Friday, February 13, 2015
Thursday, February 12, 2015
got Error in bridge two model in autodesk maya
You got an eror when u bridge the model... use this trick
https://www.youtube.com/watch?v=IoXpbUEPG8k#t=9m10s
when you have two model... and u already combine that...
first select face on that model ... go to normal --> and reverse
and then slect edge again .. and bridge.. wall a u see.. your error is gone
https://www.youtube.com/watch?v=IoXpbUEPG8k#t=9m10s
when you have two model... and u already combine that...
first select face on that model ... go to normal --> and reverse
and then slect edge again .. and bridge.. wall a u see.. your error is gone
Tuesday, February 10, 2015
How To Render product visualization in Maya
First make your 3d model
and create light --> arealight
here is setting of arealight
intensity = 2.00 open mentalray-->arealight tab above set high sample 52 ,low samples = 15 , open custom shader -->light sader --> mia_portal_light1 intensity multiplier = 20.0
render setting using image based lighting --> image name fill hdri image
turn on final gather
on the cam setting
open mentalray above --> lens shader --> mia_exposure_simple1 set gamma to 1.500
and for the material using mia_materialx
for the material of base .. or plane
open BRDF
set 0 Degree Reflection to 0.05
90 DEGREE REFLection to 0.500
brdf curve to 5
and diffuse color set to gamma correction
and you have to set material based on your need
and here result
and create light --> arealight
here is setting of arealight
intensity = 2.00 open mentalray-->arealight tab above set high sample 52 ,low samples = 15 , open custom shader -->light sader --> mia_portal_light1 intensity multiplier = 20.0
render setting using image based lighting --> image name fill hdri image
turn on final gather
on the cam setting
open mentalray above --> lens shader --> mia_exposure_simple1 set gamma to 1.500
and for the material using mia_materialx
for the material of base .. or plane
open BRDF
set 0 Degree Reflection to 0.05
90 DEGREE REFLection to 0.500
brdf curve to 5
and diffuse color set to gamma correction
and you have to set material based on your need
and here result
Monday, February 9, 2015
Make a nice curve in 3d using nurbs object
first make your 3d box using nurbs .create--> nurbs primitive --> uncheck interactive creation
then make again create--> nurbs primitive --> cube
and set like that
next go to surface and edit nurbs
open edit nurbs --> round tool
right klik on the left side of nurb choose isoparm
right klik again on the center side of nurb choose isoparm and enter
and here is the result
then make again create--> nurbs primitive --> cube
and set like that
next go to surface and edit nurbs
open edit nurbs --> round tool
right klik on the left side of nurb choose isoparm
right klik again on the center side of nurb choose isoparm and enter
and here is the result
Tuesday, January 27, 2015
Rigging human tutorial part 3 (hand rigging ) with maya
This tutorial will show u how to rig the hand, with fk/ikhandle
make joint like this picture
leftClavicle
leftshoulder
leftElbow
leftForearm
leftwrist
move joint according size of your human character
now make a finger joint
go to component mode (f8 on keyboard) click and rotate to right axe, we change the axe of axe
make a hand joint controller
make joint like this picture
rename it like this below
leftClavicle
leftshoulder
leftElbow
leftForearm
leftwrist
move joint according size of your human character
add the ikhandle to your joint
add ikhandle from leftClavicle to leftshoulder
add ikhandle again from leftShoulder to leftForearm
open hypergraph connection
click effector ,move tool, then insert, move to the wrist joint
result:
u can move the ikhandle from wrist joint , but you can rotate leftforearm joint independently
now make a finger joint
make a hand joint controller
make cube from cv curve again snap to wrist joint, (hold on "v" on keyboard and middle click to wristjoint)
Monday, January 26, 2015
Rigging human tutorial part 2 (body rigging rigging ) with maya
This tutorial will show u how to rig the body make your joint depends on your human 3D body and set like this and rename it
root
hip
back1
back2
back3
neck
basehead
skull
go to show above beside panels, lighting, then unselect joint ,,
right click then select vertex mode , select upper vertex
click deform --> create cluster -- relative on -- then choose create --then letter C appears
ctrl + a to open attribute editor
,choose the cluster1handleshape tab, u have origin on the Z box hold down click ctrl + klik and drag to move that cluster
to clusterneck, clusterchest ,clusterabs,clusterHips
click clusterneck and move the point of clusterneck to the right place to the joint
hold v and middle click . to move point of cluster to the same point of joint
clusterneck to neck joint
clusterchest to back3 joint
clusterabs to back2 joint
clusterhips to hip
select all cluster shift select and click root hit p to parent
click leg joint shift select hip joint p /or parent that
root
hip
back1
back2
back3
neck
basehead
skull
then make your spline to control your body ...
skeleton-- spline handle tool
click neck and click again hip not root.. but hip...
go to show above beside panels, lighting, then unselect joint ,,
right click then select vertex mode , select upper vertex
click deform --> create cluster -- relative on -- then choose create --then letter C appears
ctrl + a to open attribute editor
,choose the cluster1handleshape tab, u have origin on the Z box hold down click ctrl + klik and drag to move that cluster
do that to another cluster there is 4 cluster from back 3 to hip that cluster
rename clusterhandle to clusterneck, clusterchest ,clusterabs,clusterHips
click clusterneck and move the point of clusterneck to the right place to the joint
hold v and middle click . to move point of cluster to the same point of joint
clusterneck to neck joint
clusterchest to back3 joint
clusterabs to back2 joint
clusterhips to hip
select all cluster shift select and click root hit p to parent
click leg joint shift select hip joint p /or parent that
now we have to make controller to control the body
1. make cube from polygon for the reference
, then we just make cube from cv curve 1 linear hold on v make cube with polygon cube reference
hold v middle click to the joint. and the cube will move to right place of joint
freeze transformation and delete history
rename to chestcontrol
duplicate took the copy of curve cube to "root"
rename to hipcontrol
make circle from nurbs
took that to between hipcontrol and chest control
delete history rename abscontrol
make like star from nurbs
took that on hips
rename hipswaycontrol
make doublearrow from cv curve tool
took that behind the neck
rename backcontrol
--make constraint
select the backcontrol shift select the neckcluster
took constraint then choose point
backcontrol to neckcluster
chestcontrol to clusterchest
abscontrol to clusterabs
hipswaycontrol to clusterhip
parenting time
--parenting to the parent
select the abscontrol then hipcontrol then choose p
select the hipswaycontrol then hipcontrol then choose p
select the chestcontrol then hipcontrol then choose p
select the backcontrol then hipcontrol then choose p
select hipcontrol then rootjoint then constraint then parent
Rigging human tutorial part 1 (leg rigging ) with maya
So in this tutorial i will show u how to rig the leg ...
first time u have to make your human 3D.. u can download it .. just search in google
use joint tool in autodesk maya and rename it from above to below
leftHip
leftKnee
leftAnkle
leftFoot
leftToe
And then u have to make ur 3 ikhandle to control ur human leg 3D in autodesk maya
- from leftHip to leftAnkle make ikhandle ikRPsolver click from leftHip and then click again in the leftAnkle. name that ikhandle to ikHandle_leftLeg
- from leftAnkle to leftFoot make ikhandle ikSCsolver click from leftAnkle and then click again in the leftFoot. name that ikhandle to ikHandle_sc_leftFoot
-from leftFoot to leftToe make ikhandle ikSCsolver click from leftFoot and then click again in the leftToe. name that ikhandle to ikHandle_sc_leftToe
rename the joint above like this
1. leftRLBase
2. leftRLToe
3. leftRLFoot
4. leftRLAnkle
then parent joint to ikhandle
parent ikHandle_leftLeg to LeftRLAnkle
parent ikhandle_SC_leftFoot to leftRLFoot
parent ikhandle_SC_leftTOe to leftRLToe
first time u have to make your human 3D.. u can download it .. just search in google
first
make your joint 5 point of jointuse joint tool in autodesk maya and rename it from above to below
leftHip
leftKnee
leftAnkle
leftFoot
leftToe
And then u have to make ur 3 ikhandle to control ur human leg 3D in autodesk maya
- from leftHip to leftAnkle make ikhandle ikRPsolver click from leftHip and then click again in the leftAnkle. name that ikhandle to ikHandle_leftLeg
- from leftAnkle to leftFoot make ikhandle ikSCsolver click from leftAnkle and then click again in the leftFoot. name that ikhandle to ikHandle_sc_leftFoot
-from leftFoot to leftToe make ikhandle ikSCsolver click from leftFoot and then click again in the leftToe. name that ikhandle to ikHandle_sc_leftToe
Second
make your joint like this
1. leftRLBase
2. leftRLToe
3. leftRLFoot
4. leftRLAnkle
Third
then parent joint to ikhandle
parent ikHandle_leftLeg to LeftRLAnkle
parent ikhandle_SC_leftFoot to leftRLFoot
parent ikhandle_SC_leftTOe to leftRLToe
Fourth
create foot control with circle nurbs
rename leftFootControl
---to control the dengkul
++ create text "R" and "L" to control the knee / dengkul
++ then select that "R" shift select ikhandle klik constraint --> pole vector
to control footRoll
--animate then set driven key
set leftFootcontrol to drriver
and
leftRLFoot, RLToe , RLBase to driven
footRoll -10 RLBase rotate X -35 (up)
footRoll 6 RLFoot rotate X 12
footRoll 10 RLFoot rotateX 20
footRoll 5 RLToe just key
footRoll 10 RLToe X 65
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