Thursday, April 28, 2011
Monday, April 18, 2011
Sunday, April 17, 2011
How to Make You Tube Window POp Up
eg: http://www.youtube.com/watch_popup?v=5S2dP6AmNnU
if you link is: http://www.youtube.com/watch?v=5S2dP6AmNnU
insert _popup option between watch &?
if you link is: http://www.youtube.com/watch?v=5S2dP6AmNnU
insert _popup option between watch &?
Saturday, April 16, 2011
Posted by Jean Dennis on SPUNGELLA
http://academyanimation.blogspot.com/2007/10/keys-to-getting-job-by-pamela-k.html
Friday, April 15, 2011
Rendering Wireframe in MAYA BY:AYan Ray's Blog
It does not tessellate your objects. It can be applied to multiple objects without having to do new UV Snapshots. It can render in smooth shaded. It is quick and easy. And it uses the power of mental ray, and can look sweet if you do it right.
Process
1. Assuming you have something to render, create a new material (can be anything that has a shader group – lambert, blinn, phong, etc.). In this example, I will be creating a lambert.
2. Call the new material WireFrameMTRL and the shading group WireFrameSG. Who doesn’t like being a little organized ;) ?
Note: If you clicked somewhere else and can’t get to the shading group easily, you can just go to the Hypershade and find the tab Shading Groups to find it.
3. Go to the newly created lambert’s shading group WireFrameSG.
4. Open the mental ray -> Contours tab.
Note: If it isn’t there, you need to enable mental ray in your plug-ins Manager. Mental ray is called “Mayatomr.dll” so find it and load it.
5. Click Enable Contour Rendering.
6. Set the color to something you’d like. I like white.
7. Set the width to something like 0.2 – 1.0. This setting is the absolute width of the wire frame lines. You can comeback and play with this later.
8. Apply the material to the object.
9. Open Render Settings
10. Select render using Mental Ray (if it’s not there, go see the note for #4).
11. Find the Contours Tab (it is under the features tab in 2009)
12. Select Enable Contour Rendering
13. Open the Draw By Property Difference Tab
14. Select Around All Poly Faces
15. Render!
Process
1. Assuming you have something to render, create a new material (can be anything that has a shader group – lambert, blinn, phong, etc.). In this example, I will be creating a lambert.
2. Call the new material WireFrameMTRL and the shading group WireFrameSG. Who doesn’t like being a little organized ;) ?
Note: If you clicked somewhere else and can’t get to the shading group easily, you can just go to the Hypershade and find the tab Shading Groups to find it.
3. Go to the newly created lambert’s shading group WireFrameSG.
4. Open the mental ray -> Contours tab.
Note: If it isn’t there, you need to enable mental ray in your plug-ins Manager. Mental ray is called “Mayatomr.dll” so find it and load it.
5. Click Enable Contour Rendering.
6. Set the color to something you’d like. I like white.
7. Set the width to something like 0.2 – 1.0. This setting is the absolute width of the wire frame lines. You can comeback and play with this later.
8. Apply the material to the object.
9. Open Render Settings
10. Select render using Mental Ray (if it’s not there, go see the note for #4).
11. Find the Contours Tab (it is under the features tab in 2009)
12. Select Enable Contour Rendering
13. Open the Draw By Property Difference Tab
14. Select Around All Poly Faces
15. Render!
If you are Freaking out " Oh my God my rig doesnot have skelton"
Then run this two lines in python you will see everything that is Hidden.
import maya.cmds as mc
mc.showHidden( all=True )
import maya.cmds as mc
mc.showHidden( all=True )
Tuesday, April 12, 2011
Friday, April 1, 2011
Reordering Deformers in MaYa [ Blendshape Prob]
import maya.cmds as maya
maya.reorderDeformers('Blendshape_name','SkinCluster_name','Mesh_name')
maya.reorderDeformers('Blendshape_name','SkinCluster_name','Mesh_name')
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