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Autodesk Maya tutorialsShowing tutorials 440 to 460 out of 662 Autodesk Maya tutorials. | |||
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You can animate your camera based on your mouse movements during playback. This lesson will show us how to set this up. The principle behind this lesson is that changes to values of any attribute connected to a record node are stored as keyframes when the playback’s recording system is switched on. Using this idea with cameras, we can record camera motions. We’ll learn how to: Connect record nodes to our camera with recordAttr commands Playback the scene to record attribute changes
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This lesson will teach us how to use an Animated Sweep to make ribbon-wrapping effect. We will learn how to: Make a surface from an animated curve Animate the surface expanding with MEL Note: Using the animated sweep technique in this lesson has an added advantage in that the ribbon’s shape can be altered based on the curves made from the sweep.
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In this lesson we will learn how to use Animation Snapshots to create an object trail. This lesson will go over: Using the Animation Snapshot Writing expressions to cause the trailing effect
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![]() 3December Presentation: Full Body IK In this lesson we will learn how to setup a Full Body IK character inside of Maya. This lesson will guide you through a brief introduction to using FBIK. You will learn how to: Label your joints for characterization Add Full Body IK to the skeleton Pin and unpin controls and lay FBIK keyframes
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![]() 3December Presentation: Substitute Geometry This lesson will teach you how to use the Substitute Geometry feature to replace animated models with other ones. We will learn about: Substituting bound geometry with non-bound ones Importance of correct scale
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![]() Creating Custom Controls with Set Driven Keys Learn how to use set driven keys to create controls to open and close a door. In this video you will learn: How to link the motion of one object to another with Set Driven Keys About drivers and driven objects How Set Driven Keys can speed up animation
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Learn how to use aim constraints and set driven keys to create controls for Neek's head. A lot of expression can be conveyed with good eye animation. Something as subtle as blinking (or lack there of) can make all the difference in your animation. This video explains how to create an interesting eye rig. In this video you will learn: The fundamentals of Set Driven Keys How to have an eyeball always look in the direction of an animation control Creating custom attributes To combine eyeball rotation and blinking for interesting eye motions
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We cover how to fix deformation ordering problems when binding your characters to their joints. This is a perfect video for those who need help reordering the deformers. In this video we will take a look at: How improper deformation order can mess up our rigs Disabling certain history operations Changing orders in our history stack
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![]() Rigging a Fishing Pole with Arms (part 2) We cover how to rig the arms and pole. In this lesson we also cover how to animate the weights of a point constraint and making icons to select your objects. In this video you will learn: To rig a fishing pole with a pair of arms To use point constrains and weights
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With the help of muting and ghosting Maya 5 has a whole new set of tools to help you get your job done. In this video you will learn how to: Mute animation Ghost objects and alter ghosting preferences To set expressions, break connections and more! Tip: Ghosting is a great visual aid for character animation
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In this lesson we will take the muscles created in the previous lesson and add them to the deformations. These muscles will help deform the smooth bound surface. This lesson will cover: How to get back to bind pose when you get an error saying, “Bind Pose Not Achieved” How to add an influences to an object
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Learn how to create clusters of cv's. Clusters can be real time savers when working with the same cv's over and over. Clusters are very useful in rigging. Delicate and subtle motions such as eye twitches and blinks can be achieved quite easily with clusters and set driven keys. In this video you will learn: The basics of clusters How to make clusters out of components How clusters can be used for modeling and animation
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We recommend the use of the Attach to Path function to create a dramatic animation of the pod's movement in no time! In this video you will learn how to: Create curves for motion paths Attach objects to a motion path Properly orient an object in the direction of the paH
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Learn how to use the Flow Path option to create objects that deform as they follow a curve. This is great for fish or snakes. In this video you will learn: To deform an object to flow along a motion path About Motion Path Parametric Length Warping with Lattice point modification
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In this tutorial we teach you the difference between the smooth and rigid binding. This is a great place to start if you haven't done any binding before. In this video you will learn: The difference between Smooth and Rigid binds To create joints and move them with IK handles To bind a skeleton to a mesh
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![]() Project Overview for the Introduction to Maya Animation: Walk Cycle training kit This first lesson from the Introduction to Maya Animation: Walk Cycle training kit will give you a brief introduction to the project that will be created in this training kit.
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Image planes aid in the process of modeling by providing us with image references of the object we are building. We’ll cover the steps needed to load images that will act as blueprints of our Jet Bike.
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![]() Using the Undoable Camera Settings You have different sets of undos available just for the camera. This lesson will show you how to turn it on on per-camera basis, and then it will walk you through using the shortcut keys. You can use the open bracket [ and the close bracket ] keys to go back and forth between the camera views. You may also set up a new shortcut key (Hotkey) such as Ctrl + Alt + Z to handle the camera "undos".
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This lesson will show you how to create a more efficient model that is rigged and bound, with the help of a feature called Delete Non Deformer History. Oftentimes you will find yourself working with a character that is bound or deformed, and you want to remove some of the history or operators that you've applied to your objects. "Delete Non Deformer History" feature lets you create a more efficient model that is rigged and bound
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This lesson will show us the Universal Manipulator which is a powerful, multipurpose move / rotate / scale tool. In this lesson, we’ll learn about the Universal Manipulator and Using its handles in many ways to move, rotate and scale objects Entering numeric values into the manipulator itself Its various feedback cues
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