
Here, Bjørn Blaabjerg Sørensen demonstrates using Yeti for Maya to create and render hair for a character

Here, Bjørn Blaabjerg Sørensen demonstrates using Yeti for Maya to create and render hair for a character

Autodesk posts a presentation given by Judd Simantov over the 2013 GDC recently, who shows the production techniques used for modeling and rigging Naughty Dog’s latest work “The Last of Us”.

Going through some of the more advanced features of in the Red9 PoseSaver, Mark Jackson takes a look at the aspects of PoseSaver that can be modified on the fly, and covers the Relative Pose Offset, Pose Compare for comparing the current state of a rig against a known pose, and the new upcoming feature, Pose Handler.

Using some vector maths and Python, Marco Giordano shows some methods for finding the position of a Pole Vector in Maya, which is essential for a rig to prevent popping of any IK limbs during animation.

Hector Mateo provides a quick look at how to back High Polygon information to Low Polygon models in Maya using Maya’s Transfer Maps feature, and comparatively explains minor differences in similar object examples and final results.

Demonstrating the basics for creating a Dynamic Chain in Maya, Luiz Philippe Moreira shows how to set up a dynamic joint chain using Maya nHair, and an IK Spline Handle.