Procedurally Animating Dragonfly wings in Maya with Nodes

Marco Giordano shows how to set up procedural animation in Maya, in this case, animating a dragonfly character’s wings using Maya Nodes without expressions.

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Use the Maya Wedge Tool to Rig Bellows

Matthew Murray with a quick little tip in using the Maya Wedge tool to rig some bellows – something that is pretty specific.

However, this is a great premise for rigging problems solving in general, and something that Maya is accommodating – where often times you can use Maya nodes in create ways other than their intended purpose.

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Emitting Particles in Maya From DMM Fractured Objects

Alsh3lan shows how to emit Maya particles from a DMM dynamic fracture and how to control the particle emission using a texture. DMM (Digital Molecular Matter) is pixelux’s solution to simulate material physics, or the dynamic behavior of objects made of actual materials. The DMM technology is capable of soft-body, plastically deforming (e.g., bending metal) and breakable objects all within the same system.

Alsh3lan writes: A lot of Dmm users have a question >> how to emit particles from a dmm object so .. in this simple tutorial i’ll show you how to emit particles from a dmm object and how to control the particles emission by texture .

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Creating a Torpedo Bubble Trial in Maya using Fluids

Duncan Brinsmead with a post on creating an underwater bubble trail similar to something that might be created from a submarine or torpedo using Maya’s Fluid Dynamics. The bubble trail itself is a single fluid node in Maya which is rendered as a shadow volume and a surface mesh as well. Duncan Brinsmead Also provides the Maya file for download, dissection, and tryout, so check out the post on Creating a Torpedo Bubble Trial in Maya using Fluids here.

Duncan Brinsmead writes: This animation was created using Maya Fluids. The torpedo bubble trail is a single fluid node which is rendered both as a shadowed volume and a surface mesh. The mesh is transparent with specular highlights to simulate large bubbles, while the volume simulates fine bubbles.

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Create & Control a Particle Swarm in Maya

Our old friend Stuart Christensen returns with a look at creating and animating a swarm of particles using Maya nParticles. Be sure to check out Stuart Christensen’s channel on youtube for more great tutorials.

There’s nothing creepier than a swarm of creatures or slimey goo! This tutorial by Stuart Christensen will guide you through some starting points and basic settings that you need to know in order to get your swarm on and make some super creepy swarms of your own. The mechanics are very simple, however there are infinite adjustments to make for the perfect look. So, play around with this concept and soon your brain will be swarmed with ideas to develop! Enjoy!

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Create a Resurfacing Script in Maya for Re-topologizing Models

Nick Zuccarello shows how to set up Maya for re-topologizing workflow and shows how to create a Resurfacing Script to Setup Maya for Re-topologizing sculpted models using Maya commands. Check out the tutorial for Creating a Resurfacing Script in Maya for Re-topologizing Models here.

Also dealing with Retopoloy in Maya, Leonardo Covarrubias has created a tool for such a task; Inspired from seeing the RetopoG set out to create his own Basic Retopology Tool for Maya, and this was the birth of lcRetopoBasic for Maya. lcRetopoBasic for Maya makes use of Maya Live Surface features to draw new topology on a model and is written in PyMel. Check out the lcRetopoBasic for Maya post and lcRetopoBasic for Maya download here.

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Using V-Ray Fast SSS Material in Maya

3DLight’s Andrew Weidenhammer with a three part look at the V-Ray Fast SSS Material in Maya. Andrew walks though a simple scene form scratch showing all the set up details for using V-Ray Fast SSS in Maya, while also taking a look at the components of the V-Ray Fast SSS shader in Maya including the Specular component, handling displacements, and how to incorporate a modified linear workflow. Great stuff! Check out Andrew Weidenhammer here.

Andrew notes: “The head model is from Infinite Realities. Huge thanks to Lee for providing a great resource to the rendering community. It’s always useful to work with a high-quality asset! Check them out here: http://www.ir-ltd.net/

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Using Json To Store Node Information In Maya

Matthew Murray with a quick post on Using Json To Store Node Information In Maya. JSON (JavaScript Object Notation) is a lightweight data-interchange format that is pretty easy for most people to read and write, and here Matthew is using JSON to store the attributes of selected nodes in maya as well as node names and a pose name that is associated with it. Check out the post for Using Json To Store Node Information In Maya here.

Matthew Murray writes: Recently I have been looking into ways to optimize a pose library that I made. The pose information was stored using XML. This worked great and was all dandy, but my implementation always seemed a bit clunky, having to open and close the file read write and change the information, mainly having to traverse a hierarchy then store it in as a list to make changes before re-writing the pose. I read that others have used JSON which had heard of many times and since pretty much every coding language out there has support for it, it must must be a win right?

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Creating a Maya Mental Ray Combined Matte Pass Using writeToColorBuffer

Amit Khanna with a quick post for a tip on Creating a Combined Matte Pass in Mental Ray Maya Using writeToColorBuffer. There are times you would want to create a combined matte pass for shaders applied to multiple objects however the typical Mental Ray writeToColorBuffer Node only takes a single shader as input. Check out the post for Creating a Maya Mental Ray Combined Matte Pass Using writeToColorBuffer here.

Amit Khanna writes: Here’s a way to output single matte pass for multiple objects/shaders using writeToColorBuffer node in Mental Ray. This is handy in situations when you want a combined matte pass for various shaders applied to multiple objects. For e.g: say you have a room where roof comprises of various elements like main roof, fan lights, false ceiling boards etc. Now to separate the complete roof in composite you would want a single matte pass but writeToColorBuffer node takes only single shader as an input.

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Using Wire Deformers For Jaw Deformation in Maya

Marco Giordano shows how to set up a wire deformer in Maya for rigging a character’s jaw expanding on his previous Maya wire deformer tutorials.

Marco Giordano writes: i highly recommand to have a good understanding of maya rigging before watching this tutorial ) Hello everyone in this quick tutorial I’ m showing how to set up a wire deformer for a jaw. Since I used the same tecnique I explained before in other tutorials and then customized more , I did not go over again on the “old” stuff , so I highly suggest to watch the other tutorials about the wire deformer,which they can be found on my channel here on vimeo. Enjoy

EDIT: Later on I figured out parent constraint doesn’t always give the wanted behaveior if there is more then one controll between the parents so I switched to a node set up that can be explained with this expression :
(I’m a fan of maya nodes over the expressions so use nodes! :P )
child.tx = (parent1.tx*0.33 + parent2.tx*0.66);
in case you used my script and scaled the controller to fit the rig . there is an attribute called “controllerInfluence ” on the main controller group that scale or reduce the influence of the controllers on the wire deformer .
So if you scaled you controller you need to fix the expression like that
child.tx = (parent1.tx*0.33 + parent2.tx*0.66)*controllerInfluence ;
and you need to make same expression in order to work for ty and tz.
Hope it helps

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