At least making the power more readily available and accessible. Speed up your workflow Viewport 2. You can preview blur effects and different lighting types, with realistic looking area lights and reflections look crisp and accurate.
This helps speed up your workflow considerably and you will spend far less time rendering tests than you would have before. It's also a joy to work with. It's smooth and responsive and targeting lights or tweaking materials is fun and fluid.
Viewport 2 enhancements help to visualise a project without the need for time consuming test renders. Not new to Maya but well worth a mention are the animation motion trails, which can be seen and manipulated in the viewport, all with motion blur and depth of field available, as well as the area lights, ambient occlusion and other viewport 2.
Motion curves are essentially splines that define the movement of an object over time. Think of them as rails and the object being animated as the train. You can pick points along the rail and move them around, adapting the movement to the needs of your scene.
This is incredibly powerful way of working and feels somehow like a mix of digital animation and hands on stop motion animator. Lets get physical Maya has finally jumped on the bandwagon and joined the plentiful amounts of applications who have turned to Bullet dynamics.
Bullet is an open source simulation system for both rigid and soft bodied objects, which are easy to setup and result in accurate, as well as, predictable animation. Maya appears to be one of the last of the main applications to add it to it's feature set but it does so well. The bullet toolset is a simple one. It can be as simple as defining two objects as rigid bodies and hitting play. That will get you one object bouncing off another but don't let the simplicity of the tools trick you into thinking they aren't both powerful and versatile.
Bullet is one of the easiest dynamics systems around and it is gaining in popularity for a reason. Fast, efficient and accurate. Only a few tools are needed for Bullet to produce high quality dynamic results. Hair raising effects Second up for dynamics in Maya is nHair. Maya has a infied dynamics system, which means that each part of your scene will react to others and now Maya's hair has been added to that overall system. In Maya , it is very easy to use the hair system to add grass to a scene or hair to a character then make this part of a dynamics simulation.
You could use bullet to bounce a ball along the ground and nHair will allow the ball to move the grass blades as it moves through them. Similarly a hairy creature could be animated running through a scene and it's hair would interact with it's surrounds. Use dynamics to roll a rock into a natural position using nHair to generate the grass. Character creation Although Maya has spent some time at the top of the heap when it comes to character animation, Autodesk have kept on top of things, refining the tools and adding to the software's capabilities.
Maya brings us improvements in skinning, with the new Heat Map method, which recognises overlapping points, which should not be treated as part of the same area of geometry. If you have a model posed so that an arm overlaps the chest, for example, then heat map skinning will realise this and will create the skin, so that the arm bones do not effect the mesh around the chest.
This could save hours of weight painting in itself and if you are a character rigger then this alone is probably worth the upgrade price. Next up and something we predict will find it's way into most applications very soon is Alembic. This is a system for cached animations that are essentially treated like an xref, which can be read by various parts of a production pipeline. Alembic was written by Sony Imageworks and has been production proven on a number of feature films, so rest assured it does what it says.
Sony developed the open source Alembic system for easing the production process. Timeline tactics Certain dynamic simulations work via the timeline, such as bullet, so jumping to a frame can break the simulation. But what if you need to work on a frame range in the middle of your timeline? This is where Alembic comes in.
You export the bullet sim as an Alembic cache and delete the original mesh and bullet setup up. Re-import the cached file and continue working, with the ability to scrub through any part of the timeline you need to work on, without worrying about broken simulations.
This can be useful for one man studios but will soon become an absolute necessity in larger groups, as it solves many problems faced by production pipelines. Although there is a lot of information in the slightly cluttered GUI, it is more refined and easier on the eye than previous releases.
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This process will involve the use of the Channel Control window to make certain attributes keyable. Once they are keyable, they will be available in the Channel Box for you to set keys and edit their value. In this lesson, you will also use the Graph Editor to refine the animation curves to get exactly the kind of motion that you need.
You may want to use grid snapping to help you position the pivot. Now press the Insert key to return to the Move tool then move the cube to the origin.
These icons will help you visualize these components as you begin animating the pivot. They will now appear in the Channel Box.
Go to frame 10 then set Rotate Z to and set another key. Expand the Pivots section. Expand World Space section. Set World Rotate X Pivot to 2. You should notice that the pivot moves to the front of the cube. Now you can continue rotating the cube.
Editing the World Rotate Pivot in the Attribute Editor affects these four attributes therefore they must all be keyed. Set another linear key frame for a Rotate Z to Set the World Rotate Pivot to 4 then set keys for the four pivot channels in the Attribute editor.
If desired, keep rotating the cube and moving the pivot using the steps outlined above. If you playback the animation at this point, the roll of the cube will not seem correct.
You need to change the animation curve tangents for the pivot attributes. Open the Graph Editor. This will create the desired results.