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Maulik's Technical Art Blog: Resetting skin deformation for joints
http://leftbulb.blogspot.com/2012/09/resetting-skin-deformation-for-joint.html
16 September, 2012. Resetting skin deformation for joints. 23 August, 2014 09:48. We are a medical office specializing in the treatment of orthopedic problems such as sports injuries, joint, bone pain and more information then visit - Website: totalsportsmedicine.com. 10105 Banburry Cross Dr. Suite 445 Las Vegas, Nevada 89144. PHONE:(702) 475.4390 FAX: (702) 951.5456. Subscribe to: Post Comments (Atom). I want to conquer my mind. View my complete profile. Resetting skin deformation for joints.
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Maulik's Technical Art Blog: April 2011
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14 April, 2011. Making Animatable Pivot: Part 2. In the first part. We looked at the basics of how pivot works and what is the main challenge in making pivot animatable. In this part we take a look at the implementation detail to build a system which will calculate movement around given pivot point. Here is the hierarchy I am using for this system. So how do we go from our initial state to the final result? Now, let's see the steps to get the final result. Why do we do this? Now, we apply the rotation, w...
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Maulik's Technical Art Blog: Muscle using single chain stretchy IK
http://leftbulb.blogspot.com/2012/09/single-chain-stretchy-ik.html
09 September, 2012. Muscle using single chain stretchy IK. Def makeSingleChainStretchyIK(prefix, joint1, joint2, settings=None): ikHandle, effector = mc.ikHandle(n=prefix " ikHandle", sj=joint1, ee=joint2, sol="ikSCsolver") distNode = mc.createNode("distanceBetween", n=prefix " jntDist") mc.connectAttr(joint1 ".translate", distNode ".point1") mc.connectAttr(ikHandle ".translate", distNode ".point2") mc.connectAttr(distNode ".distance", joint2 ".tx"). Subscribe to: Post Comments (Atom).
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Maulik's Technical Art Blog: Freedom of a constrained node
http://leftbulb.blogspot.com/2012/01/freedom-of-constrained-node.html
04 January, 2012. Freedom of a constrained node. When you constrain a transform node using Maya's constraints, it stops inheriting transformations from its top hierarchy. However, if you just connect (for example) translation attributes directly or using simple arithmetic nodes, the connected node continues to inherit transformations from its parent. The difference is because of how a constraint calculates the final output. Let's do a simple experiment. Create a nurbsCircle and a locator. Locator1.pa...
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Maulik's Technical Art Blog: October 2011
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15 October, 2011. Later Mike was kind enough to share the script which gave me insight into his setup. Mine is not as good as his, but I was happy to get the egg rolling :). This challenge sparked my interest in rigid body simulation. Hopefully in the future I will be able to take time into reading more about it (and begin to understand something! Bare essential commands that create Maya's scene. Creating nodes with parenting info. To save the part of the rig as code. My next goal is to be able to an...
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Maulik's Technical Art Blog: March 2012
http://leftbulb.blogspot.com/2012_03_01_archive.html
10 March, 2012. The biggest challenge and what will actually be the backbone for many of the features is linked with detecting animation events. Exo Switch Constraint also utilizes callback functions to detect keying on the driver (master) node. However, I intend to use it for different purposes and it will allow me to correct any pop at the switching points when animation is updated. There are two options available in Maya to listen on animation update events:. Subscribe to: Posts (Atom).
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Maulik's Technical Art Blog: May 2012
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22 May, 2012. One of the key features of the constraint system I am developing is auto correction of "pop effect" when animation changes. This problem is quite complex due to a lot of different scenarios involved and based on how Maya architecture is designed. User can update keys in the graph editor at any time value, this does not cause the compute since you might be on a frame that is not related to the changes. Hence we have to detect this as animation callback. This means that when animation for a s...
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Maulik's Technical Art Blog: June 2012
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24 June, 2012. Finally, here is a demo of the dynamic multi-way constraint system that I have been working on. Following are some of the features of this constraint system:. Multi-way constraint allows invertible relationship without cycle issues. The driver of the system can be animated. Only one keyframe required for switching the driver. All the follower nodes can be animated while constrained by driver of the system. Auto matching for drivers at switching frames to avoid popping nodes effect.
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Maulik's Technical Art Blog: Mysterious "geometry" attribute and Geometry Constraint
http://leftbulb.blogspot.com/2012/01/mysterious-geometry-attribute-and.html
12 January, 2012. Mysterious "geometry" attribute and Geometry Constraint. Geometry constraint is a bit special because it does not connect its output to transform attributes of a constrained node allowing us to key them. Out of curiosity I looked at the connections in hyper graph and I see that output of the constraint node is connected to " geometry. Here is an example of this connection used by geometry constraint:. Locator1 geoConstraint.constraintGeometry - locator1.geometry. Create a nurbs sphere.