Maya Training

Introduction to Hard Surface Modeling

Maya Training

Interiors and Furniture Vol 1 & 2 - Modeling & Cloth

Maya Training

Shading, Lighting and Rendering the Bedroom in MR

Maya Training

Robot volume one - Modeling with animation in mind

Maya Training

Spach-Alspaugh House the complete courseware

Maya Training

Burt The Cartoon Dinosaur Vol 01 - Modeling

New Maya Training

Robot Volume 02 - Hybrid Rigging
You are here > Home > SimplyMaya Community Forums
Loading

Welcome to Simply Maya

Please Sign in or Sign up for an account

Member Login

Lost your password?

Not a member yet? Sign Up!

Old 24-09-2005, 01:20 AM   #106
vladimirjp
Subscriber
 
vladimirjp's Avatar
 
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
Thanks: 0
Thanked 4 Times in 3 Posts
Default

Originally posted by Falott
vladimirjp

thx for the boolean hint. sounds logic and tried that a minute before. it doesnīt work. if the boolean attribute is once applied (rotateY) the Y-axis is locked with 1 (which might mean boolean incoming connection) but it cant be rotated anymore. X,Z no problem but Y is fixed.
i think its because u are maybe applying as an expression not a control attribute.

if u do it as a control attr, it will change color, but it will not be locked.
works for me fine when i need to use it.
__________________
Image dump
vladimirjp is offline   Reply With Quote
Old 24-09-2005, 11:04 AM   #107
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

hm. for me it isnīt working. and I did like U said. no expression, just added a boolean attribute on the joint and set it to 1. even if itīs turned off, the rotation is locked. I couldnīt even tell where to look for salvation. Hypergraph has no information - maybe the Graph Editor would be the place to go, but Iīm not very familiar with it yet.

donīt waste your time anymore friend. there will be a solution some day. Iīm just not that far to have a global understanding of maya. thank you though valdimir!


thx for the link Jango, bookmarked it! his site is very informative. but I guess Iīm missing some very basic context here. Iīll go on with painting weights and setting influence objects and have a look at SDK again soon, cause right now I feel like reaching deadlock.


kind regards!
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote
Old 25-09-2005, 12:04 AM   #108
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

Attached Thumbnails
 
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote
Old 26-09-2005, 01:31 PM   #109
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

- deleted -
__________________
everything starts and ends in the right place at the right time.

Last edited by Falott : 30-09-2005 at 04:03 PM.
Falott is offline   Reply With Quote
Old 30-09-2005, 04:17 PM   #110
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

Id probably copy the settings into a text doc then change all from left to right, then set up the numeric values on the SDKs for the opposing hand again copied from the left but again change the orientation from positive to minus (depending) then just copy and paste each one accordingly.

at first I didnīt understand what you mean by that, maybe because it is the most reasonable solution... I tried to find a way for quickly minus scaling the damn hand and get it somehow into hirarchy at the other side. but I failed on finding an easy way without any unneccessary transform nodes which have odd rotation values themselfs.

in the end i found myself writing down the SDK values into wordpad by hand like you do Jay. but Iīm asking mayself if there is a MEL way to automatically get all selected L_jointīs .rotationXYZ values, to store them somewhere and apply them to the opposite R_Joints...?

unfortunately I donīt know anything about MEL. but I got interested in now.
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote
Old 30-09-2005, 04:30 PM   #111
Jay
Senior Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,234
Thanks: 39
Thanked 425 Times in 381 Posts
Default

What about 'search and replace names' in the modify menu set.
It works for Joints but not sure about SDKs as I havent tried it.

Cheers
Jay
Jay is offline   Reply With Quote
Old 30-09-2005, 05:01 PM   #112
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

LOL! It might take me another 2 days to understand what you just said.

I donīt quite know what I should rename here - the applied SDKs? what I figured out yet is to grab the rotation values from all lefthand fingers and transfer them to the righthand fingers in one simple step. I just donīt know what this simple step could be...

when the values have been transfered once I would just select the joints + locator and KEY them. with textEditor itīs very time-consuming to manually transfer each rotValue.

but thx alot for this workaround!

kind regards
daniel
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote
Old 30-09-2005, 07:07 PM   #113
Jay
Senior Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,234
Thanks: 39
Thanked 425 Times in 381 Posts
Default

Im registered at J.Schleifers site I'll ask there as its bugging me too now.

Regards

Jay
Jay is offline   Reply With Quote
Old 30-09-2005, 08:16 PM   #114
Jay
Senior Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,234
Thanks: 39
Thanked 425 Times in 381 Posts
Default

Ive asked, so just waiting on a reply

Jay
Jay is offline   Reply With Quote
Old 01-10-2005, 09:06 AM   #115
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

cool Jay!

can you maybe post a link to the thread here? or just tell what he said then.

thx mate!
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote
Old 01-10-2005, 10:18 AM   #116
Jay
Senior Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,234
Thanks: 39
Thanked 425 Times in 381 Posts
Default

Hey Falott

No worries, that why we are here, to Learn!

I did it as soon as Id written my reply so I'll let you know once I do.

Jay
Jay is offline   Reply With Quote
Old 01-10-2005, 10:27 AM   #117
Jay
Senior Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,234
Thanks: 39
Thanked 425 Times in 381 Posts
Default

Hey Falott

The answer is:

'A SDK produces an anim curve, thats all its really doing. So if open up the hypergraph and find the curve, u can just dup it and connect it to the mirror joint and the mirror driver. Depending on ur joint orientation u might need to flip some of the animation in the graph editor, or stuff in a reverseNode.

Its something thats best of scripted tho.'

Hope it works. You can thank Andimation at www.Jonhandhisdog.com in the general questions forum if it works

Jay
Jay is offline   Reply With Quote
Old 01-10-2005, 04:59 PM   #118
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

okay! sounds interesting. Iīll try it tonight when have time.
as a preview as you can see here, there are pretty loot of animation curves connected to a lot of joints. this would only be 4 added attributes to control the left hand.

I will tell here when I figured out how to do..
Attached Thumbnails
 
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote
Old 09-10-2005, 01:33 AM   #119
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

guess what - I didnīt find out.. but anyways! I bound the low res skin to the skeleton and tried to pose her. the spine is not very intuitiv to control yet.
Attached Thumbnails
 
__________________
everything starts and ends in the right place at the right time.
Falott is offline   Reply With Quote
Old 12-10-2005, 08:52 PM   #120
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

Im adding my first influence object and it wonīt influence the body by component type. there is this option "Use Components" from the skinCluster2. turning it on should allow me to tweak the verts from the influence object, not only its transform node and have influence on the parentGeometry.

but it does not!

someone has an idea?






___Edit--------

I forgot to check the "Use Geometry" box when performing "Ad Influence". itīs ok now.
Attached Thumbnails
 
__________________
everything starts and ends in the right place at the right time.

Last edited by Falott : 12-10-2005 at 08:58 PM.
Falott is offline   Reply With Quote
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
New Simply Maya Site Miss_Nova Site News & Announcements 82 05-05-2011 06:43 AM
Saw II work mtmckinley Finished Work 8 16-11-2010 01:33 PM
my christen eagle II ctbram Work In Progress 50 27-03-2010 07:54 PM

Thread Tools





A little bit about who we are
Links you might find useful
Catch up with SimplyMaya
SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to intermediate Maya tutorials. Our tutorials are created by instructors with industry experience and are designed to get you up and running in Maya quickly without making it seem like hard work.

Copyright © 1999-2015 SimplyMaya - vBulletinŪ Copyright © 2000-2015, Jelsoft Enterprises Ltd.