Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 31-03-2006 , 11:40 AM
skywola's Avatar
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Join Date: Jan 2004
Location: Tempe, Arizona, USA
Posts: 224

What The H . . . ? ? ?

Perhaps no one has discovered this yet, but the Walkerman program that I wrote can be tinkered with in a rather amusing way . . . .

If you create a human character, you can create a 2nd human character, delete parts from it that you do not want, fuse what is left to the first character and so forth . . . When you do this however, it can be a little tricky, because you have to keep the window for the 2nd character open, so you can control the secondary parts, and if you have a problem like, for example, you can't move the second character arm in the x direction, you would need to open the expression editor and delete the translateX code.

It also has a base part for each character, with the human character, it is "bb", with the quadraped, it is "quadraped". You have to keep the base part in the scene til you are done building. Reason for that is when you create the first human, the code checks for "bb1" (base back 1), then when you create the 2nd human, the code checks for "bb1", again, then finding "bb1", it increments $n and starts building "bb2". If you delete "bb2", then try to create a 3rd human, it checks for "bb2", does not find it and tries to build "bb2", but there are already parts that were created from "bb2" in the scene, and it won't work. So If you keep the base parts in the scene until you are done building your conglomerated wacked-out creation, then delete them, it builds ok.

The photo shows the result of one of my experiments . . . .

See :
https://www.simplymaya.com/download_p...tid=6&typeid=4

If you have not checked this program out yet.

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"The Sage as an Astronomer: If you still see the stars as something above you, you lack the eye of knowledge." Friedrich Nietzsche
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