![]() ![]() In addition, the Jiggle deformer is now GPU-accelerated, and works with Cached Playback. Maya’s Jiggle deformer, with (right) and without (left) GPU acceleration and cached playback support. New Tangential Constraints controls prevent vertices moving inside or outside deforming surfaces, making it possible to create a “ smooth slippery effect“. ![]() It is also now possible to mirror morph deformations from one side of a model to another: for example, to mirror expressions from one side of a character’s face to another. The main changes in Maya 2022.3 itself are to the software’s deformers, with character riggers and animators getting several new options for the Morph deformer.Ī new Retarget mode makes it possible to retarget animated displacement from source to target geometry with the same topology: for example, to transfer facial animation from one character to another. New Retarget and Mirror modes in the Morph deformer for facial animation Outside the core software, the Arnold, Bifrost, Substance and USD plugins all get significant updates. The release updates Maya’s Jiggle and Morph deformers, including a new option to retarget animation from one character to another and adds new quality-of-life options to the sculpting tools. Its not a question of wether it will happen, only when.The new Retarget mode added to the Morph deformer in Maya 2022.3 makes it possible for character animators to retarget deformation-based facial animation from on character to another.Īutodesk has released Maya 2022.3, the latest version of its 3D modelling and animation software. Please see wonder why maya persists along this path to parametric oblivion.Ĭould you even do the steps 1 to 8 in mayas node editor, i doubt it centre pivot,freeze transforms, or add anurbs curve vector,how? Ie do 6 extra steps for no reason at all except maya never bothered to fix their nurbs curves.Ĭan you scale your start geo no you cant redo attach to motion path flow path(freze transform first) ![]() Use acurve by itself, mayas curves were originally designed to connect 2 surfaces, a direction wasnt required then, they just never owned up to it on the box.Ī solution to mayas motion path, flow path twisted ffd mess default.ġ)centre pivot 2) freeze transforms of geo and start curveĥ) select both curves create poly loft with quad count div2ħ) modify convert edge loop to nurbs curve using ep1 (not sue if a nurbs curve smooth would actually be better)Ĩ) use that curve as your motion flow path constrain, works all cases except object up that still has twisted ffd. Other than that duplicate every maya curve to fix it as an offset, use a curve off a surface, just dont Happens when a company buys off the shelf software but not the people who created it…toįurther development…they depend on tds and scripters in vfx companies to get proper functionality,Īsk autodesk maya what is a curve what do you need it to do would be a good start, bet they havent asked that question ever at autodesk, the only people who ever did in mayas history worked at alias in th early 1990s. That was 8 years ago and my knowledge of maya is a lot worse now than then, having switched toīlender, they just dont seem to get it all get the basics right first…i think this is what Just to prove autodesk do not give a shit about the maya user I am not being flippant, just want a usable fast solution for people when you go to work in a vfx company. Reality is autodesk never created maya in the first place, so maybe they should ask those that did, Without the use of an aim curve, as maya cannot operate without one…Įspecially as autodesk seem incapable of solving the problem at all. That a call out should be made to all cgsociety maya scripters, to create an attribute that can be added byĪny normal maya user to any maya nurbs curve so that the curve knows the normal direction down its curve I think the state of mayas nurbs curves are so bad,
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