Showing posts with label Advanced Maya. Show all posts
Showing posts with label Advanced Maya. Show all posts

Wednesday, 11 January 2012

Wine Glass - Model, Shading, Light & Render

Reference for various colors in the glass:



















Various models of a wine glass:














Reference of output looking forward to achieve:






Tuesday, 18 October 2011

Rigging - Continued

When rigging a Biped Character (Eg. Human), draw joints separately for lower body, i.e.:
  1. From Hip To Foot
  2. From Pelvis To Head
  3. From Chest To Hand (Wrist)
  4. From Wrist to Fingers (Individually)
Note: 
  • To Duplicate Joints - Mirror Joint Option can be used.In animate menu - select Skeleton - Mirror Joint
  • When mirroring, make sure that you select the Child Joints and not the Parent Skeleton.
In Animate Menu - Select Skeleton - Joint Orient.

Orient Joint:

It is required to make sure that the joint orientation is matched with the world orientation.

Note: 
  • In Outliner, select the complete joint , then Joint Orient.
  • To view Joint Orientation : Display - transform display - Local Orientation Axis.



Tuesday, 4 October 2011

Making Of Oscar - The Warrior (Part 1)


Oscar – A Concept Character’s Modeling
Character Design by : Brian Reynold 
Reference Image: www.images.google.com
The following Reference Was Used in Maya 2012 for:
  • Front Viewport Reference (1st Character)
  • Side Viewport Reference (2nd Character)
The character was started with the blocking of his torso by a cylinder with 10 divisions in height. The cylinder was then stretched and squashed (in Vertex Mode) to match the Torso in Front & Side View.
Later with the help of another 2 cylinders, the arm & leg was blocked & modeled by using the same method for torso.
Here’s the  modeled screenshot  & the file for the character:

In Polygon Model View:
In Smooth Polygon Model View:

Rigging



  • Kinematics:
    Kinematics can be defined as Bone Engineering
    • Forward Kinematics (FK) – Used mainly for Rotation based animation.
    • Inward Kinematics (IK) – Used mainly for Movement based animation.
    Tool Used: Joint Tool (in Animation Tab)

    Few Important Notes:
      • Joints/Bones are always in Parent – Child Relationship.
      • IK
        • Joints stay of the actual length but IK can stretch
        • Grab the IK controller & not the bone for movement.
        • Make sure that there’s a little bend in the bones while drawing for IK
        • Press & hold D to change the size & bend relative to the other joints.
    Skin Binding:

    Steps:
    • Select Joints.
    • Select the Object (Eg : Cylinder with sub-divisions)
    • Goto Menu Skin (in Animation Section) – Bind Skin – Smooth Bind
    IMP: In Hand Rig, the main joint is the Elbow Joint.
    Exercise 1:
    Create a simple Box Model of Hand. Create Parent – Child Relationship & setup a simple Joint.

    IMP:
    • P is used for Parenting
    • Always Select Child First & then the Parent Object for Parenting.
    • Pivot is Moved to the Edge of the object for Correct Rotation of Hand.
    MAYA Project : Exercise 1