2011

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.

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Maya Animation :: Additive Layer Animation For Rapid Prototyping

Dec 11, 2010

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?

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Maya Animation :: Expression To Automate Animation Of Wheels

Oct 10, 2012

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

problem.mudboxcar_maya_2plusexpression.mb.zip

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Maya Animation :: Blendshape Animation From Motion Capture?

Mar 6, 2012

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

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Maya Animation :: Baking Parts Of Animation Deletes Others

Apr 3, 2011

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?

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Maya Animation :: ATOM Animation Transfer Between Different Characters

Oct 23, 2012

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.

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Maya Animation :: Bicycle Type Chain Animation?

Dec 22, 2010

For some scenes we have a chain which is wrapped around several cogs, just like a bicycle. In this scenario we need the chain links to follow the path and retain their relationship to each other.

In other scenes we have a chain which follows along a changing path. Imagine this if you can: A heavy weight has a chain attached which goes vertically up, over a pulley and down the other side where it is attached to a lorry. The lorry drives off pulling the weight upwards. This is my challenge!

Should I individually constrain the links using a Pin constraint and use dynamics completely to keep the chain taught?

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Maya Animation :: How To Get Random Motion In Camera Animation

Nov 29, 2010

Was wondering if there is a way of getting random camera movements? For example, i am doing a fly through of an earthquake scene and as the camera animates along the street it randomly shakes with the earthquake shocks.

I know I could animate it by hand but I wondered if there was a way (perhaps an expression) to make it more simple?

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Maya Animation :: Hide / Show Components Within Animation?

Jan 20, 2011

I have made a 3d Spectrum analyser , its made of rectangular boxes 16 rows and 16 boxes in each row.

So i have made my cam from Bottom Left corner to Top Right over 96 Frames.

What i need to do, is make some of the blocks disappear and re appear as the cam pans across.

In sketchup i did it by HIDEING the component (block), make new scene, then un hide it..

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Maya Animation :: Smoothing Key Frame Animation

Dec 29, 2010

I want to key frame animate something to go in a straight line but it seems to start out slowly, speed up, and then slow down again at the end. Is there a way to make it so the object moves the same speed throughout?

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Maya Animation :: Merge Animation Layers

Aug 16, 2010

I have an animation layer that I have exported and Im trying to import it into a new file and then merge it down to the base layer.

what ends up happening is that when I do the merge i get two additional layers. and the layer with the animation stays there. and nothing gets baked. the animation stays in the imported layer.

I should be able to import/export animation layers right?

[URL]........

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Maya Animation :: Image Plane Animation

Jan 5, 2012

I have a image plane. I would like to move the image of the plane in animation. It looks out then masking. I need only some parts of the image in frame one, and I need other parts of the image on frame 100. The plane isn't moving, only the image is moving in the box.

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Maya Animation :: Editing Mocap Animation On Rig

May 23, 2011

I am working on a school assignment where we are to use mocap for character animation...well av gone that far but, now I need to edit the animation to fit better in my animation......below is a playblast of what I have now..i need to have my characters holding onto the broom....

[URL].......

heres also a screenshot.

Using Maya 20121 and Motionbuilder 2012

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Maya Animation :: Animation Doesn't Play

Mar 23, 2011

I've been working on an animation for a week or two and all of the sudden the file no longer plays the animation. The keyframes are there and I can scrub through them, but when I hit play it just hangs on the frame it's already on, it says it's playing (The icon changes to stop and in the corner it says "Hit ESC to stop playing", but nothing moves. I can bring it into older versions of Maya and it plays, but the only other version of Maya I have is 2008 and it doesn't like the transfer from 2011 to 2008.

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Maya Animation :: Animation Version For Pipeline?

Nov 30, 2011

i'm actually starting to design and code the animation part of the pipeline for my studio. So if you have a given shot in a given version, you have a bunch of animations for all characters/props, and you can publish a version of your animation and rollback your animation to older versions.I have two kinds animations exported : one "normal" and a geocache version also. For the geocache, I use Alembic and for the moment I'm pretty happy with the results.

For the "normal" version, i was thinking of using animImportExport module from maya. It seems to work fine, but then comes THE issue I remember having to discuss for hours in all the studios I've worked : what about the constraints?i have my character, for example Ogre_chr (group node) and i export all anim below that node and call it Ogre_chr_Shot101_v01.anim. But if there's a constraint outside the ogre, it won't be exported. I could take the anim of the object that is constraining and add it to my .anim, but imagine two characters interact with one same constraint : saving versions of both characters will cause issues when you play around with loading different versions of both characters.

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Maya Animation :: How To Create A Vacuum Like Animation

Nov 23, 2010

how to create a vacuum sucking animation?

What I need to do is suck little strands of something I made into/thru a hollow a needle.

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Maya Animation :: Animation Combines All Frames

Feb 4, 2014

When I key the arm on frame 1 for instance, then key the hip they both appear on the same frame, meaning if I copy the arm to frame 20, it copies the hip too.Or if I want to adjust the arm on frame 10 it also adjusts the hip (and all the other frames in the scene.)Making it practically impossible to tween anything at all because it's all lumped together.

I deleted my entire walk cycle and started over again, reset the options to default, reloaded Maya... and it's still happening but only in this scene.

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Maya Animation :: Set Driven Key Animation Snapping?

Sep 23, 2011

As I am setting the driven successfully in Maya 2011, and when i am animating the driven controller by using the attribute, the animnation is snapping to the default driven value, to max. driven value, and to min. driven value, So, i can't the see the in-betweeings between to keys.

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3ds Max :: Create Cluster Of Spiders

Aug 18, 2012

I have a spider animated in CAT. I need to create 100’s of them now emanating from a hole and spreading out across the surface in all directions. What would be the best way to achieve that? It’s like a flock of birds but they all need to be crawling and stick to the ground or terrain.

3ds Max Design (3D Studio thru Max 2014), ASUS P9X79 Motherboard,
Intel i7-3960x, Hydro H80 CPU Chiller, 32GB DDR3 Ram,
Quadro 4000 Display Adapter

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GIMP :: Background Layer For Each Frame Of Existing Animation

Mar 24, 2012

I have a five-frame animation to which I would like to add a background and I don't have enough GIMP knowledge to do it myself, so I've been trying to use the merge-anim script (URL...). When I use it under Debian Linux, with GIMP 2.6.10 (I have also tried it with GIMP 2.6.11 under Windows 7) however, it gives two error messages.

The first is "Plug-In 'Merge layer with others' left image undo in inconsistent state, closing open undo groups."

The second is "Error while executing script-fu-merge-anim: Error: not enough arguments."

The merge never does occur.The script doesn't have any real instructions and I haven't seen any anywhere else (just a number of example results that don't show the steps take), so my first attempt was with all the default values that came up and then other attempts were with changes to various options. None of them made any difference. The error messages were always the same and the script-fu console did not show any messages.

Do any of you know if this script, as old as it is, even still works with GIMP 2.6.10, or is it just a completely dead project that would only work with older versions of GIMP?

If it SHOULD work with GIMP 2.6.10 for Linux or GIMP 2.6.11 for Windows, what I should do to fix these errors and get it to work properly.

If there's no hope for the script, how DO I make a "background" layer the background for each frame of an existing animation. Also, if it makes any difference, the background I'm trying to use is a gradient created by GIMP.

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