Maya Animation :: Animating Rotation Of IBL Dome Doesn't Render

Apr 22, 2011

When I set up the Image based lighting in Mental Ray, and key the dome that is created to rotate in a animation, it is clearly rotating in the viewport, and when I render individual frames, it works, but when I batch render (confirming that the render range is set correctly) it renders each frame with the dome in the same position.

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Maya Animation :: Control Curves Rotation Axis Coinciding With Joint Rotation?

Jul 15, 2011

When setting up a simple FK control curve on say the wrist for example, many times the control curve isn't exactly perpendicular to the local rotation axis of the joint movement, so when we position the control curve to be perpendicular to the joint - it has a rotational value added, but the rotational handles are lines up with the rotational handles of the joint that we want to move.

Freeze Transformations: then the control curves rotational handle go back to being skewed (out of alignment with the joints)

We want to Freeze transformations before constraining the curve, but we'd really to keep those rotations control handles to remain aligned with the joints rotational handles. This will make it an exact control when animating - grab the rotational handle of the curve, rotate it, and the joint will move exactly in the proper direction.

how to get the rotational handle of any control curve to run perpendicular to the shape after freezing transformations?

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Maya Animation :: Animating Cut Into A Surface

Nov 13, 2011

I need to animate removing material from the outside of a wooden bowl. Here is a video of what I'm trying to do: [URL]......

I've been using a Boolean difference, but I keep getting weird errors, such as random polygons being deleted and the entire bowl disappearing.

The original bowl was modeled in SolidWorks and I've tried importing it directly into Maya using a plug-in and also saving it as an .fbx in modo then importing that. Neither way of getting the file into Maya has worked.

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Maya Animation :: Animating Props / Constraints

Nov 7, 2013

I am animating a character for a game. The biped has a sword in his left hand. I constrained a locator to the wrist control, then constrained the sword to the locator, and on the sword's control added an attribute called "Connect". Obviously, 0 kills the weight of the connection, 1 keeps it as is. So, when the character needs to let go of the sword I set the Connect attribute to 0. Works perfect.

except, that when I set the Connect attribute to 0 (subsequently killing the constraint weight) the sword controller snaps back to bind pose. I'd love to maintain the offset, so if I kill the locator weight the sword will no longer follow the wrist control but at least stay where it is instead of snapping back to T-Pose/Bind.

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Maya Animation :: Animating Extrusion With Fillet Caps

Sep 22, 2010

I need to animate an extrusion with fillet caps. I have added key frames to one of two sub curves for animating the grown factor, but i don't know how adding the fillet caps. I have tried with a planar and a fillet, but during the animation the fillet disappear.

here an example done with cinema 4d

[URL]........

[URL]........

how can i make it in maya?

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Maya Animation :: Animating Joint Rigged Eyelids?

Oct 2, 2012

it seems that i've got myself stuck on the eyelids. I've made a Stickman for animation training because animating interests me. After rigging the whole body and creating the face controls i bumped into a problem i just can't solve. That problem is the eyelids. I've been trying to animate the eyelids to close and to open.

Big problem = Eyes,

they are to big and stick out a lot which prevents the eyelids to close correctly. I've been wondering how they do this in movies and games where they have big eyes but the eyelids close perfectly

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Maya Animation :: Finger SDK Rotation

Sep 30, 2011

I set up SDKs on my character's fingers. Everything was working fine. Fingers rotated properly from the open hand "0" position to a closed fist at the "10" position. I have the hand set up as the Driver and the fingers as the driven.

I then wanted my IK arm to work in FK, so I went into my attribute editor for IK pole vector constraint and checked on "IK/FK Control". I did a few rotations of the elbow joint and everything seemed fine.

I then went back to do some work on my hand, and when I when to change the values in my channel box to get the hand to clench, the fingers did not rotate into a fist, but rather went in all directions.

I can get the hand to work correctly intermittently (when I go back to the bind pose), so I know the correct rotation information is there. I have tried deleting history and making sure translations are not set on the hand. Would this be a gimbal or a local vs. global orientation problem?

Also, a side question: I noticed that when I built the SDKs for the fingers, I had numerous "blendWeights" created. Are these weights involved with moving the fingers between the minimum and the maximum values you set in the SDK set-up process?

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Maya Animation :: How To Fix Bone Rotation Orientation

Jan 4, 2011

I did the bones, but as you can see in the picture, the rotation not along the bone, is according to xyz, might be because i freeze them?

How can i rotate the bone accordingly? is there a way to rotate it local, and global like in Softimage?

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Maya Animation :: Changing Rotation On Object?

Feb 6, 2011

I have an object that I want to rotate different.... not sure how to explain, it, but you can tell what I want by looking at the screenshot attached. I want the rotate to align with the cylinder. I've tried reset transformations, and the home key to move the pivot. I've also tried the different settings for the rotate settings and nothing is changing this angle. Is there a way to manually set this?

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Maya Animation :: Rotation Of The Ball Into Direction Of Translation?

Sep 4, 2010

I am animating a ball right now, that is rolling all over the place. Would be cool to animate just the translation of an object and not to worry about rotation. Is there a way? Like.. through the expressions or set driven key? Also would be even better if rotation speed increased as the movement speed did.

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Maya Animation :: IK Handle - Rotation Limits On Joints?

Jul 13, 2013

I have set rotation limits on all  of my joints in a rig.  But when I move the Ik handle, the joints all rotate in however they want.

What can I do to make it so that when I move the IK handle, the joints are constrained to their individual limits?

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Maya Animation :: Parented Objects Deforming On Rotation?

Feb 19, 2012

I used to be able to create quick a makeshift skeleton for things like robots by parenting the objects that make up the robot to each other hierarchically. But the past few times I've tried to do the same thing, the child objects deform in weird ways when I rotate the parent. I looked and found a few references to this in forums, but not a single solution. The idea of going through and setting up either a proper skeleton, or parenting everything to group objects seems unnecessarily complex and frustrating when there was a simple solution before.

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Maya Animation :: Local Rotation Axis Display?

May 31, 2013

For some reason some of the joints in my character rig are displaying their local rotation axis and I am unable to turn them off. The usual Display>Transform Display>Local Rotation Axis doesn't do it. This doesn't apply to all joints, just some. This is very frustrating as it causes real clutter when rigging.

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Maya Animation :: Setting Rotation Axis Of Object?

Jan 1, 2011

I am busy working on rigging a character ( See attachment) to the best of my abilities and am running into some issues:

I have made a nurbs curve object which I intend to use as a controller in my rig, I have however modeled my character with his arms in a 45 degree angle so I snapped this particular object to the wrist and aligned it with the geometry...here comes the fun part , because it is a controller I wanted to have a clean channelbox zo I froze transformations which neatly sets every channel to 0, it also snaps the local axis to a world pivot orientation....

I went in componentmode pressed the question mark thingy and thought it was working..but it still alters the values in the channelbox.

I basically want the same rotation axes editing capabilities as I have with joints, I will try fiddling with that next, but I can't believe that this can't be solved any simpler.

See the image in the attachment

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Maya Animation :: How To Adjust Rotation Axis Of A Joint

Oct 18, 2010

how do you adjust the rotation axis of a joint. Attached is what am talking about.

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Maya Animation :: Human IK Effector Rotation Keys Only Flat?

Aug 28, 2012

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.

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Maya Animation :: How To Render A Rig

Sep 3, 2010

Is it possible cause I want to render a rig I created in maya 2009 in other 3d package

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3ds Max :: CAT Animation Doesn't Render?

Oct 21, 2011

I have (finally) got a small CAT animation to work, however the movements don't render. I have watched numerous tutorials but can't find one that deals with the rendering, just the movements.

the vital step that I am obviously missing, or point me to some tutes that cover this.

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Maya Animation :: 2011 - Adjusting Local Rotation Axis Individually?

Oct 1, 2010

So perhaps I'm missing something blindingly obvious, but in previous versions of Maya, I've been able to simply hit F8 and check the '?' icon to be able to go in and individually rotate Local Rotation Axis to be the way I want.

For some reason I cannot find how to do this now in 2011? I've only been able to do them using the auto-tool.

Looking for the steps I need to take to be able to manipulate the local rotation axis individually as I have in the past now?

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Maya Animation :: Control Rig Forcing Rotation Key Tangents To Linear Button

May 6, 2011

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.

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Maya Animation :: Animating Low Poly Instead Of High Poly Model?

Mar 18, 2012

My model is ready for the rigging. But my model is a little heavy in poly-count. I can rig it now but at the time of animation i know it will be a problem while animating it. It will lag while moving its controls. I have seen people animating with low mesh and while rendering they use high mesh. Do, i have to create a low poly version of my model?. If yes, Then i have to paint weight twice. low poly one and the high poly one.

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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 :: Move Files - Specify Rotation And Translation Of Object Using Text File Full Of Numbers?

Jan 7, 2011

My current goal is to specify the rotation and translation of an object using a text file full of numbers. I have been told that I should import a "move" file. However, I can't seem to find any kind of reference about the move file format or how to use it. I see in the import dialog box that there is a file type called "move" but I don't know how to format the data that I put into the "move" file.

Also, I tried to export a "move" file so I could take a look at what Maya generates, but I keep getting the error "// Error: Could not save file "C:/My Documents/maya/projects/body_in_ocean/scenes/examplemove.mov".

I created a group with my object in one file, referenced it in my working file, moved the group around and set some keys in the working file, but I can't seem to export any move data. How to get this to work?

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Maya Animation :: Why Shapes Bunched Up At Beginning / End Of Snapshot Render

Nov 30, 2011

I created a flat polygon shape (object) and attached it to a motion path (curve). I then created a Animation Snapshot. So, my question is, why are the shapes bunched up at the beginning and end of the Animation Snapshot render ... instead of being all equally spaced?

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Maya Animation :: Paint Skin Weights Doesn't Show Color Feedback

Jul 21, 2011

I have problem with Paint Skin Weights Tool. Maya doesnt show colour feedback so when painting weights I am not able to see almost anything.

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Photoshop :: CS6 Extended Timeline Video Animation - How To Make Rotation Animation

Apr 19, 2013

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.

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3ds Max Animation :: Animating Stone Being Chiseled?

May 24, 2011

Just trying to figure out the best way in animation a block of stone being chiseled away. So the stone would be chipping away piece by piece, one after another. Is there a way to treat a polymesh so that peices can break off of it in a controlled manner? I have tried pro-boolean but it is not to effective for multiple pieces.

Win7 Pro 64bit
I7 3680 6 core 12MB cache w Corsair H80 liquid cooling
ASUS P9X79
32 GB DDR3
NVidia Quadro 5000
3TB WD

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3ds Max Animation :: Animating A Clock Backwards

Apr 21, 2012

I want to animate my clock hands backwards but i have tried to use the select and rotate button from the use selection center(centre)then turning on the autokey but it's not working the handles don't stay aligned.

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3ds Max Animation :: Breaking Of Geometry And Animating It?

Oct 16, 2012

Imagine a flat box or cube (20 x 20 x 2) with many subD's so that it look like more a 3D plane rather than a cube. Is it possible to "pinch" off a peice off a piece of geometry off of the cube corner by using a mod so that the pinched piece literally breaks away from the parent piece? It can stay as the same object or a new object piece can be created..it doesn't matter, as long as I can animate the pinched off peice separately.

Win7 Pro 64bit
I7 3680 6 core 12MB cache w Corsair H80 liquid cooling
ASUS P9X79
32 GB DDR3
NVidia Quadro 5000
3TB WD

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3ds Max Animation :: Rigging And Animating A Tube

Jan 22, 2014

I have an imported set of models. Part of the set is a rubber straw that has a plastic tip attached on one end (please see attached image). I need to animate this bending and also being clasped (squished slightly) later in the animation.
 
The tube and tip models are currently body objects, I am reluctant to remodel the tube as it has text detailing across it. The tube material should have a slight rigidity similar to a garden hose (ie if you held it in our hand it bend down, but would maintain it's shape more if you held it nearer the end). I don't need to animate it too much but it needs to start coiled up, then be uncoiled, then bend slighly in the middle. I have tried making a SplineIK animation which just made the tube pivot on one end. I also tried an HI solver and this did the same. I have also tried to use the Bend Modifier but this does not  seem versatile enough.
 
The second part of the animation I need to add two clamps to the tube and show the two clamped points squishing the tube slightly, which I am also struggling with.

3DS Max 2014 x 64.
Windows 7 Pro 64-Bit, 2 x Intel Xeon 2.93GHz, NVIDIA Quadro 4000, 24GB Ram.

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3ds Max Animation :: Animating Change Of Colours

Apr 30, 2012

I need to change the colour of several objects at different times.

Imagine I have 30 blue boxes that I want to change to red boxes but they dont start changing and finish at the same time. How do I do this?

One method is to have 30 materials that I keyframe to change from red to blue at certain times.

Another method is to have two coincident boxes and fade the red box out to leave the blue box. This way, I can make the fading start and finish at different times.

3DS Max 6 to 2009, Maya 2010
NVIDIA Quadro 1700, Quad Core 2.67GHz, 4Gb RAM
www.beanboxanimation.co.uk

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