2012年10月29日星期一

Sharing custom attributes in Maya

Sharing custom attributes in Maya

Sharing custom attributes in Maya
The goal of a functional character rig is to provide the animator with the maximum control from the simplest interface.

This tutorial will demonstrate how to create custom object attributes. We will also be writing some simple expressions to connect those attributes to the node we want to control.

Let's say we want to create a control that will allow the animator to lean this pumpkin character from side to side.
When the pumpkin leans to the left, we want him to pivot from the contact point on the left side. And when he leans to the right, he should pivot from the contact point on the right. If he always rotates from the same pivot point in the middle, we have intersection with the ground plane.

Of course, the animator could always just rotate and translate the pumpkin by hand. But aside from being a lot of work, it's bound to look "floaty" in the end. Our task is to make the animator's job easier.

Ok, so how do we achieve multiple pivot points?

The best way is to parent the pumpkin under a couple of null nodes. Select your object and group it twice. Select the inner group and rename it "LeanLeft." Select the outer group and rename it "LeanRight." Now select the pivot points and move them where we want them. (On a PC, hit the "insert" button to toggle the pivot mode.
Now, we can select the LeanLeft node and rotate to make the pumpkin lean to the left. Select the LeanRight node to make the pumpkin lean to the right.

Excellent! We have the desired effect in place using the group nodes with different pivot points. The pumpkin is able to lean from side to side. But it's still not easy to animate. We don't want the animator to have to be selecting different groups to lean each way. It would be great if we could control the lean with one attribute.
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2012年10月26日星期五

maya 2012 channel box woes

maya 2012 channel box woes

maya 2012 channel box woes
The Channel Box is the primary, fastest, and most streamlined tool for editing object attributes. It lets you quickly set keys, and lock, unlock, or create expressions on attributes.
Like the Attribute Editor, you use the Channel Box to modify an object's attribute values. The Channel Box is different from the Attribute Editor in the following ways:
It displays only the keyable and nonkeyable displayed attributes for the selected object. This lets you easily access nonkeyable channels from the Channel Box without running the risk of accidentally keying them. You can make a channel keyable or nonkeyable from the Channel Box.
You can also make a channel keyable, nonkeyable displayed, or nonkeyable hidden from the Channel Control Editor. See Channel Control Editor in the Keyframe Animation chapter of the Animation guide.
You can change multiple attribute values of multiple objects (see View and edit multiple attributes on multiple nodes)
It takes up much less space in the window.
You can control construction history.
The information displayed in the Channel Box varies, depending on what kind of object or component you have selected. If you haven't selected an object, the Channel Box is blank.
If you've selected two or more objects, the Channel Box displays the attributes for the last object selected only. To display the attributes in the Channel Box of another selected object, select Object > objectName.
Edits you make in the Channel Box affect all selected objects of the same type as the one displayed.
Component attributes
If you display attributes of an object component, the Channel Box displays only one section for shape attributes that pertain to the component.
For example, suppose you've created a NURBS curve with the following CVs:
If you turn on component selection mode (in the main menu bar) and select the CVs, the Channel Box displays this:
You can display the CV values in the Channel Box and enter new values. To display the values, click CVs (click to show) in the Channel Box.
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