I have a bunch of curves that is going to drive nhair. However I'd like to use the "soft modification tool" to do further adjustments to the curves. But I'd want to pin the root of the curves so it doesn't fly off the head when I use soft modification. Is there any way I can lock or pin the root CV of the curve? (its a cubic nurbs curve)
My problem is that i have a curves but i need to add more vertex in it and i now that is possible but i forget how and another thing if any tutorial about curves and manipulate.
I'm working out of the Mastering Autodesk Maya 2011 book and am on page 135. (I'm on a MAC)
Tool: Rebuild Curve (after creating curve with): EP Curve Tool
I'm trying to rebuild a curve I just made but when I hit "rebuild" I get the error message:
//Error: Nothing was selected to rebuild. You must select NURBS curves or curve on surface. But it's strange, I DO have it selected. In the Outliner I have it highlighted and the curve is highlighted yellow.
The strange thing is when the curve is not highlighted it is RED? I also don't seem to be able to select it with the cursor - only in the Outliner.
I created the curve with the CV Curve tool by snapping to the ends of 2 other curves and then hitting "enter".
I'm guessing the fact the created curve is red when unselected is telling me something is wrong with the curve but I'm unsure.
I was watching a tutorial on digital tutors and they Revolved a CV Curve to make a tire, and I want to know how to extend a curve along an axis instead of revolve it.I painted in the Right viewer to show what I want to achieve.
I am trying to extrude a cube along a CV curve, but I seem to be running into two issues.
Here is the first one.
[URL].....
For some odd reason I am not seeing the option called "use selected curve for extrusion" in the extrude window. Does it even exist in Maya 2012? Or did they take it out?
And here is my second issue.
[URL]....
Since there is no option called "use selected curve for extrusion", I have to experiment with the "Poly Extrude Curve" options. But when I do....the mesh gets all messed up and it always seems to come to a point at the other end of the CV curve.
Why can I not see the option "use selected curve for extrusion"? And why does my mesh keep coming to a point at the end of my CV curve?
i am trying to add CV curves to a scene that I already created.
whenever I draw the curve in side view, it is actually nowhere near the object that I wanted it to be near. Its like super far away and im not sure how to move it to the right spot.
Is there some method to add the curve based on a position of an object?
I 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.
I'm rigging a model of a robot and I have wires (nurbs circles extruded along a curve) attaching to two objects that are on different joints. I have it rigged so that when the first joint moves, half of the CVs of all the wires (in a control cluster) move along with the joint (and, in turn, the object they are attached to). This much works fine, the extruded nurb follows the curve and stays the same diameter from start to finish. My problem starts with the rigging of the second joint (the second joint is the parent of the first joint). I've tried many different ways of rigging it, but as I'm only just starting rigging my thought process isn't quite a straight line yet. Basically my problem is when the source curves physically move, the extruded surface goes twice the distance as displayed in the picture below.
I need to know how to get the extruded surface to always be in the same place as the curve with out breaking the connection.
I have traced out this piece of geometry using CV curve and then used loft to convert the Curves into actual geometry. I need to have one solid piece of geometry to project an image onto, how can I convert this to one solid piece? I have attached my .mb file.horro_chair.mb.zip
I have a problem when I am modeling my character or rather the character from the animation academy. I have created an NURBS sphere and I want to adjust it to the arm, so I go to the component mode add some isosparms and then it happens!!! I can´t move any vertexes... but in the object mode I can move the hole object.
I have created a test bezier curve in Adobe Photoshop, saved it as a .ai file for import into Maya, and imported the curve successfully. However when I try to revolve it to create a sculpture, it revolves around a pivot point which is in the middle of the scene. Is this error because of the .ai file format? I don't have Illustrator as such, just using a .ai export from PSD so I can use PSD which I know better - to get the curve in the first place. Is there a way to look at the curve in an editor of some sort and precicesly locate the pivor point, reset it etc? The file is also not yet in a default project, as I'm just testing first. I am a rank beginner, having used Maya for 4 months, 8 years ago, and now need to learn the program for work.
Additional notes: I did get the revolve to work by manually moving the pivot point but it wasn't very precise, and I'd like to know how to do this ahead of time as I have to make quite a lot of these...
I m creating geo eye lashes with curves. I extruded the curve into a poly but I want to taper the end so it looks more like hair. Looks like there has no option for me to do that unless I line up a flat geo at the end of my curve, then extrude along the curve. But it'll be a painful process to line up a polygon to every single curve I have.
I've got a Locator attached to a Curve with a Motion Path - the Motion Path is animated so the Locator moves nicely along the Curve. I now want to swap the original Curve with a new one and have the Locator follow it instead.
Is there a way to simply switch curves and tell the Motion Path to use a new Curve while keeping the animated keys in the Motion Path node?
I've tried playing around with the connection editor but cant manage to connect the new Curve to the Motion Path nodes "geometryPath"
I have a static curve in Maya and I would like to export the coordinates of the control points in a file that can be read in Matlab. This operation must be done several times so I would like to do it using a batch file and by making a link between maya and Matlab.How can I do it?
How can I make a curve's end points constrain to objects in order to create a "theta" angle line that changes dynamically when the angle between the two objects changes?
I thought they answer may have lay in creating the curve using Maya's new Bezier Curve tool, then using the Rivet plug-in from CreativeCrash to pin it to the middle of two poly cylinders (the "x" and "y" axis.) Unfortunately this doesn't work; the Script editor spits back "is not a vertex!". Either I'm not using Rivet correctly or the end points of a Bezier Curve in Maya are not the same as a CV Curve. But perhaps I'm going about this the wrong way entirely.. I ultimately would wish to extrude geometry about this curve to create a dynamically changing curved cylinder to visualize the angle. It seems like it should be a relatively simple thing to do...
I'm trying to animate a simple character's neck growing along a bendy curve. The head and shoulders need to be fixed at either end of the curve. It would be great if I could avoid ugly texture stretching too.
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.
I am doing some animations involving sine waves, and I can make an expression that controls the translation of an object such that it travels along the path of a sine wave, but I can't figure out how to dynamically create an editable sine wave curve.
Is there a way to have Maya generate a curve based upon the path that an object travels upon?
For instance I have a sphere that is moving along the X axis with time, and also moving up and down on the Z axis back and forth. I would like to make an editable curve object of this path of motion.
I can see in Maya 2012 we will have motion trails where we can see the actual path an object is moving along, and that we will be able to interact with this path to alter the animation, but what if we could take that path and make it an actual curve or NURBS object?
Can I somehow smooth create editable motion trail curve? And why it is often that undo not working correctly, it is not updating in viewport and also if I left click and check show in and out tangent's they are not showing.
I keep getting this message. I know others have posted about it- but back int 2006 [URL]. The referenced link showing the solution is no longer available.
I read on an archived blog somewhere that is was a glitch in autocad2005. I am running 2010- so I don't get it. I really need to extrude these plines
I wish to create a testing surface for simulation from a DSM height data (under a college assignment). I downloaded a height data from [URL]........ in a .dwg file format and want to import in on maya and create a surface out of it.
Now the only thing I want to do is to cut out this:
[URL]........
I used the Extrude tool just for visualization. The problem is, working with booleans apparently doesn't work for such objects, it works for freshly created clean polygons, but not for this one, when I try to use "Boolean difference" both objects disappear.
Extruding doesn't work because the faces are still there and I cannot delete them for whatever reason:
[URL].........
My cursor is pointing on the little face, but both are being highlighted. Making a hole through the the "Make a hole" function doesn't work because it only deletes faces as it seems.
My model loses lambert on only certain faces every so often. Might be related to clicking on camera or trying to extrude certain edges. I want to delete the camera but this happens to the model every time i touch the camera. I can't reapply the lambert by pressing 6 or assigning new material. if you know what's happening.
I am looking for the same function in Maya that I use alot in 3DS. In 3DS, you can "Merge" (import) models from another scene (file) into your current one. It allows you to pick a single model from the imported scene to be imported into the current scene.
I know Maya has the import function but it seems to import all the objects. I just want to import a particular model.
Is this possible in maya?
3DS Max 6 to 2009, Maya 2010 NVIDIA Quadro 1700, Quad Core 2.67GHz, 4Gb RAM [URL]....