Maya Animation :: After Effects - How To Animate Growth Of Polygon
Jan 21, 2013
I have worked on After Effects and recently started doing my Motion Graphics work in MAYA. I made some models using the Polygonal Mesh primitive objects for logos etc etc.
I was wondering if I can animate the growth of an object as though it is being formed formed in 3D space. I tried doing this by taking it in AE but it becomes a Flat image and I loose the z dimension, thus I can only move the mask in X & Y axis.
If there are any tools to animate or any Keywords that I can explore to make this job feasible. I do not want to pull down the transparency and animate it as then it makes the entire object disappear or visible at the same time.
Any way to do the skin conversion to muscle system WITHOUT converting every single joint to a polygon bone object. I'd prefer to manually create the muscle bone objects from only the joints I plan to use for the muscle system, and then do the skin conversion using only those joints already converted. Basically, I only need a few muscles in this system and therefore only need a few polygon bone objects, but as far I can tell, there is only one way to do the skin conversion and it automatically converts every joint that the skin is attached to.
I have a custom spectroscope built from polygons that I would like to animate by linking to an audio file. I have downloaded the 'bonus tools' plugin (for the 'create audio wave node' function) as well as the 'as_audioAnimator' script but I just cant make it work. I can key the poly to the output of the audio file using the 'as_audioAnimator' script, but all that does is move the polygon based on the total output volume. I need to be able to filter the audio file into differnt frequencies (just like a spectrogram) so that for each frame I have multiple outputs which I can key to my objects.
I'm currently working on a advertisement for a client and I need to creat a kind of ribbon to wrap around like a present. I thought what would be best would be making the ribbon and then using a motion path add it on but also I would add a gravity field to the ribbon so to moved more like a ribbon.
Also with the motion path I have made them and connected my ribbon and for some reason it doesn't move until the last frame and just snaps to that position?
I have been working with Maya and UDK for only a short period of time now, and am fairly new. I am looking to create a simple wardrobe in Maya that has interactable drawers that open and close. For Example, if you were to walk up to it and press "E" on your keyboard the drawers would open up, you could press "E" on it again and they would close back.
I would like to create a different animation for each drawer, and am confused about how to do that on a single model, if at all possible.
This youtube video is practically what I want, just with the animated opening and closing of the drawers on command http:[URL].......
Is there any way to randomly animate vertex position?
I've tried using EditMesh-Transform Component so I get a random position but without a seed value to animate. Also I've tried using a noise texture with a displacement node but you jus can check results in render time.
I am hardly trying to animate a fractal texture applied to mental ray reflection blur value of a blinn material. I keyframed the time value of the fractal: 0 for the first frame and 5 for the 180th frame(the last frame of the animation). If I batch render the scene all the frames look identical. If I render several frames in Maya render view by jumping from frame to another frame I get the same result: no change of texture. But, if I play the animation before rendering a frame in render view they look different that is I have an animated texture. I wonder why the texture does not animate? Amazingly, the fractal preview does animate! I tried to set the maximum value for time, that is 100, I changed the Time Ratio to the square root of the Frequency Ratio with no effect.
Now the only thing I want to do is to cut out this:
[URL]........
I used the Extrude tool just for visualization. The problem is, working with booleans apparently doesn't work for such objects, it works for freshly created clean polygons, but not for this one, when I try to use "Boolean difference" both objects disappear.
Extruding doesn't work because the faces are still there and I cannot delete them for whatever reason:
[URL].........
My cursor is pointing on the little face, but both are being highlighted. Making a hole through the the "Make a hole" function doesn't work because it only deletes faces as it seems.
First of all I am new to Maya, only 4-5 hours of playing through the menu and I've stumbled upon a big issue for me. I can't select polygons after I've deselected them, I can only right click- select all but that's useless when I want to work on just 1 polygon. How to select a polygon?
With NURBS, the "Select Tool" works just fine, but with Poly, nothing happens.
I select a UV on my polygon and it gives me two corresponding uvs in the texture editor, i`ve tried sew uvs and merge uvs in the texture editor but it doesn`t seem to work, is there something i should know?
I'm trying to use the Create Polygon tool. My problem is that when I click to create a polygon I don't see anything. I can keep clicking and clicking to create points, which it apparently IS creating, but I don't see anything until I switch through one of the View types (wire frame, shaded, etc.).
I know I'm supposed to see the verts the second I click but that's not what I'm getting, it's more like I need to just go through the motions of blindly creating my shape, change views, and then edit the resulting verts and edges later.
Sometimes when i want to add an edge between two others edges, the tool just does not create a new edge and I don't see any error popping. Some other time, it will create an edge but it's not going to place it where I wanted it to be. I would like to know how I could fix this problem and or what should i change in the option box.
I added 2 split lines to this polygon using the split polygon tool but the other side didn't split. how can i split both sides together in order to make it equally?
I am self taught and only using maya for about 3 months now but the situation where an object that needed many small holes has caused me some problems 3 times now.
In the current situation I am essentially modeling a CPU and a CPU socket. there is ~240 pins on the cpu and that will connect with the socket where there should be 240 holes to match.
The only method I know is boolean difference but that causes the entire polygon cube to disappear instead of creating a hole in it.
what is another method for creating many small holes? another example is a piece of formed metal that has small holes in it for air vent.
I just started using Maya 2011, and in 8.5 the view window had a dropdown menu to change the viewport to polygon transparency sorting. Well there is no dropdown menu in 2011. So where do I change it? I can't tell if I'm clipping my model onto itself without doing a render.
in order to get a head start on my next class, I bought the book: Introducing Maya 2011 by Dariush Derakhshani and have been following along with the tutorial projects within.
The issue I am having is probably a silly noob thing, but I can't get the selection handles (for polygon faces) to show up on a simple polygon sphere. I can see the handles on the corners of individual faces, but not the ones that are supposedly in the center of each face.
I have tried going to Display > Transform Display > Selection Handles but nothing happens. I have tried this while selecting the sphere with options under both "Select by Object Type" and "Select by Component Type" with no results.
I have attached a picture of what it continues to do when I attempt to select a face of this polygon I revolved from a cv curve tool line. Accidentally copied dual screen. I have been running into countless problems while trying to manipulate this revolved surface like a polygon but there is something stopping me. How do I just select an edge or a face without the entire thing lighting up with yellow dots and not actually selecting anything! I try to hold shift and click other faces but that doesn't work either!
If I could somehow delete the action of revolving a line to treat the independent tessellations as one uniform polygon. I am very new to this program and I don't know where history might be.
I have a model of gums and a set of teeth. What I am trying to do is create an animation where the fourth tooth back on each side of the upper gums disappear then create a blendshape causing the front teeth to move back and fill in the gaps as well as condense the gums so there isn't a gap here either. I am not exactly sure what the best way to do this would be, I am newer to Maya. My question is; Is there and easier way to do this because once I delete the faces and have a divides mesh I go to Mesh->Seperate and select Vertex mode on both and combine the meshes manually by selecting each vertex with the move tool and while holding "V" dragging the vertex over to the adjacent vertex on the opposite mesh. The issue im having is that the width of the mesh starts smaller upfront and progressivly gets bigger as you move to the back of the gums so by deleting a middle section the two meshes dont line up. The back mesh is much wider than the front. I am also worried that when i go to create a Blendshape to transition from the origional mesh to the new shortened one that will pull the teeth back to a perfect smile. I have heard that when creating a BS both meshes need to have the same number of Vertices and after removing a section mine wont. I am also concerned because after the two meshes have been sewn using this process I am left with an ugly point of intersection all the way around my mesh that has proven difficult to blend using the 'Sculpt Geometry Tool' with a falloff/Soft Mod.
Im supposed to connect them like they're displayed in the picture. I did both of them separately but i just did all four to show how i want them. Im supposed to connect those two but when i press enter when im done, it disappears. Then use the insert edge loop tool to make the neck line smaller.
Both Pictures are the same. The second one just has backface cullin under display
I'm following a tutorial in 2012 (Modelling a polygonal mesh) which states 'Select Edit Mesh > Split Polygon Tool'. There is no such tool listed in the Edit Mesh drop down and I can't find it anywhere.
i'm having a lot of troubles with a free rig i downloaded at creativecrash [URL]. I'll keep it short as i have quite a lot of things to explain: I animated my shot, and everything was ok. Now i have to shade/light/render my shot using vray, trying to create brand new vray materials; I started from my robot-character. Here comes the problems: - I can't select the polygon geometry(i asked the rigger, and he said the geometry were imported as references at rigging time). There are no geometry layers in reference or template, then there must be somthing else causing me the problem. I can access to the object via hypershade, i can click on the shape node and i can see the geometry selected, but then, when i try to access faces, i can't select them!in no way. This means i can't create selections for materials, and so i can't shade as i liked. I tried to selecte faces using the select by materials feature in the hypershade (as the character has some pre created basic materials)but again, i'm not free to assign materials where i want, and i just can use the pre-existing face selections and work on those, but it's not enough for me. [URL]
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?
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.