Maya Animation :: How To Displace / Translate And Move Multiple Objects
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
ADVERTISEMENT
Dec 9, 2012
So a friend created a model using zbrush and exported several different *.OBJ files. I imported those to maya and added shaders. They all fit correctly together when imported.
some of those obj files required me to do a mesh->combine. so now it appears that not every item has the same reference point so that when I move or scale the entire item, some of the objects move seperately. I think it is only the ones I had to combine.
I tried freeze transformations, but when doing that, some of the objects lost their scale settings and still didnt move together as one unit.
View 2 Replies
View Related
Apr 4, 2011
in C4D i can move the bezier to make the animation softer but in maya i can only move the point i click, try do middle mouse the bezier to move and i cant i know.
View 3 Replies
View Related
Feb 6, 2011
I'm having this issue where when I select an object in the outline and want to move it say, to another group or reorder the objects, it changes my mouse to circle with a line through it and won't me do anything.
View 3 Replies
View Related
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
View Related
Aug 26, 2011
There seem to be some errors in the code for Modify > Convert > Displacement to Polygons with History. My scene uses an animated displacement map, coming from an image sequence. The displacement works as advertised, but I keep getting execution errors. Here is the code for the offending expression, which was created silently when I issued the conversion command:
if(!Disc1_MeshShapeDisplacement1.disableDisplacementUpdates){
updateAnimatedDisplacement( "Disc1_MeshShape","Disc1_MeshShapeDisplacement1","displacementShader1.displacement");
}
//Setting the following attribute here dirties the mesh so Mental Ray updates properly
Disc1_MeshShapeDisplacement1.featureDisplacement = 0;
//The next two lines cause the expression to trigger when editing attributes that affect the displacement
float $dummy = displacementShader1.displacement;
Disc1_MeshDisplacement1.inheritsTransform = true;
The only way I can stop the constant error messages is to comment out the code or disable expression evaluation.
The error messages are annoying, but I can live with that. The real problem comes when I try to select keyframes in the timeline. I shift-drag across keys to select them, and they highlight at first, but then the highlighting immediately goes away. I am forced to use the Dope Sheet instead. Disabling expressions doesn't work, so I don't know if this problem is related to the displacement expression or not.
Displacement in Maya has a very bad reputation, and based on my experience, it's well-deserved. Another issue I have is that after conversion with history, multiple shape and transform nodes are visible in the Outliner, and it is not clear what's going on. The documentation for this feature is only two lines long, and does not explain anything. Apparently there is a pre-displacement shape and a post-displacement shape in the scene, sort of like how nCloth has an input and output mesh. But with displacement w/ history, users get no guidance on how all of this is supposed to work.
View 1 Replies
View Related
Jul 8, 2013
We are just trying out Maya 2014 and seem to have found a little problem that we cannot seem to work around!
If we say have two object and we select one of them, if we then try to move that object along one axis, it moves a very small amount and then selects the other object, but neither move any more, if we unselect the second object and then try to move it again the same thing happens.
We are using a Wacom Tablet as the main pointing device and all three butttons are set right, and we have also tried a mouse and this does the same. We do have a 3Dconnexion Space Pilot Pro also connected but this has been disconnected to see if this caused the issue somehow but without it connected the issues is still aparent.
Works fine on 2013 no issues at all, but the problem just seems to effect the move tool in Maya 2014.
I have checked that soft selection is disabled and it is? maybe I have inadvertedly hit a shortcut sequence to switch something on or off, but cannot find anything else amiss.
View 1 Replies
View Related
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?
View 2 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
Nov 14, 2013
I wanted to make a walk cycle animation, How to move a character up and down without affecting the feet position?
View 1 Replies
View Related
Apr 12, 2013
i would like to know how can we import multiple .fbx animations in sequence, in the same .ma or .mb (ex: idle.fbx + walk.fbx + run.fbx...)
View 1 Replies
View Related
Apr 8, 2011
so i know if you want two blend shapes to happen at the same time they have to be in the same node.but what if i want 2 separate nodes? say: one for body shape, one for face shape a blink, and an inflated belly, that i want to happen at the same time? I don't want it to be all in one node, but 1 cancels out the other depending on the order.
View 1 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
May 6, 2013
I'd like to know if it is possible to add multiple keys on multiple curves in one step in graph editor as marked on attached image.
View 2 Replies
View Related
Nov 8, 2013
I am currently working on a game and am pretty new to the world of Maya ( 2D animator gone rogue!), I have some animation that I am cutting and I have noticed something I find strange. There seem to be multiple keys inside one frame ( see pic). I am guessing this is something extremely obvious that I as a new user do not understand, how to edit these keys within the frame?
View 1 Replies
View Related
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?
View 6 Replies
View Related
Jan 12, 2009
expansion of the 3D toolset within PS CS4. It is *not* a 3D app, which is fine, but it does make texturing imported 3D objects considerably easier. It essentially simplifies the ZApplink workflow using ZBrush while maintaining your layers [rather than flattening to export back to ZBrush]
Now for my question...
I have imported 3 separate OBJ files as 3D layers. Is there any way to move all 3 objects on the canvas together? As it is, I can only move them independently which throws them out of registration with each other.
I have tried selecting all of the layers at once [shift-click] but the manipulation tools get nulled out. Same thing happens when I group the layers together. I am also not seeing any way to link the layers like you can with a pair of 2D layers.
[also... in order to get all three objects imported with the same scale and registration, I exported a pair of planes above and below each asset to create a bounding box.]
View 2 Replies
View Related
Aug 29, 2013
I'm trying to create an animation of a group of objects being assembled, then being placed in a box. once i've assembled each object, how can I move / rotate all objects simultaneously as if one complete object?
When I try the attach command, it removes all previous animation on each individual object.
View 2 Replies
View Related
Apr 18, 2012
Trying to animate a rigged model for a class project but I'm running into problems. If I, for example, pick the joint at the top of the hierarchy, in the main view it appears as though everything gets selected. When I try to set a keyframe for the whole model, though, it only gets set on the actual joint I picked, none of the ones below it.
I looked at things via Outliner and see the same problem: I pick a joint there but the ones below it show as unselected in the Outliner window. Right now it appears the only way I can select multiple joints to set a keyframe on them all is to manually expand the tree in Outliner and then explicitly pick each one with command-click or shift-click. If I select an un-expanded joint section in the tree the hidden joints do not get selected, and if I expand the tree and pick a root node the ones below it are not selected.
I have tried this on three different models, including one I rigged myself, and the same behavior is present across all three.
Is this normal behavior for Maya animation? Is there some configuration setting that will change this so I can select an entire skeleton tree via the root node and have all of them accept a keyframe?
I'm running Maya 2011 for the Mac, on OS X Lion, with service pack 1 installed.
View 1 Replies
View Related
Mar 28, 2013
I'm trying to use the same interactive skin capsules for multiple characters. Because the characters have different geometry I can't simply copy the weights. Is there some way to copy the capsules used for interactive skinning to a new model?
View 1 Replies
View Related
Feb 13, 2013
I was wondering if there is a way in maya 2013 to import like 20 takes at the same time, work on those 20 takes in one maya file and export them simultaneously just like motion builder and his "export all takes, save one take per file, use take name".
I'm asking this because i am thinking of switching to maya, but this motion builder native feature is just essential to me.
View 2 Replies
View Related
Jul 15, 2013
I have a problem with selecting multiple objects!!! Everywhere it says that you have to hold shift and select the objects you wish but when I do this it selects all the objects in between! How can I change this?
View 4 Replies
View Related
Aug 27, 2010
Is there any way to export the entire trax layer with multiple clips as an MA file? I need to swap out a character rig with a new one currently I am able to do this with single clips, but if i have a bunch of clips sequenced on the time line id like to do them all at once if possible?
View 1 Replies
View Related
Feb 1, 2012
Is it at all a good idea to go about to skin multiple objects for your character?...or is it better to make it a single mesh?
if its practicable whats are the "things to do" to go about it in the right direction. ..instanced skin modifier? OR unique skin for each objects?
does it make any difference if i attach the objects? or keeping them separate as far as instanced skin modifier is concerned? (not making single mesh by welding vertices)
specifically speaking about the character i am working on ...it has:
a. head mesh
b. a scarf mesh
c. hand mesh (till their elbows)
d. body/ trenchcoat mesh
e. trousers
f. shoes mesh
g. shoelaces and eyehole rings mesh
NOTE:
i at least need the trenchcoat to be a seperate mesh as i want to apply APEX on it later. (the APEX tut on youtube indicates the trenchcoat is a seperate mesh.)
PROBLEM:
i tried to use a instanced skin modifier, however the scarf head and trenchcoat and the head where they should be together gets messed up when i check with some basic check poses.
View 1 Replies
View Related
Jun 7, 2013
How can I make Displace modifier to use objects existing mapping? Because when I apply a new Displace, the modifier makes a new mapping, even if i check "Use Existing Mapping".
See what i mean? I want those "cracks" to follow uv not a displace mapping
View 2 Replies
View Related
Feb 17, 2014
Why can't I just highlight multiple objects and move or resize them together? This wasn't a problem in previous versions, but now when I select more than one clip (or grouped objects), the effect controls go away. I have a lower third (the title and 2 different cropped color mattes) that I want to be able to move and resize while maintaining their relationship, and I can't figure it out. I've been using Premiere for a long time, and this is a huge inconvenience. I also cannot highlight multiple clips, and adjust their length together. Sometimes it will work (rarely), but most of the time it will only adjust one at a time. It's a real nuissance when you have upwards of ten layers you need to adjust together.
View 5 Replies
View Related
Sep 17, 2013
I need merge many objects in one for export to fbx. If I delete any of polySurface objects, mesh lowpolyHouse crushes. If I stay it, than it all export to fbx file, problem is that I need mesh object only.
View 1 Replies
View Related
Jul 10, 2013
I have a document with a single layer and a single group (GroupItem) in that layer.
Unfortunately, I didn't create the .ai file, so I don't know exactly what is in the group; however, there appears to be a bunch of complex clipping masks and gradient effects, etc. deeply nested within it.
I've successfully scripted a few tasks like resizing the group with no ill effect... in other words, this works as expected:
app.activeDocument.activeLayer.pathItems[0].resize(50,50);
However, as soon as I try to move/translate/reposition the group, all the effects/masks seem to go wonky, I've tried all of the below with no success (200 is just arbitrary as a test):
app.activeDocument.activeLayer.pathItems[0].left = 200;
app.activeDocument.activeLayer.pathItems[0].translate(200,0);
I have no problem moving the group around on the document with my mouse... all the effects/masks are still nice and clean, so I'm confused as to why I can't do the same thing via JavaScript.
View 3 Replies
View Related