Maya Animation :: Non-linear Bend Is Not Working

Mar 26, 2012

I wonder why it will not bend. Why it didn't bend? I attached the PrintScreen of the problem

View 2 Replies


ADVERTISEMENT

Maya Animation :: Rigging Cylinder To Bend In Arc?

Nov 28, 2010

So I'm trying to rig this arm to bend, but with more "bow" than "bend", if you get what i mean..

I thought I could create an IK handle, but at the moment it bends only at 1 joint. I would like it to bend further up the arm,in an arc shape.

View 3 Replies View Related

Maya Animation :: Control Rig Forcing Rotation Key Tangents To Linear Button

May 6, 2011

1. Windows/Animation Editors/HumanIK/Skeleton Generator - Generate Skeleton
2. Create control rig for it.
3. Set keys to rotate shoulder down and back.

Keys are linear by default and cannot be changed, except to "stepped". Clicking Spline, Auto, etc. Doesn't change anything. Works fine on translation curves. URL....I accidentally check the "force FIK curves to linear" button? It's totally killing our animation pipeline.

View 3 Replies View Related

Maya :: Linear Working Units Preference

May 4, 2011

I'm wondering if any effort will ever be made to fix the issues surrounding the "Linear Working Units" preference in Maya.

There are many persistent bugs surrounding the use of this feature. Locators change size, NURBS tools go haywire, etc.

Just today I discovered another very bizarre problem. With Linear Working Units set to centimeters (the default), then ordinary, normalized NURBS curves have a U parameter space from zero to one. It's axiomatic that the U parameter is the distance along the curve, measured not in linear units, but expressed as a decimal of the total length. I.E. halfway along the path, the U Value is 0.5, regardless of the actual length of the curve.

So that all makes perfect sense. But if we change the Linear Working Units to anything other than centimeters, everything goes to hell. With Linear Working Units set to Feet, then a normalized NURBS curve has a U parameter space from zero to 0.033. This can be clearly seen if attaching a Motion Path to a NURBS curve. The keyframe at the end of the curve shows a U Value of 0.033.

Obviously, a centimeter is 0.033 of a foot. But what does that have to do with NURBS parameter space? Absolutely nothing. Changing the working units should have no effect on the readout of the U Value.

I'm hoping the developers 1) know about this, 2) care, and 3) have the freedom to do something about it. Because this is, to put it bluntly, crazy-making. I know that the Linear Working Units feature was bolted on to an existing unitless system, so there are bound to be problems. But why on earth are NURBS parametric values affected by the choice of working units?

View 6 Replies View Related

Photoshop :: How To Bend A Linear Extruded 3D Object In CS6

Dec 30, 2012

A method to bend a linear 3D extruded object in Z space? I'm wanting to bend an object such as this (created in Photoshop CS6):
 
Into an object such as this (achieved in a dedicated 3D application), but I want to be able to do it in Photoshop.

View 2 Replies View Related

Maya Animation :: Horse Auto Rigger Not Working After Much Of Tweaking?

Jul 25, 2013

Horse auto rigger not working after much of tweaking. which keys to use like trans +ins or d+v.

When i tweak less then all controls are visible other wise leg, tail,main and ears control are not visible. how to adjust the bones so that all controls are visible. [URL]

View 4 Replies View Related

Maya Animation :: Parent Constraint Not Working Properly For Hand Writing

Feb 26, 2014

I am trying to get the hand to write with a pencil. I pose the hand and fingers holding the pencil and constrain (parent constraint with offset) the pencil to the hand's wrist controller and freeze the pencil's translation attributes. When moving the wrist controller creating key frames or translating in the UI, the pencil does not follow the hand/fingers. There seems to be an offset with the pencil that get worse the farther I translate or rotate the wrist controller. I tried doing the same with just the fingers and getting the same result.

View 2 Replies View Related

3ds Max Animation :: Fan Blade Bend Animation

Jan 26, 2011

How to go about bending blades of a fan. This is a test demo of a project I have to do. I want to solve my issue with this simple demo. I have to make a crashing fan scenario. As the fan crashes the fan blades must bend natural in the animation. This animation will be about 20+ sec long. How would you go about solving this problem

***Example Image is Attached***

View 1 Replies View Related

3ds Max Animation :: IK Chain Limbs Don't Bend

Jun 24, 2013

I have a simple character with two a leg. The IK chain goes from the top bone to the bottom nub. When I move the ik helper around, the knee does not bend, even though there is a joint for it. Instead the leg rotates only at the top.

Example:
 
Should happen: (notice bend in knee)
   ____
  /
 /
/
 
What happens: 
 
      /
     /
    /
   /
  /
 /
 
The bones are all connected correctly as well.

View 1 Replies View Related

AutoCAD Inventor :: How To Combine Bend And Flange In Animation

Oct 18, 2013

how I can combine the bend function & flange in an animation. The problem is that I'm unable to use flange when the plate is nearly 98% flat (which I need to remain the radius for favorite parameters - bend function).

View 9 Replies View Related

AutoCAD 2013 :: Working In 3D Modeling Space Using Parametric Linear

Nov 15, 2012

I have teached myself working with autocad version 2004 so maybe its not the right way of drawing but I draw 3D objects using solids!

In the past I could take or put dimensions on this solids to print and pass on to colleagues but on our new 2013 version I seem incapable of doing this I can not select a point on a solid and continuously get the message invalid point!!!

working in 3D modeling space using parametric linear! what am I doing wrong? or is it an setting that I need to change?

View 2 Replies View Related

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?

View 2 Replies View Related

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.

View 4 Replies View Related

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.

View 4 Replies View Related

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?

View 2 Replies View Related

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

View 7 Replies View Related

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

View 1 Replies View Related

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?

View 2 Replies View Related

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.

View 1 Replies View Related

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?

View 1 Replies View Related

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?

View 3 Replies View Related

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..

View 1 Replies View Related

GIMP :: Difference Between Linear And Bi-linear When Using Gradients

Dec 19, 2013

What's the difference between linear and bi-linear when using gradients? they seem to do the same thing to me (or I don't notice a difference)

View 2 Replies View Related

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?

View 1 Replies View Related

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]........

View 1 Replies View Related

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.

View 2 Replies View Related

Maya Animation :: Editing Mocap Animation On Rig

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

View 3 Replies View Related

Maya Animation :: Animation Doesn't Play

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.

View 2 Replies View Related

Maya Animation :: Animation Version For Pipeline?

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.

View 9 Replies View Related

Maya Animation :: How To Create A Vacuum Like Animation

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.

View 1 Replies View Related

Maya Animation :: Animation Combines All Frames

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.

View 1 Replies View Related







Copyrights 2005-15 www.BigResource.com, All rights reserved