Maya Animation :: Mirroring Rig Controllers To Opposite Side

Sep 10, 2011

Is there a tool to mirror objects like there is in Max inside Maya? I am trying to copy my rig controllers to the opposite side but I cant find any tools to do it in 1 click...

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Maya Animation :: How To Add Controllers To Joints

Nov 24, 2010

I see a lot of skeletons that people created with handles on them so you can manipulate your joints easier (Like arrows and nurb circles etc.) Is there a good tutorial that can show me how to make handles for my joints?

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Maya Animation :: Saving And Mirroring Skin Weights Without UV?

Aug 1, 2011

We're having issues saving and importing skin weights, and mirroring these weights on our character meshes because our characters have some geometry that has been combined into their mesh (like eyebrows, fake spikey hair, eyelashes, etc)

Maya seems to take the UV's for all the combined meshes and stack layer them into the 0-1 space in the UV editor. When we save skin weights for the main mesh, the weighting maps are all messed up and useless for importing because they are based on UV's that are supposed to be clean and dedicated only to the main mesh.

how to save weights and mirror weights for meshes like ours?

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Maya Animation :: How To Mirror A Locator (Null) To Other Side

Jan 5, 2011

i did a Locator (Null) and parented to the Head Bone.this is where i am going to parent the sphere geometry of the eye.

but i cant find the way to mirror this Locator to the other side for the other eye.i try with Duplicate special, -x but it does it on its own, the only different is the scale is -X but didn't move from the original position, and the 2 are overlap.

how do i mirror / duplicate the Locator to the other side?

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Maya Animation :: Knee Popping Out To The Side During Rigging Process?

Nov 20, 2013

I am having a problem while rigging a series of characters modeled by my company. I have set up a reverse foot and a no-flip knee (Art of Rigging Vol. 1's method). The leg functions properly, my attributes work fine, but I am not using a pole vector for the knee and when I raise the foot control the knee pops out to the side. 

 I never use a pole vector, I use a knee twist attribute. However, even after experimenting with a simple pole vector constraint on the ankle/leg IK to a locator, this still happens. I have had to counter animate the knee on the last 4 characters because of this. 

 Unfortunately, these models aren't in a true T-pose, the legs are wider than the hips, and the toes and knees are pointed outward. I create the bones, then orient the rotation down the chain so the orientation is correct--- I'm wondering if this is happening because the leg bones aren't going straight up and down, but more trying to follow the contours of the model. And no matter if I use a no-flip knee, a pole vector, or what, the knee STILL pops out to the side. It's making animating these models a pain in the butt because I'm constantly counter animating the knee so the leg is straight on simple things like run cycles. 

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AutoCAD 2013 :: Side Opposite Measurement

Oct 20, 2013

I needed to know the Side Opposite so that I could subtract that amount from a known line length.

I knew the angle (24) and the side adjacent (.9375) therefore SIN 24 = X/.9375      .0467= X/.9375   = .3813

When I measure the side opposite I get .4172

See attached screenshot.

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GIMP :: Getting The Opposite Side Of Image (2012)

Jun 26, 2012

I have an image of a car with a view of looking from the back and to the left, i.e.

[URL].......

I would like to change the view from the back and to the right. Does Gimp have the functionality to do that.

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Illustrator :: Reflecting Object To Appear Opposite Side?

Aug 18, 2012

I have managed to reflect objects but cannot manage to reflect one object across the Artboard to show up on the opposite side. If you see my image below, I would like to reflect the horizontal stripe at the top of the design and make it appear at the bottom of the Artboard so it finishes the design. Almost all of the work I do requires only one quarter of the design to be created, then I could just reflect it across and then reflect it down so this would be a useful piece of knowledge

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Photoshop :: Dropdown Menus Open On Opposite Side Of Arrows

Jul 29, 2013

After a reinstall of 5.5 I noticed the secondary drop down menus open on the opposite side of the arrows.

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AutoCAD Inventor :: Mirror A Feature To Opposite Side Of A Part?

Nov 17, 2011

I need to mirror a feature to the opp side of a part, then supress the parent feature.  Can this be done?

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Illustrator :: Variable Width Tool - Changes Opposite Side Of Image

Nov 14, 2012

Ive been messing around with the variable width tool,  Im not sure I i changed something, I did try to restore defaults but when I make a change it changes the opposite side of the image. For example In screen shot I changed the width on the left and the effect showed up on the right.
 
I would like the width to change where I change it.

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3ds Max Animation :: Skin Morph In 2013 - Skewing Vertices Side-to-side Locally

Jan 4, 2013

The problem I'm having with Skin Morph is that it's skewing my vertices side-to-side locally.

I'm using Skin Morph to better preserve the volume around the two joints of each finger of my hand model (See Arm1).

The two skin morph targets were created for the index finger while it was in the same position as the second image (Arm2).

I repeated this process, creating skin morph targets for the other two joints on the three other fingers and on the thumb.

The problem comes when I rotate the knuckle joint in any axis, in the third image (Arm3) I've rotated the knuckle downwards and you can see the vertices affected by the Skin Morph modifier have skewed to the left. When I turn the modifier off the vertices go back to their original position - so the problem isn't being caused by something like non-uniform scaling of my model (I reset the transforms before skinning).

The fourth image (Arm4) just shows the basic child/parent relationship that I've setup with the Bones and SplineShapes.

The fifth images show the (perhaps strange) position of the Driver Bone Matrix and the Morph Bone Matrix which could be constributing to the problem somehow.

I've uploaded the file so that you can explore my scene. armrigskinmorphproblems.zip

3ds Max 2013 64-bit Student Version
nVidia GeForce GTX 560
Windows 7 64-bit
Intel i7

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Photoshop :: Animation Frames Side By Side Saving

Dec 12, 2012

I was wondering if there was any quick way to save each animation frame right next to each other in one large png in Photoshop CS6? For example, lets say I have an animation which has 10 frames, each frame being 100px x 100px, I want to be able to save the first frame in the first 100 x 100 enclosure of my canvas, the next frame in the next 100px, and so on and so on for the rest of the frames, resulting in a png which is 100px x 1000px at finish, having the first frame at the very left, and the final frame at the very right.At the moment I'm moving each frame individually to the right by 100,200,300px however I need to do this for over 400 animations with varying dimensions, so it's a bit time consuming and I feel that I might lose track and enter a value wrong at some point. Any other program that might achieve this in which I'm able to import Photoshop animations that can also work.

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GIMP :: How To Put 2 Animation GIFs And Running Side By Side

Oct 28, 2012

How to put 2 animation GIFs n running them side by side ? btw, i already hv tat 2 GIFs in hand.

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GIMP :: Put 2 Animation GIFs And Running Them Side By Side?

Oct 28, 2012

may i know how to put 2 animation GIFs n running them side by side ? btw, i already hv tat 2 GIFs in hand.

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3ds Max Animation :: Mirroring Animated Object?

Apr 11, 2012

I'm trying to mirror an object (wipers). But i can't. Mirror tool not mirrors the animation, just the model, so when i play the animation on the mirrored object, it moves weirdly. Symmetry is nor an option. I'm not using bones or anything, just 3 objects, two with rotation, one with rotation and translation.

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AutoCAD Inventor :: Objects In Mirroring Of Object Change With Object Used As Reference For Mirroring

Aug 6, 2012

I got a simple question about the creation of copies of an object. Is it possible to have the objects in the mirroring of an object change with the object used as reference for mirroring?

If there is no function to do this directly is there a way to do it via Ilogics to update the mirrored objects? If possible even by deleting and creating a new the mirroring yet not manually but by i logic?

- 2500K @ 4.2Ghz- 8GB - Radeon7970 -
- Xeon 1230V2 @ stock Ghz- 32GB - Quadro 2000 -

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Maya Animation :: Unlock The Scaling Attribute In Walk Cycle Animation File?

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?

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Maya Animation :: Hide Non-active Animation Layer F-curves In Graph

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.

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Maya Animation :: Setting Up A Rope For Animation Based On Control Panel

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.

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Maya Animation :: Additive Layer Animation For Rapid Prototyping

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?

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Maya Animation :: Expression To Automate Animation Of Wheels

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

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Maya Animation :: Blendshape Animation From Motion Capture?

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

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Maya Animation :: Baking Parts Of Animation Deletes Others

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?

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Maya Animation :: ATOM Animation Transfer Between Different Characters

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.

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Maya Animation :: Bicycle Type Chain Animation?

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?

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Maya Animation :: How To Get Random Motion In Camera Animation

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?

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Maya Animation :: Hide / Show Components Within Animation?

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..

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Maya Animation :: Smoothing Key Frame Animation

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?

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Maya Animation :: Merge Animation Layers

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]........

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Maya Animation :: Image Plane Animation

Jan 5, 2012

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.

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