Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 23-04-2004 , 09:52 PM
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How can I get the frame count and lens length?

How can I get Maya to render out the frame number and lens length and other information that you always see in the behind the scenes "making of" footage on various DVDs?

Is that something that they add in later, or can Maya tag each frame with info like that at render time?


Last edited by robert091763; 23-04-2004 at 11:47 PM.
# 2 24-04-2004 , 02:59 AM
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I am not sure....but I think the info you are seeing is put on when they do film editing....different process than what Maya provides.....

anyone else?

# 3 24-04-2004 , 05:29 AM
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I use Lightwave as well, and it has the ability to output the frame number and a little comment right on the render, so I was wondering if Maya had that same ability...

# 4 24-04-2004 , 06:36 PM
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You could write a custom heads up display element that displays the current frame number as well as any camera information that you want. However, that will only show up with a playblast and not in the regular software renderer.

There is a renderable frame number option included with the Bonus Tools that you can download from Alias' site. I haven't tried it yet though.


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# 5 25-04-2004 , 02:37 PM
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uhhh or you can simply playblast it, if you set the playblast to include all that information itll render it out with the geometry


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# 6 25-04-2004 , 09:21 PM
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or Fcheck menu in windows>progams>AliasWavefront>Maya5.01 fcheck>openanimation

# 7 26-04-2004 , 04:59 PM
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What you are seeing is when they are editing the video, Premier or vegas has it not maya i dont remember what is called but you can use google to find out....


If you can Imagine, Draw it, if you Draw it, Animate it, then it becomes a Masterpiece.....
# 8 26-04-2004 , 11:54 PM
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Thanks. I figured that I might have to add the stuff in AfterEffects, but I was hoping that there was a way to do it right in Maya

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