Currently I used the < and > keys to scrub through my keyframes when animating. However maya seems to count this as an action, so when I hit undo, maya also goes through all the times I pressed the < and > keys too. Is there a way I can use the shortcut keys < and > to scrub through my timeline keyframes without maya taking this into account whenever I do an undo.
how to switch a texture at certain keys, or Keyframe a file texture on a shader at one key and then change the file texture to something else on a later frame, on the same polygon face. Like this...
How to switch or change these two images at different textures at different frames.
Click animation. Here I just keyframed and switched two poly planes. But I want to swap out the textures by keyframing them instead.
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.
I'm trying to make a pile of sponges for a dock, So I'm using PhysX to drop a hundred of them but After I run the simulation and stop it. it looks good. But it will not hold that final simulation location. How do you Key Frame the animation.
I was going through an exercise and tried to use one of the listed shortcuts to viewing (Alt+LMB+click) and it made the Maya workarea screens dark grey. My attempted efforts to find out how to undo this failed.
Not sure if I mis-typed the above or what. Only the work areas are dark gray.
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.
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?
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
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
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?
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.
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?
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?
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?
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?
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.
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....
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.
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.
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.
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.
I am using native .mxf - MPEG-2 HD footage shot with a Canon XF300, and nearly every time I place it in the timeline or or viewer and scrub AE freezes and crashes. Non mxf footage doesn't cause AE to crash.I am running a newly built Windows 7 64bit system
Dual Xeon 2687's EVGA Classified SRX motherboard 96 GB RAM 3 SSD (operating system and applications on one, scratch and cache on others) GeForce GTX580 3GB internal 10K raptor drive (footage) External OWC 4TB Qx2 RAID 5 / 0 (switched configurations in an attempt to resolve issue) (footage) - connected eSATA / USB2.0
I have adjusted the preview resolution settings, the preferences, the location of scratch disks, changed the location and connectivity of media hard disk, I have attempted older drivers, and ive switched video cards - I previously was using Quadro4000. I have reinstalled the Adobe Suite, and just yesterday did a complete reinstallation of the OS. And that hasn't seemed to solved the issue.
In the Windows event log, the error reads: Faulting application path: C:Program FilesAdobeAfter Effects CS6Support FilesAfterFX.exe.Faulting module path: C:Program FilesAdobeAdobe After Effects CS6Support Filesmc_dec_mp2v.dll
I am new to .mxf and I have only been using this footage format for a few months, however the crashing issue did not occur until about a month ago. Im not using proxies I believe it was around the time when I applied the latest AE update. I cant say with confidence it was the update because I also was switching GPU drivers to resolve Premiere Pro crashing. Essentially AE worked when Premiere Pro didn't, and now visa versa.
It always catches and crashes before going into adaptive resolution. Are the hard drives not able to keep up? Footage runs fine in Premiere Pro Hardware seems to check out.
When i scrub playback control in the cfx , it's slower compare to if i scrub the same thing (same viewport layout) inside the timing editor timeline. In timing editor the scrubbing response is a lot smoother even when we're looking at the same objects on the viewer. The playback control need to be fixed.
I think it'd be so cool to be able to replay your entire undo history of a picture, so you can see and show others how you proceeded on a picture you made. That way, it's never necessary to capture screen video for like 10 hours and stuff..
So first you'd need to add an option to save the undo history (so that you always keep the history from when you started). Then you'd need an option to playback the undo history.