Maya Animation :: How To Get Maximum Size Of Texture For Each Part Of Model
May 20, 2013
Query on rigging, more to do on skinning. If my uv is a multi uv layout (0-1, 1-2 and so on) for a model then I am able to get the maximum size of texture for each part of the model.
When I take this to rigging then the model gets a default bind skin properly.However when we try to paint skin weights it starts behaving erratic after some time.I feel this could be due to the multi uv set feature.Is there a solution to work around this?
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Nov 7, 2011
I'm doing a HD production (1920x1080) and can't get any animation previews to run at 100% when trying to create from the Animation Sequence? Surely there can't be a limit to the maximum size you can preview at?
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Mar 4, 2013
I created a model with UV textures.
I loaded in a lambert with a psd file on the model.
But none of my drawing from the psd file will show up on the model.
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Sep 18, 2010
For certain and obvious reasons i need to delete history, problem is since i never deleted it, certain problems occur, like the very binding of my character to the skeleton is undoed, is there a way out of this mess, i just want the texture to stop moving when animation starts.
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Jul 21, 2011
I'm supposed to model from scratch or find a pre-rigged model for some animation. I found a free rigged dog model for Maya [URL] .... that will fit my story perfectly, but I want to be able to change some of the geometry of the model, like modifying the ears and tail. But I can't seem to figure out how to do that! I'm able to select parts of the dog and move it around, but I don't know how to actually change the model itself. And if I do so, will it mess up the rigging? How do I go about editing this model?
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Dec 5, 2010
I am currently making a dragon and want to drive the animation of the wing membrane with nCloth dynamics.I have seen examples of this being done, I just can't figure it out.
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Oct 30, 2011
I have some trouble with my models in Maya 2012.
When I've done the skin-binding, and want to add the weigtpaint, sometimes out of nowhere, my model desides to stretch. I can try to fix it with weightpaint or unbind it and bind it again, but it keeps on doing it. Also, when I'm animating my model it sometimes happens.
I scroll in the timeslider to see how my animation is working, and all of a sudden it appears and no turning back with Ctrl+Z... Also, adjusting the weightpaint doesn't work.
Also when I'm animating, the keys I've set jump away. I have to key the whole skeleton, then it will stay in the position I chose it to be. I don't think that's what they want you to do, because it takes so much time... I've had this with several models now (all made in 2012) and several files. Though a model created in 2011 and rigged and bound in 2012 works perfectly...
I'm not sure if I'm doing something wrong or that my files are damaged somehow or maybe something else... But I never had problems like this in the earlier versions...
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Aug 12, 2011
I just rigged a model of mine and even added controls to certain parts of it. The problem is that I do not know how to bind the joints to the model. Every time I attempt it I get an error message. What is the best way to attach a joint with controls to a model?
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Sep 25, 2011
I have a model which has already layouted uvs. I have to readjust small part of it in the modeling process. Soi deleated few faces and extruded new faces . When i want to automap the new part of the model nothing happens - in the uv texture editor there is simple square with 4 uvs although the faces of the new part is about 50 faces . How to map this part ?
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Oct 19, 2010
is it possible to transfer rigged joints to another model without causing problems
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Jan 21, 2013
So I hired a character rigger to rig a model for me, but now I need to update the model. Since it's a more stylized character, I thought that I could get away with a single polysphere for each eye. Now however, I've decided that in order to improve the look of the eyes I'll need to compose it of separate pieces (cornea, iris, pupil).
Here's what I had planned on doing:
1. Change the material attributes on the polysphere to be shiny/more transparent and use it as the cornea
2. Then constrain/parent the iris and pupil to the polyspheres so that they follow properly as the eye moves
I thought that this would be a good way of updating the eye without really messing with the rig, but I haven't been able to get it to work.
My questions are:
1. What's the best way to add the new pieces to the rig so that the eyes continue to function properly and how do I do it?
2. There's another method that I found online for procedurally texturing eyes that works quite well, but it requires the use of nurbsspheres. If I follow this method instead, what's the best way (if different from question #1) to either constrain the nurbsspheres to the polyspheres, or to completely replace them in the rig?
I've sent an e-mail to my rigger requesting these changes, but I was just curious for everybody's input for personal learning purposes.
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Jul 7, 2011
We have an animal character mesh for the body and head together, there's not a good place to separate the head for blendshapes without showing an obvious seam.
Is there a way to just copy over the polygons for only the head to model into blendshapes? I don't want the entire mesh to copy over for blendshapes - I'm concerned that making so many blendshapes from the entire mesh would take up a lot of memory and resources.
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Nov 3, 2011
I am almost done with my model. He is in a naked state for the sake of making sure the anatomy is correct. I am preparing to rig, texture, and animate him. I plan on modeling the shirt and pants separate and use Maya's nCloth for those. I have also modeled glasses that are a completely separate mesh that will need to follow every movement of the head of my model.
Here is my issue, I am puzzled on how to model my shoes and socks.
1) Should i model them as part of the legs to eliminate further animation?
2) Should I model thee shoes and socks separate from the legs?
way to form a hierarchy where i can model everything individually and then make the main body rig a parent to everything secondary (shoes, socks, glasses, etc...)?
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Jan 26, 2013
I am having issues with rigging a simple character in Maya 2013. I was able to set up the joints and the skeleton but when I move the joints to start animating, the model moves separatly from the skeleton. It seems to be moving in the same direction but exponentially more than the skeleton, creating separation between the model and the skeleton. I am new to rigging and was going off the tutorial and am stuck at this point.
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May 9, 2011
I have recently downloaded 3ds max for Architectural fly through animations and to create construction sequence animations. I will not be modelling any designs in Max as I already use either sketch up or revit and plan on importing those models in to max. I have looked at a few tutorials here about importing into 3ds max which have been very useful but I would like more info/tips on how to keep model sizes down etc when importing e.g material usage, avoiding importing unnecessary elements especially from revit and how to set up models for quick rendering times when creating building animations. I know your computer specs are a big factor but sadly I cannot afford a high spec machine at the moment and I have to improvise.
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Mar 18, 2012
My model is ready for the rigging. But my model is a little heavy in poly-count. I can rig it now but at the time of animation i know it will be a problem while animating it. It will lag while moving its controls. I have seen people animating with low mesh and while rendering they use high mesh. Do, i have to create a low poly version of my model?. If yes, Then i have to paint weight twice. low poly one and the high poly one.
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May 2, 2012
you have to primitives, that you've modified. These objects are one on top of the other.When you click on the one that's on top, the screen momentarily goes dark, then all you see is the object on the bottom, not the one you are say, moving.
What you should be seeing, of course is the top element, and bottom element, so, (as in this example) you can see how far you have moved it in relation to the bottom one.
My question is: is this happening because my video card is under performing?
System stats:
Windows 7 Ultimate 65bit
i7 Quad Core at 3.4Ghz (it's the 2600 chip)
8 GIGS of Ram
NVidia GT440 with 3 Gigs onboard ram (DDR3) Links to a comparison chart.
PSU 350 watts.
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Mar 29, 2010
We currently use CS3 in our Art Dept at the sign company I work for. Sometimes designing/layout for some projects can be a pain when they go beyond the max artboard size constraint in CS3. This is especially true in my dept which does all the large format digital printing. I find myself having to switch back and forth between some of my sign software, which has almost limitless area for design and layout. Not that we can't work in scales but life would be so much easier if we could do things in full scale. Now to the point, does CS4 have larger artboard size than CS3?
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Feb 28, 2013
when i create my own 3D Lut what is the maximum mesh size Photoshop CS6 can read?
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Jun 16, 2013
I use gimp 2.8.4 on a tablet with pen.The brush size that I usually use is ranging from 1-25.I prefer to change the brush size by dragging the slider, but using thetablet pen to click the brush size slider bar is really not easy to controlit to 1-25. (see attachment slider.png)Can I setup the the maximum value of brush size slider to 25?
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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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Feb 16, 2013
I have trouble to find the maximum work space for A4 paper size when I want 1:1 measurements on A4 paper. The stuff I draw must keep the 1:1 measurements
I want to go maximum .
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Mar 1, 2012
I've recently started using Paint.NET and I've been very impressed with its features. I've run into some problems working with large images though. URL...
It's a 10000 x 11299 pixel PNG image. I want to be able to zoom in quite far in order to look at some of the fine details, and make some notes on the image while I go. Unfortunately, as I read elsewhere on this forum, it seems that Paint.NET currently doesn't support a virtual canvas size greater than 32768 x 32768. On this image, that means I get a maximum zoom of 290% before I can't zoom in anymore, which isn't very much. Right now I'm having to use the "Windows Photo Viewer" to actually view and zoom into the image, while making the notes zoomed further out in Paint.NET, which is a bit cumbersome.
I know this is probably non-trivial to fix, but it would be fantastic if you can remove this barrier on the maximum virtual canvas size.
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Nov 19, 2012
what's the maximum number of photos that can be organized in Elements 10? what's the maximum size of a photo with a thumbnail what's the meaning of the 'broken card' icon?
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Nov 3, 2013
I would like to know what the max image file size is in Organizer? I Have an Epson V600 scanner. I am trying to scan Photos, slides and Neg.s & import the scans into Organizer.
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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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