Joe explains how to use MASH, Curve Warp and expressions to create a string of tape and a series of spools and pulleys. Timecodes: 0:00 – Introduction 2:00 – Create sticker element 2:40 – Set up MASH network 4:24 – Add texture to sticker element 5:10 – MASH Curve vs Curve Warp 8:00 – Apply […]
Joe explains a technique to model threads in Maya 2017. Summary: (4:12) Create a Helix object (Create-Polygon Primitives-Helix) (4:53) Adjust Helix object attributes as desired Coils: 10.6 Height: 1.0 Width: 1.015 Radius: 0.05 Subdivisions Axis: 3 Subdivisions Coil: 50+ (7:55) Bevel the helix Double-click center edge of helix to select edge loop Bevel (Edit Mesh-Bevel) […]
Joe Explains how to use the IK function to rig a series of scissor arms inside a machine. Summary: Create pairs of joints using the Point Snap option to ensure that the joints are centered at the axes of the levers. Create controllers (Locators) at the center hinge of all the scissor levers. Use Point […]
Joe explains how to use the IK spline function to create rigging for a cable chain. Summary: Group all chain links and make sure they are aligned to the XYZ axes for proper rotation Use the Skeleton>Create Joints tool to create a joint chain. Be sure to turn on Point Snapping to align each joint […]
Joe explains a custom MEL script written for the storyboarding process used at Raconteur. It copies all the keyframes on a specified frame, then inserts a duplicate into the timeline to create a 2 identical sets of keyframes. Script: select -r `ls -type animCurve`; selectKey`ls -typ animCurve`; setKeyframe; timeSliderEditKeys addInbetween; currentTime (`currentTime -q` + 1); selectKey -clear; […]
Joe explains how to use the Maya command line to break down a single-frame Mental Ray render into tiles. This is useful in situations where you’re creating large format images and there’s a risk of crashing due to lack of memory or other technical issues. Resources: Final Gather notes by Master Zap Maya Render command documentation by Autodesk […]
Joe explains how to rename multiple objects in Maya and take advantage of the automatic numbering system.
Joe explains 2 different methods to place an object in the center of the world in Maya. Something that should be simple, but is deceptively complicated (like most things in Maya). Here is the script referenced in the video: string $obj = `ls -sl`; move -rpr 0 0 0 $obj;
A tutorial about how the particle morphing effects were created for the VSE Corrosion Control animation.