Maya Animation :: More Than Four Vertices In IK Spline?
Nov 10, 2010
I don't seem to be able to increase the number of control vertices in an IK Spline. The number of bones in the chain upon which the Spline is set doesn't seem to affect the number of control vertices I have to work with when creating the spline and I can't find a way to increase the number. I'm trying to animate a fish but finding it difficult to get a smooth wave to travel along it's length with only four control vetices.
how to reorder vertices in a flipped head so blendshapes will work properly (I've modelled left side expressions and would like to just mirror them across if that's possible).
I am working on a rig right now and I'm trying to do the Isner Spine from the Body Language Advanced 3D Rigging Book.
I did the Spline IK with the spine and I have everything stretching fine but when I made the CVs into clusters and parented them to the controls, when I got to translate the rig, whether I use the Root CTRL, Main CTRL, or whatever, the spine translates twice as fast as everything else. The clusters and everything in the lower body moves normal and everything about the head is moving normal..
I know in other situations with curves you have delete history but I can't delete history on the joints and I can't come up with any solution. I can attach a file.. not all the controls are done right now and I haven't reparented the wings correctly so just ignore that.
I have a skeleton with baked motion capture keys on every frame. I'm wondering if there is a method to convert these baked keys to curves, so it will be possible to start cleaning up the animation. I'm fairly new to dealing with mocap. Perhaps there is a method for achieving this in Motion Builder rather than Maya, that I'm not aware of?
I am still very new to AutoCAD.I have 5 nodes each of which has an x y & z co-ordinates. I have converted each of these nodes into a control vertex and created a spline of degree 3.
Because the spline does not directly go through each of the control vertices and thus there is some gap between the spline and the control vertices; what I want to know is, what is the distance between a particular control vertex and the spline measured at right angles to the tangent line of the spline.
The values I am using are completely arbitrary and I have used them just to get my point across.I have also attached the actual .dwg file that contains the total number of control vertices and the spline.
How can i achieve symmetry on a spline by adjusting the handles of the vertices? The copy/paste tangent button is only useful for vertices with handles pointing in the same directions, how can i copy/paste tangent (same length) but pointing in the opposing directions, it would be like mirroring tangents?
I have a client who is replacing a large fleet of machines located in premises throughout the country. In theory the replacement program should be straightforward..... however machine dimensions have increased slightly, new service access doors have been added and user control switches and indicators have moved. I have Inventor Assemblies of the machines to show the door and body changes, but not the complex user interface panel (buttons and switches). If I could only import a sketch of the interface panel, it would look great in an Inventor drawing and I could dimension the all important position of components on the interface panel.
I have PDF drawings of the fascia panels which I can import to Adobe Illustrator and save as a DWG. When I look at the DWG in AutoCAD Mechanical, all looks well. When I import the drawing to Inventor part sketch however lots of spline control vertices appear. I cant delete the control vertices in AutoCAD or the drawing falls to pieces when imported to Inventor.
How then do I hide the vertices from my sketch in Inventor. Am I doing things the hard way? Are there shortcuts to importing PDFs in Inventor?
Inventor 2013 sketch mode is excellent as I only have to change one dimension to scale my sketch. I can also stretch/manipulate the sketch to make up for any errors in the original PDF.
I'm trying to use the spline IK system to animate a linked 'train' on a path.
There are 4 segments which are joined with a universal coupling. I can only get one segment to actually follow the path, as the others don't follow at all. I've attached my example file.
When I am selecting objects, even in object mode I am getting this onslaught of bright yellow vertices, as though I had vertices selected in preferences or hotkeys... but I don't. All that stuff is off in my preferences. I can't seem to make it go away. Can't see faces for all the vertices cluttering up the view. Happening in all the panels.
My problem is that i have a curves but i need to add more vertex in it and i now that is possible but i forget how and another thing if any tutorial about curves and manipulate.
Is there some way to make the Scale Tool stop when multiple selected verts or edges are aligned, like in Max? I've noticed that you can overshoot when trying to align this way. I suppose there is always snapping to grid..
I noticed that when a face is selected, vertices and edges in the near vicinity glow orange, and are affected when the primary selection is translated/rotated. Is there a way to modify only the primary selection without any secondary effects?
I know in other 3D modeling software it is possible to transform individual faces without deforming the surrounding geometry. Is there a setting that I need to change?
I worked for some time with the free program blender to create my scenes and objects. Because I want to study the subject 'Technical Directing' I started learning how to work with Maya, the more "professional" software.
Although I read through the considered topic of the GettingStarted tutorial, I've still a question to you:
How can I create a face between already existing vertices? This would really improve my workflow.
Is there any other method for scaling an object in it's position using the vertices?
For example if you modeled wires or cables or bars and deleted the history but now you think they are too thick or too thin and you want to scale down without compromising their positions.
Look how I found 2 solutions, the cluster option takes more time.
I could not make a single cable on a floor thin out uniformly with the scale tool option. It did work with cluster on each bend but is a bit tedious.
lets say I marquee select the vertices on a cube in an orthographic view (top view or side view) only the vertices facing the camera get selected. And to clarify, CAMERA BASED SELECTION IS TURNED OFF. Also, not sure if it is related, but backface culling in preferences is also turned off. This usually will not happen in perspective view; but yesterday it did start happening in perspective view as well. And even more strange, it does not affect all meshes in the scene. Only some will react this way.
This bug only recently started happening and it is driving me nuts. I have been running 2013 on this machine since it was released, but not until recently did this bug start to occur; so I am wondering if I accidentally turned something on/off?
I'm having a huge problem trying to select the vertices both in the front and the back of my object. I am familiar with backface culling, and the option is not working. I have tried toggling backface culling in the viewport, preferences, mesh component display and polygon display options. None of these options work. I want to be able to select all the vertices on a model, regardless of certain objects/faces being in the way. However, if there is a face in front of the vertice I am trying to select, Maya won't let me select it.
I have a simple Loft compound object with a single straight line using 5 instances of a shape, all rotating by a certain degree. I now need to animate the rotation of one of the shapes however when I try this, no keys are created when I rotate it.
Is this only possible by collapsing the loft and editing the vertices?
I rigged a model and everything was working fine. I then started going into the blocking phase of some animation I was going to do with it. After a review it was requested that I put some extra bit of rigging on the model. We basically wanted to have the ability to grab both eyes with a controller and pull them around positionally and have the bit of skin they cover follow along with the eyes. So I dropped in some bpones where the eyes are, made the controller bits, linked everything up, so far so good. My problem comes when I try to skin the mesh to the new bones I just dropped in. The verts I have selected, even when given a weight of .1 seem to shoot forward in space. They dont seem to be respecting the bones current position that they are being weighted to.
I fear this may have something to do with the fact that I have animation in this scene which I know isnt ideal but were doing a series of xreffing so our master rig file also contains our master animation data. Seperate files are saved out as backups but as far as working files, yeah, its all in there. So could this be whats causing my verts to jump forward in space when I am skinning a bone that they currently are at its position? Or perhaps some errant transform? In the image I have selected the two rings beneath his eyes and given them a weight of .1. As you can see the verts are shooting out in front of the mesh when they should be staying in place at the eye bone I am trying to skin them to.
I want to just bend the legs on a deer so I put some bones in, and added a skin modifier. I am having trouble with some vertices being affected above the leg joint. I can't seem to select them to change the weights. I have checked off "select Vertices" on the top area of the modifiy panel. I've posted an image below where you can see my problem of the bottom of the belly being affected by the leg.
I'm working with a polygon plane and I've moved the vertices on the edges to where I want them. Now I want to set all the non-edge (interior?) vertices equal distance apart from one another. Is there a function or an easier way to do this or do I have to do it manually?
I was wondering if there is a way to create a group of vertices, edges or faces and somehow create a reference point or attach them to some kind of locator so they can be referenced at a later point. I want to be able to select a group of edges, model them and then move on to another task within Maya and have some kind of reference point so I can go back to the original group and not have to select them individually every time I want to work on that group of edges, faces or vertices, is this possible? I will post a picture shortly to this post so you can see an example of a specific group of edges that I would like to set a reference point or locator for.
Is there a way of scaling or transforming vertices uniformly without having to clean up some of the vertices afterwards.The closest attempt I have got is to switch the move tool to normals but this still requires a bit of straightening up afterwards.
I am trying out Maya 2012 and when i select faces or vertices and try to move on individually, the whole model move. I don't need that, i just need to move the face or vertice alone not the whole image. Also is there any way to download tutorial and installing it into Maya 2012. where i am working with Maya 2012 don't have internet to browse right away.
I am trying to model the following simple structure:
I made this example by creating a new polygonal cylinder, rotating the top edges that are to the right of the x-axis and repositioning the affected vertices afterwards, but doing it that way just doesnt feel right, it seems too unclean to me.
I would like the affected vertices to only move on a given axis when rotating the edges, so I dont need to reposition them after the rotate operation. I tried to illustrate what I mean in the following screenshot:
The edges I want to rotate are marked in red, the vertices that are supposed to only move on the y-axis are marked in green. The arrows indicate the desired movement.
Is this way of rotating an edge possible with the rotate tool or something?
I'm on page 89 of online tutorial of making the character helmet, and when I try to select and move the pair of vertices at the base of the helmet, they become bright yellow, and all surrounding vertices become a gradually darkening shade of orange. What happens is, it moves all of the vertices around the ones I selected. In the image on the tutorial, only the selected vertices move. What should I do?
I've included a screenshot of the online tutorial, and I've also included screenshots of my own project, to better illustrate the problem I'm having.