Maya Animation :: Morphing Separate Models
Dec 22, 2012
I'm familiar with blend shapes within a given model, but I'm wondering if there's some way to blend SEPARATE models so that one blends into another, perhaps by assigning points manually or something of the sort.
I study vertebrate development. I will be creating a bunch of 3D files based on confocal microscope data at different developmental time points, and I'd like to make a 3D model in Maya that blends these various models chronologically.
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Nov 3, 2012
I am modeling a (simplified) human brain. I have used paint effects to draw its surface and afterwards I converted them to polygons ( Actually I used this tutorial URL.... ). Is there a possible way to convert these tube - like polygons to rectungular shapes? I want in a future step to make an animation where the brains topology transforms to walls and corridors.
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Jul 6, 2012
Is there a way to morph 2 separate objects from one to another?
So far all I've found is morphing 2 objects who have the same root-object
Is it possible to morph 2 totally different objects without any root-relation?
Intel 7 - 2.8Ghz
NVidia Quadro 4000 2Gb GDDR5
8Gb RAM
3D Studio Max Design 2013 x64
Windows 7 x64
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Mar 16, 2011
i have a rigged single mesh character, but now for a video games i need to separate mesh in submeshes. (For example i want to separate the right and left hands from the body). So how can we break the mesh without breaking the rig and the vertex skinning?
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Aug 23, 2013
I would like to use the same bones to skin a mesh in two different ways. I would like the first weight map to handle how the mesh reacts to the influences' transltes and rotates, and a second map that handles how the mesh reacts to the influences' scale.
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Oct 24, 2011
Suitable software to import maya models to an AR project??
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Mar 21, 2013
I've been following one of Louis Marcoux's tutorials on youtube where he animates a gradient map inside a material in the cut out or opacity option thus creating a model reveal animation in the viewport.
In that tutorial I noticed that the animation is subject per material. I was wondering if it's possible to apply an opacity (cut out) gradient ramp to multiple materials at once so that different textures and objects on the one big object (e.g. car with different parts) can be revealed together without having to apply a gradient map to each individual material used and animating each one separately?
So the goal would be to find a simple way to apply just the one gradient ramp to the whole car and animating that.
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Jun 14, 2011
i need to know how separate a portion of an animation.
I have an animation from 0 to 200, i want the part of animation from 30 to 60, so i used the rescale - time. Ok now i have only the animation from 30 to 60, but i want to move it to 0 - 30. How i can do?
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May 18, 2011
I have a demo reel and I want to list my poly count next to my models. maya calculates triangles and faces(which to me are polys also). so should I say poly count: (#of triangles) or poly count: (#of faces). which is the employer more interested in (specifically in the gaming world).
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Jul 13, 2012
I often create animations for technology companies, and they give me models that were created in programs like alias, rhino, AutoCAD, or solid works. They export for me in IGES, or STEP, and the models, while amazingly intricate, are too much for Maya on my 24GB RAM 12-core machine to take. They take upwards of 20 minutes just to open.
I want to convert these to ploys and generally make them easier to work with. What are my options for making these manageable, and still look good when they render. The flat edges and services are fairly easy to convert, it's the rounded bevels that don't look so good if I convert everything to Polys all at once. And there are usually hundreds of curved surfaces to convert, so doing them one at a time is far too cumbersome to be effective.
Also, how would I go about taking surfaces for objects in joining them together to create a complete object made of Polys? For example, a small part may be made of 35 difference parametric surfaces in solid works, and exports as that in IGES, so when I imported into Maya, it really should be just one object made of Polys.
need to convert parametric cad objects to poly to make them manageable and to make renders faster.
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Jul 20, 2011
I've been trying to learn how to do animations to my models that Ive created, but the results are lets just say not that good. I even failed at a simple walk cycle.I've done Google searches, on this website, also viewed the autodesk videos on youtube on CAT objects and animation, I followed the videos but some how I am not getting things right. My animations are very flat, don't have good flexibility, etc.
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Mar 29, 2011
How can I apply my biped to the bones of a diffrent model? I have tried the Position and Orientation constraint bit with the second one my model messes up. Are there any different ways to apply it?
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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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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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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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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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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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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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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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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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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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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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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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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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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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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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May 23, 2011
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....
[URL].......
heres also a screenshot.
Using Maya 20121 and Motionbuilder 2012
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Mar 23, 2011
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.
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Nov 30, 2011
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.
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Nov 23, 2010
how to create a vacuum sucking animation?
What I need to do is suck little strands of something I made into/thru a hollow a needle.
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Feb 4, 2014
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.
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