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Hi if its possible to have a commandline rendering tutorial for maya 2010 and upwards
Any requests please put them in here thanks. Dave
@danielames Not going to happen with Maya, as Jay said just not the way it's done. However we do have some more Dynamics tutorials planed hopefully that will get you going in the right direction. Dave
Fair enough. So how about this... a tut that will do something complex like what I mentioned, but done like a professional studio would do it - all scripted and driven, as J said. My ulterior motive is, (you guessed it), I'm trying to make a complex sim with many moving parts, with each part's behavior relying on another part further up the "chain", if you will. About a week has passed since I posted the original tut suggestion, and I've since successfully made the sim with scripting and animation clips. It was all a crash course for me, but I learned a TON! Lots of research, reading the docs, trial and error, etc. My only saving grace was that I'm already a programmer so it didn't take me long to start banging out scripts to control everything. BUT!... I'm still a Maya n00b, and as such, I'm really left wondering if I did it 'right', or if the way I did it is the most inefficient, newbie mess as ever there was. I'll be doing a lot more of this kind of simulation from here on, so if I could see how it's done by a real pro, I'm positive that it would dramatically improve my workflow. Anyway, I know it's a lot to ask. Thanks for the chance to make a suggestion!
I would like to see some advanced physics simulation tutorials in Maya. I mean, more than just a bouncing ball. I'm thinking along the lines of a car engine with a rotating crankshaft and working pistons, turning gears in a transmission, turning a drive shaft which drives gears in a rear differential which turns the wheels which makes the car move forward. All driven by fields that push down on the pistons at the correct times. Also, a simulated steering system, and a simple shifting mechanism to reverse the drive shaft rotation without having to reverse the engine rotation. All done with rigid bodies, each part's movement caused by another part - pure physics, no cheating with constraints or key frames. Of course, one would want to bake the animation at some point, but that's not the point of the tutorial. That's just an example. It need not be a car. Just something that really covers most of the "gotchas" on physics sims. It may seem like too much on paper, but I don't see that it's any more tedious than say, the victorian house tut (which is an excellent beginner tut, btw ). Pretty please?
Hi danielames, check this out because I think you'll found it interesting and I just spent seven minutes finding it for you
If you post up your work in the WIP section you'll probably get some good tips from other people in terms of workflow as it's more specific.
This would be quite simple actually if you used constraints smartly. Mostly just orient and aim constraints.