Maya :: BonusTools - How To Make Stretchy IK Scalable
Oct 23, 2012How do I make stretchy IK scalable with the master control of my rig?
I used bonusTools to make stretchy IK.
How do I make stretchy IK scalable with the master control of my rig?
I used bonusTools to make stretchy IK.
So I have set up stretch on my bones and when I stretch it this happens to the skin.
This is how it looks normally:
What is the most efficient way to do sharp bends on the knees and elbows, He said he used a kneecap joint which rotates around 50% of the knee joint itself using an expression. And with sharp bends on the knees and elbows I mean this.
And then another thing I can't figure out is the foot setup
Here:
Look at how the foot is touching the ground I can't figure out the skinning. this was his bone set up and I did the same thing.
I'm more of a "recreational" user of coreldraw, so there is plenty that I don't know!...
I'm hoping that this is an easy question for many...
Plain and simple... How do you make lines "scalable?"
I have created a project, but when all the elements are combined, and I try to scale the size up or down, the lines don't scale (I hope this makes sense)...
I'm hoping that there is an easy way other than continuing to change the line thickness every time I vary the size of the image.
I have a revolved half circle and mapped a rectangle around it to form a spherical ribbon. Whenever I resize it, it looks different. How do I get it to stay the way it looks without losing resolution?
View 4 Replies View RelatedI am trying to create this shape, but have it so it is scalable for a logo image. I have tried making various ellipses and putting them on top of each other, then skewing them and going back to trim out the "tails" of the rings. It never seems to come out clean, and the top edges of the rings always seem square rather than rounded.
Does anyone know of a better approach to this. I apologize if there is already a tutorial or thread on this, I searched, but didnt find anything on my own. I would be using it for both print and web.
Xara Designer Pro has an impressive-looking import format list, but I'm suprised to see that it can't import .svg files.
The reason I would like to open an .svg file is that there is an awesome new resource being built up of symbols called the noun library. [URL] All the files are in .svg format (which I'd imagine was intentional to ensure that lots of folks can open them. Check it out - they're trying to raise $ on kickstarter to enable the growth of the library.
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 am using AutoCAD 2011. my scale being off for text, dimensions, inserting scalable blocks, xrefs, etc...
The problem is that when inserting, or creating text (or any of the above) in architectural scales everything is fine, however, when the scale is changed to an engineering scale, everything comes in at 1/12 the scale it is supposed to be - i.e. - when I create text it has to be scaled up by 12, it's like AutoCAD is just reading the 200 scale and not multiplying by the scaler of 2400.
Maya 2011 seems to have an import function to *.OBJ files.
See the picture below I could not find the Export to *.OBJ format function.
What I do to export file into OBJ format?
Do I need to setup something or download plugins?
Maya 12 Hotfix 2, MacOS 10.6.8
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.
I have this minecraft rig which I downloaded from Shrogg2. I have added a few of my own features but wanted to add things to the facial rig. How the facial rig has been made but I have this plane which has stubble on it. I want it to be fixed in one location but follow the deformation of the jaw when it moves. The controller which is used to move the jaw down is already there, I just need to get it to deform this plane.
View 1 Replies View RelatedI have downloaded a drawing of a Spitfire from WWII. I have made the curves with the curve tool. I cannot seam to convert them to anything else. I am trying to "skin" the aircraft so I can make the fuselage.
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View 1 Replies View RelatedI am currently trying to make a symmetrical texture map for my character.
For example, I want the arms of a character to share the same texture pattern.
But I can't place the UV shell corresponding to one arm on top of the piece corresponding to the other arm because it doesn't match without flip.
If I'm trying to flip this shell it becomes shaded with a semi-transparent red color. But all UV shells must be shaded with blue and have a clockwise winding order. Am I right ?
Is there a way to reverse the winding order so the UVs match the original half's without physically flipping the UV shell on the U or V.
I'm working on a project that needs to make a renderable shape off a curve, the curve points are based on a random set of data - so basically I'm making a fever chart. I need the curve to go exactly along with the points, so I used bezier curve. The curve looks like pic-01
Since curve doesn't show up in render, so i'm trying to make a tube shape.
1) a polygon plane, then go edit mesh - extrude. like pic-02. The extrude division is the same amount of points
2) a nurbs circle, then go surface - extrude. like pic-03 and pic-04.
As you all can see, none of these two look good. I can understand that this is because the turns are too dramatic, but I wonder if there is a way to get around the limit and generate a graph like pic-05 in 3d.
I have a character with UVs created and a texture assigned, now I need to add some additional polys to the character, how can I make sure the new polys I add are also added to the UV set and therefore get the texture map ?
View 1 Replies View RelatedI am trying to make 1 object out of 3 closed splines. I am a max user and this command is called Attach inside max. I am presently learning Maya as my new job require the rigging to be done inside Maya and instead of exporting my controllers aswell learn how to do it in Maya...
View 1 Replies View RelatedI am trying to make some trim work to go on a project of mine. Im using a shape then tryig to extrude down the curve is there a way to make the corner tight or a plugin to make trim work easier. you can see in the first image what im trying to make and the second my curve and what i get when im done.
View 1 Replies View RelatedCurrently, I'm trying to get through the following lesson: [URL]........
My problem: I'm at the part where I need to make windows, this, by extruding selected subdivisions inwards, using the z axis. The problem is that the selected faces wont enter the building. In others words, the selected subdivisions wont extrude inwards, so that no recess (or window) appears. They go outward just fine, but going inward, the subdivision remains lined up with the outer face of the structure, so that no recess appear and the structures face remains flat.
Here's a few screenshots to better show what im saying:
Wireframe mode: As you'll see, the window recesses appear just fine in wireframe
Shaded: When shaded though, this is what I get
What is the best method to make a base mesh in maya for a creature and get it into mudbox?
View 2 Replies View RelatedI have imported a model from C4D using the FBX importer, and everything was fine, except that it was way to big. I scaled it down to a more "manageable" size. So the scale reads 0.01 (All axis).
My question is, is there any way I can make Scale reflect the actual object size? Maya know these numbers, because they are present when using the universal manipulator tool. I would like it if the scene scale could reflect the real size of the object. So if i create a new object, the size relates to the size of the existing objects in the scene?
Can i put the real scale on the object, and then just "downscale the scene", so that the objects don`t appear giant? Like scene scale or something?
I have a mocap cycle cleaned up and read to cycle, with and without translation, the cycle with translation is perfect because it avoids the sliding feet probelm.
Is there a way to give this cycle a path to follow so it can walk along this path and take curves and those things?
I'm looking around the net, but I don't seem to be able to find anything, the only thing i was able to think of is the path contraint, but, if i'm right, it won't respect the cycle translation, and i can use it without translation but it will be hard to avoid the sliding feet problem.
I'm using the Make Live feature on a low poly object to create new objects. For example, using the live object as a shell to create new polygon with the "create poly" tool. It seems to only want to snap to the center point of each face on the object.
View 1 Replies View RelatedI have got a problem by modeling a roof. The first picture attached shows it right at the moment. I want to keep the star one can see in the center of the picture but the edges look at bit problematic because it consist of 3 former independent cubes. The edges are shown in the second picture.
My question is if it is possible to make the star consist of squares to model it a bit easier. I use maya 2012 education.
I am trying to make a friction burn effect as meteors enter the atmosphere but can't quite figure out a way to make it look good close up. I have a good shot of the meteor from farther but I have to get really close up for one of the shots. I tried using particles or an animated texture but neither of them looked quite right.
This is kind of along the lines of what I am looking for:
I'm trying to snap a head with it's neck with the merge edge tool, but somewhere along the way, the edges lost there border edge characteristics and now I can't merge the edges. Is there a way to make the edges back to the way they were?
View 1 Replies View RelatedI am pretty new to Photoshop and I have come across a few things that I would love to do but I cant figure out how to do them. Also, I have elements so I'm not even sure if I can do them. Anyway one of the things I am trying to learn is how to put lines over an image. For example the very first picture on this site: ...
View 1 Replies View RelatedI was wondering how I could duplicate the texture of this gear/star thing? I want to use the same texture for a square shaped frame. I already tryed messing with the bevel and emboss layer style but I didnt get a the matching result that I desired.
My next question is how do I make my own custom bevel and emboss layer style textures?
can i make halftones from a cdr file to make printing offset plates?
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View 5 Replies View RelatedWhat's the difference between 3d studio max and maya?
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