Maya Animation :: How To Animate From A Blinn To A Lambert Shader Over Time
Mar 22, 2011is there a way to animate say from a blinn to a lambert shader over time?
View 4 Repliesis there a way to animate say from a blinn to a lambert shader over time?
View 4 RepliesI have a main page with a container (named BoxPlay) and a button. And I have an other page (page2) with severals animations on it : animation 1, animation2...
I would like to load the page2 but directly with one of his animations.
Code of the button :
var container = sym.$("BoxPlay");
container.append('<iframe id="currentPageHolder" width="'+container.width()+'" height="'+container.height()+'" src="pages/GallerieHomePage/GallerieHomePage.html" frameborder="0" scrolling="no"></iframe>');
How can I specify to load also animation 1 or animation 2 ?
In the expression editor, is it possible to get the position of an object at a different time ?
For example, we are at time 100, and I would like to get a given object's position when we were at time 50. Is it possible?
When animating, I have to manually key all the bones on frame 1, and then manually key all the bones on frame "whatever". If I don't key every bone myself, then bones I missed on frame one will become the same as the ones on frame "whatever". I was wondering if there a way to select and key all the bones at the same time? I tried, just slecting all the bones in one 'left-click', and that only seems to key the root bones.
I am actually a 3D modeler from a different program trying to learn Maya. I have spent the past 5 days just watching youtube tutorials, but for some reason they do not seem to have the problem I am having.
Here are what my setting look like: [URL]...
I have a custom spectroscope built from polygons that I would like to animate by linking to an audio file. I have downloaded the 'bonus tools' plugin (for the 'create audio wave node' function) as well as the 'as_audioAnimator' script but I just cant make it work. I can key the poly to the output of the audio file using the 'as_audioAnimator' script, but all that does is move the polygon based on the total output volume. I need to be able to filter the audio file into differnt frequencies (just like a spectrogram) so that for each frame I have multiple outputs which I can key to my objects.
[URL] ......
I'm currently working on a advertisement for a client and I need to creat a kind of ribbon to wrap around like a present. I thought what would be best would be making the ribbon and then using a motion path add it on but also I would add a gravity field to the ribbon so to moved more like a ribbon.
Also with the motion path I have made them and connected my ribbon and for some reason it doesn't move until the last frame and just snaps to that position?
I have created an assembly then the positional representations . When I want to animate them according to the process , the assembly Positional representation does not animate.
View 1 Replies View RelatedIs there a setting for the time range where I only see frames that have keys? say I have the keys spaced out over time for my animation. but now I want to just veiew the keys and I don't want to use < and > to run through all the keys and I don't want to have hundreds of frames to scroll through..
like a Show-key frames only. type of thing.
I have been working with Maya and UDK for only a short period of time now, and am fairly new. I am looking to create a simple wardrobe in Maya that has interactable drawers that open and close. For Example, if you were to walk up to it and press "E" on your keyboard the drawers would open up, you could press "E" on it again and they would close back.
I would like to create a different animation for each drawer, and am confused about how to do that on a single model, if at all possible.
This youtube video is practically what I want, just with the animated opening and closing of the drawers on command http:[URL].......
Is there any way to randomly animate vertex position?
I've tried using EditMesh-Transform Component so I get a random position but without a seed value to animate. Also I've tried using a noise texture with a displacement node but you jus can check results in render time.
I am hardly trying to animate a fractal texture applied to mental ray reflection blur value of a blinn material. I keyframed the time value of the fractal: 0 for the first frame and 5 for the 180th frame(the last frame of the animation). If I batch render the scene all the frames look identical. If I render several frames in Maya render view by jumping from frame to another frame I get the same result: no change of texture. But, if I play the animation before rendering a frame in render view they look different that is I have an animated texture. I wonder why the texture does not animate? Amazingly, the fractal preview does animate! I tried to set the maximum value for time, that is 100, I changed the Time Ratio to the square root of the Frequency Ratio with no effect.
View 2 Replies View RelatedI have worked on After Effects and recently started doing my Motion Graphics work in MAYA. I made some models using the Polygonal Mesh primitive objects for logos etc etc.
I was wondering if I can animate the growth of an object as though it is being formed formed in 3D space. I tried doing this by taking it in AE but it becomes a Flat image and I loose the z dimension, thus I can only move the mask in X & Y axis.
If there are any tools to animate or any Keywords that I can explore to make this job feasible. I do not want to pull down the transparency and animate it as then it makes the entire object disappear or visible at the same time.
My Animation Graph Editor is only showing one animation curve (for one attribute) at a time after I have set multiple keyframes for the character set and various attributes. I select multiple attributes, and hit View-Frame All, and it only shows the top attribute of the selected attributes as one curve.
View 2 Replies View Relatedcan't select range of time in some Scene
[URL]........
look what happen when i del all the key in the HumanIK system
[URL].......
I am trying to animate a ribbon bow untying itself using splines with extrusions and I am having great trouble creating the knot.
View 1 Replies View RelatedFor some reason when I scrub through my animation, it runs really slow. And it has nothing to do with my computer itself. It is the particular file. I tested this by opening up one of my others (i saved in iterations) and they all scrub just fine. All I was doing was animating with a rig, so there isnt any extra polygons or whatever. And on top of that, it worked just fine before I exited the program earlier, I even playblasted it and everything, and then I looked at the playblast later and decided I wanted to change something, reopened the file, and the timeline has been chugging ever since. I tried opening and closing maya already.
View 1 Replies View RelatedI dont know how to animate the attributes of a fire ball i have made..
I read you can right click on teh fade and set the Key but i get no option to set keey when right click.
I wanna make the fader animate a left to right move to change the colour.
Why is maya 2012 and 2013 displaying shader group nodes in my outliner?
I have display only dag nodes checked! SG nodes are DG objects! I do not want them listed in my outliner they are just cluttering the outliner!
I have spent over an hour searching for how to make them stop being displayed and it's really starting to piss me off that something so simple is turning into an entire day of effort.
I am getting sick ans tired of having to wipe my Maya folder because some obscure option gets turned on and then there is no logical place to find out how to undo it! Every time I have to wipe my Maya folder costs me hours to rebuild my custom settings!
When I import an object with a SSS shader into my scene, it will randomly turn black and have no shader at all. If I go to hypershade and to reassign the sss shader, it has no effect. How can I import an object with SSS?
View 4 Replies View RelatedI have a problem with the shader nodes in the outliner. I have Maya 2013 SP2(x64).
When im modeling, save, quit maya and open it again... sometimes i found a blank screen and i have to change the view to see my model, everything is in wireframe, my mental ray disappear and i have to load the plugin again and i found (Grey Icon) shader nodes in my outliner and i cant move them from there.
The "DAG objects Only" dont make them disappear, the optimize Scene dont work.How i can move them from there?
Is it normal behavior? I would like to use it in my script but now I'm afraid to use it.
View 3 Replies View RelatedI am trying to synch several biped characters to an HD background video I have placed in the environment slot. The problem is that when I scrub the animation slider or hit the play button, Max cannot play the background video in real time. When I hit play, the video remains frozen on whatever frame it was last on, but then updates to the correct frame when I hit the stop button.
It is pretty difficult to get the timing right on the foreground biped animation without a real time background reference. I also tried a lower res version of the background video (standard 720 x 480 DV), but that also does not play in real time. Is there any way to get max to play the background video in sync i.e., updating the frames in real time? Is there a way to improve max performance (ideal settings?)for a background video? Would a Tiff sequence play quicker than a .mpg or .mov files? If so how do set up an .ifl for playing an image sequence?
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 RelatedMy 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 RelatedI'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
problem.mudboxcar_maya_2plusexpression.mb.zip
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?
View 2 Replies View RelatedI 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 RelatedFor 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?