Maya Animation :: Combine And Uncombine Objects?
Aug 7, 2012
I made a Robotic arm whose function was to pick a dropper from a beaker and pour the droplets in another beaker from the dropper and then place the dropper back into the first beaker.
I used combine to attach the dropper with the robotic arm; everything worked well but when i placed the dropper back into the first beaker and rotated the arm back to its original position all the groupped objects got scattered ...
View 6 Replies
ADVERTISEMENT
Aug 16, 2012
we are 3 students planing a short animated Film for university, the character will be modeled in the next week and we are planning the rigs right now. We thought one guy is doing the Facial Rigging and another Guy the Body Rigging. Is it possible to combine the weight maps etc to get a perfectly working solution?
System:
AMD x6 3.2Ghz
16gb Ram
Nvida GTX 460SE
View 4 Replies
View Related
Apr 6, 2011
how to keyframe a light / object to be visible and invisible in my animation.
I just need it to disappear in the scene after a certain time. I know of the "Visibility" check box, but it can't be keyed.
View 2 Replies
View Related
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.
View 3 Replies
View Related
Apr 20, 2012
There is no motion in my meshes when using set key or auto key.
So lets say I have a cube and set a keyframe at 1 and move it a little to the right and set a keyframe at 13, between 1 and 13 there's no motion from 1 to 13, just it jumping straight to 13. I hope that makes sense, I've tired going to Animate setkey options and checked current manipulator handle, didn't worked.
View 1 Replies
View Related
May 5, 2011
I´d like to know how to move/displace multiple objects (in this case bricks) like it is done in this animation (at approx. 0:15 sec) [URL].I tried to reconstruct the effect using bigger bricks and tangent constraints, which worked kinda ok but I had to constrain every single brick manually which was rather time consuming and definitely not the approach they must have had used. Is there a way to achieve similar effect (pref. without scripting)?
View 4 Replies
View Related
Jan 6, 2013
I'm rigging a character for use in Maya 2011, which I'm not all too familiar with - How would I link the blend shape states for 2 objects, so when I increase the value of one blend shape for one object, it increases the value for another blend shape for another object?
I have a blend shape for the mouth open position & I need the teeth & tongue open blends to match as the value increases.
In 3DS Max I'd use the reaction manager - is there something similar for Maya?
View 1 Replies
View Related
Aug 29, 2011
I have a character who is wearing a vest with buckles on the side. Binding with skin weights creates distortion of these buckles, so it's not a good solution. So I'm experimenting with Duncan's Parent To Surface script: . It seemed to work ok until I noticed that when my character bent forward or backward the buckle di...
View 3 Replies
View Related
Nov 27, 2012
Why combine objects together cut bottom side of combined objects?
system configuration:
Win 7 Pro 64bit, Intel i5-2500, 8 GB RAM, 128 SSD SAMSUNG + 2TB on hard drives.
corel version:
X6 VERSION: 16.4.0.1280
View 14 Replies
View Related
Apr 17, 2013
I have also added the path controller and have animated some rotations (Z axis only for now) as the assembly goes around the path.
My question is - I can duplicate the assembly via the snapshot tool easily enough and they all follow each other as expected...but how can I now copy my previous set up animation onto the new cloned assemblies?
Is there a way to copy and paste the original animation - then either time shift via the curve editor or % on path controllers?
View 3 Replies
View Related
Jul 23, 2011
why is it that anytime i try to combine to meshes (which were originally one mesh to start with) with different colors on them i loose the colors on both after the combine operations is invoked? It's pretty much a door with one color on one side and another on the other side. I extracted the face then painted it a white color after painted the other side a dark color. When i position them back to combine the colors disappear and goes back to that default grayish color.
View 4 Replies
View Related
Mar 3, 2011
I am using maya 2011. I have a simple roof, which i extracted faces from the small house (see pic1). However, when i smooth the roof, all the extracted faces went smooth individually (see pic2). How can i combine all those individual faces i extruded, to make into a single mesh or polygon, so that when i press 3, it will smooth like as in pic3 rather than individually.
View 3 Replies
View Related
Oct 18, 2013
how I can combine the bend function & flange in an animation. The problem is that I'm unable to use flange when the plate is nearly 98% flat (which I need to remain the radius for favorite parameters - bend function).
View 9 Replies
View Related
Sep 27, 2011
Is it possible to combine 2 movements in 1 animation step. i.e can a part rotate and move along its axis at the same time?
I think I have done this before in the presentation environment, but can it be done within the assembly with studio activated?
View 3 Replies
View Related
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?
View 2 Replies
View Related
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.
View 4 Replies
View Related
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.
View 4 Replies
View Related
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?
View 2 Replies
View Related
Sep 7, 2012
I have problem when i duplicate polygon another side of model. The object is not smooth, it look like different model. I try to "combine" and "mesh" vertex from middle of object. but it still same. The polygon will smooth if i use "smooth tool". But i need low polygon for transfer map from high polygon to low polygon. but it not work, because low polygon look like different model.
I need smooth low polygon, but not to much smooth. I need only when i duplicate polygon, it not look like different model is okay.
View 6 Replies
View Related
Jun 15, 2011
i have some problems combining multiple meshes in one rigid body simulation. What i want to achieve is a button containing a metalplate, a plastic body and a needle 200x multiplied and each of them should be treated as a single massfx object. This bunch should simply fall on a plane ending with accurate, physically correkt positions. My way was using all parts with a physical mesh constrained (RB constraint) to each other part as childs. This works well with one whole button, but copying shows some strange beahviour of the constraints - and doing 200 pieces manually is not the way i want ;-)
View 1 Replies
View Related
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
View 7 Replies
View Related
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
View 1 Replies
View Related
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?
View 2 Replies
View Related
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.
View 1 Replies
View Related
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?
View 1 Replies
View Related
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?
View 3 Replies
View Related
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..
View 1 Replies
View Related
Dec 5, 2012
combine all objects together in group (you are selecting group and then use combine objects together)
should make:
1. Group with one combined object.
2. One combined object with group name.
In my opinion after such operation as result should be one object not group.
Is it useful to have group after or you prefer object like me?
system configuration:
Win 7 Pro 64bit, Intel i5-2500, 8 GB RAM, 128 SSD SAMSUNG + 2TB on hard drives.
corel version:
X6 VERSION: 16.4.0.1280
View 3 Replies
View Related
Nov 23, 2012
I'm creating a roof in Max, I have made a shingle and applied the array tool to cover the area, now I want to apply a boolean on the entire roof to make a hole on it, however, I think It's necessary to join all the shingles into a single poly in order to allow the boolean operation. They are in a group at the moment and how to join the shingles other than converting them all to poly, making a selectable list and attaching the list to a shingle.
View 4 Replies
View Related
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?
View 1 Replies
View Related
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]........
View 1 Replies
View Related