Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 76 12-03-2009 , 08:41 PM
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# 77 13-03-2009 , 08:13 PM
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Does anyone know of any good trax tutorials?
I have a clip now but dont have a clue how to use it xD

# 78 13-03-2009 , 11:40 PM
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its hard to say what the problem is... maybe it's because he has no legs
maybe he also needs to twist his body side to side when he walks too... like a hip movement

as for trax tutorials, i don't know any other than the one that comes with maya.
it didn't really seem like there was much to it... just a lot of experimentation




that's a "Ch" pronounced as a "K"

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# 79 14-03-2009 , 09:41 AM
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My main problem at the moment is that my clip just makes him walk on the spot and i need him to walk forward
I think i need to use retargeting but im not sure how (the help files didnt really help)

# 80 14-03-2009 , 09:30 PM
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Am i barking up the wrong tree?
should i be using retargeting?
or should i have animated him walking forward in the first place instead of on the spot?

# 81 15-03-2009 , 10:46 AM
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user added image
I think ive got it.
am i right in thinking that i need to merge this clip with another one that makes the body move forward?
Please tell me if im barking up the wrong tree

UPDATE: :attn: ive done it user added image, i only have one problem. My ik handles arnt moving with the body, they are being held back. do i need to change something or should i not have put keys onto the ik handles directly in the first place?


Last edited by elephantinc; 15-03-2009 at 11:20 AM.
# 82 15-03-2009 , 08:26 PM
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don't you need to parent the entire skeleton to a control curve (so that the ik handles are children of the cc) and then you move that cc and it moves everything with it including the ik handles




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# 83 16-03-2009 , 04:36 PM
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I have no idea XD, its quite difficult to find tutorials that cover it

# 84 16-03-2009 , 08:17 PM
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well you should

make yourself a curve and parent the root of your skeleton to it

i thought any tutorial on rigging would tell you the concept of control curves

maybe it's just the stuff i've seen user added image




that's a "Ch" pronounced as a "K"

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# 85 16-03-2009 , 09:08 PM
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judging by what ive seen of other peoples rigs the books im using are pitiful.
I still cant find anything on Ik handles but i did find something on FBIK
'Set keys on the FBIK effectors or input joints you posed with Animate > Set Key or the Set Key hotkey (s key)'
Does this also apply to IK handles (probably a very noobie question but i know nothing of FBIK)? or should i do what chirone said?


Last edited by elephantinc; 16-03-2009 at 09:15 PM.
# 86 21-03-2009 , 09:54 PM
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# 87 27-03-2009 , 03:40 AM
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I think you need to make Optimus Kirby.

# 88 27-03-2009 , 04:18 PM
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TBH I dont think an optimus kirby would work very well but i might give it a go!

# 89 28-03-2009 , 04:47 PM
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While i continue to experiment with animation (im going to remake the kirby walk cycle with a new rig that allows me to bend the feet and ive now got SSBB so i finally have some kirby reference user added image ) im going to make meta knights halberd
I really want to go OTT on this one because it will probably be the last thing i model in this project (although it wont be the end of the project), so I spent a while taking refs off ssmb because there arent many decent refs out there (https://xane.gamez-interactive.de/Brawl/Decrypter/ <---if your wondering how to take screenshots off SSBB)
for anyone that doesnt know what his halberd looks like.....

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# 90 28-03-2009 , 04:48 PM
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close up...

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