Posts

Showing posts with the label Production Tips

Renaming multiple objects in maya+Mel resources

good mel script site http://www.rodgreen.com/?p=117 in case he delete it one day /////////////////////////////////////////////// // Copyright (C) 2008 Rod Green // All rights reserved. // // Website: http://www.rodgreen.com // ---------- Global variables global string $pointerObjString = "objectPointerMessage"; // ---------- Utility procedures global proc string padInt(int $inputInt, int $length) { if($length < 1) return ""; string $returnString = $inputInt; for($i = size($returnString); $i < $length; $i++) $returnString = ("0" + $returnString); return $returnString; } global proc string[] getSelection() { return (ls("-selection", "-long", "-flatten")); } global proc string renameLong(string $object, string $newName) { return longNameOf(rename($object, $newName)); } global proc string newTransform(string $name) { string $transformObj = createNode("-skipSelect", "-nam...

MentalRay shader resources: for maya old version(2008,2009)

http://www.pixero.com/downloads_mr.html

Mental Ray Alpha Map get Bitchy: notes!

Image
 The only other thing that comes to mind is on the Quality tab, at the bottom under Framebuffer, make sure your Data Type is a type of 'RGBA'. If it is just 'RGB', you won't get the alpha channel.(choose 16bit!!!) and also, check "Alpha is luminance"....stupid feature. found some basic along the way, good to have Maya (and mental ray) both regard Black = 0, White = 1.  When applied to a “Transparency” attribute, 0 = no transparency (opaque) and 1 = full transparency.  I would make three separate files in Photoshop - one with the picture of the leaf, one with the leaf filled in completely with black and the background completely white, and the third would be a grayscale image of the leaf against a black background. In Maya, create a file texture node; import the picture of the leaf as the image, and connect it to the color attribute of your shader (I was using a blinn).  In the hypershade, select the file texture node, select “Edit - Duplicate ...

camera mapping tips

http://www.g-3d.com/Newer_AAC_3d_499_Cam_Map.html http://qvolabs.com/otis_cam_proj_mp_01.html http://www.digitalartform.com/archives/2004/11/camera_projecti_1.html http://jon.bandedartists.com/news/camera-projection-tutorial for c4d but worth looking at http://www.3dfluff.com/cameramapping/cameramappingtut.htm

compositing problem in maya2009

http://aloedesign.com/2008/11/compositing-maya-2009-render-passes-with-after-effects/

AO pass+control in maya 2009

great article http://linghaoli.com/blog/?p=86 http://linghaoli.com/blog/?p=99 http://linghaoli.com/blog/?p=117

motion vector pass setup for maya

http://www.impresszio.hu/szabolcs/MentalRay/lm_2dmvMayaFiles.htm http://www.alamaison.fr/3d/lm_2DMV/lm_2DMV_ref.htm http://www.revisionfx.com/support/faqs/motion_vector_FAQs/motion_vectors/#Maya

Maya Bevel fuck surface normal up issue

Image
so here is the fix..... go to channel to turn of the smoothing angle....a little fucker that by default is turned on for watever reason

Rendering issue: obj from max is invisible in reflection/refraction

another user unfriendly stuff for maya user: while import obj from max, the geo wont be visible in reflection nor refraction, might also invisible in casting shadow. so remember to do this while importing obj from max to maya: select watever geo that is, go to Window>General Editor> Attribute Spread Sheet, select all the columns in "visible in reflection", "visible in refraction","casting shadow" and "primary visibility" and put 1 to turn it on. Just so while it can be properly rendered.

Ocean plugin for XSI

http://www.xsibase.com/forum/index.php?board=29%3Baction=display%3Bthreadid=39689 http://warpedspace.org/aa_ocean.html http://www.aip.org/isns/reports/2008/005.html http://vimeo.com/4697942

Maya get bitchy about deleting imported default cameras

quoted fromhttp://ewertb.soundlinker.com/mel/mel.082.htm good resource http://ewertb.soundlinker.com/mel/mel.htm How do I delete an imported camera that Maya identifies as "non-deletable?" You may find at some point that Maya has imported an extra default Camera into your scene and refuses to allow you to delete it. Take for example an extra orthographic Camera named "front1" that has found its way into your Outliner. You attempt to delete it: // Error: Non-deletable node 'front1Shape' cannot be deleted. // // Error: Non-deletable node 'front1' cannot be deleted. // Now what? Maya's cameras can be queried for their non-deletable status using the "camera" command: camera -q -startupCamera persp; // Result: 1 // Try this on the rogue " front1 " camera. If it is a startup camera, clear this attribute with: camera -e -startupCamera false front1; Now Maya will allow you to delete it.

MentalRay Gets Bitchy On Transparency Map

http://www.3dbuzz.com/vbforum/showthread.php?t=158984 If this transparancy map is a file texture and you are using maya 2008 then you will need to check the "alpha is luminance" flag in the file texture attributes. This is an assumed default for the software renderer, but not for mentalray. this is a new setting turned off by default in maya 2008 hope this helps

IES lighting+good reference source

http://www.cgarena.com/freestuff/tutorials/max/ieslights/ ies light for maya (axis direction problem) http://www.cgarchitect.com/vb/11287-architectural-modeling-tutorial-maya-5.html architectural lighting using maya+mr http://deyoungs.carbonmade.com/ kool art direction+execution http://www.methodstudios.com/ http://www.rossarossa.de/index.html

KoolMakingOf from FOX:fringe

Image
I'm still revising my storyboard (finger crossed: for the last time...please). In the current version I plan to have live action in it. Fringe is overall a kool precedent of the combination of live action and visual effect( okay to be honest, a great entertainment as well) for me to look at. For the episode 9th, they also provide a making of on FOX's website. It's kool to be able to see how they shot the scene.

Good stuff....a bit over due~

Image
Although I'm not really a gamer, metal solid 4 still shocked me by it's amazing real-time render image quality when it first appeared on a HD tv of my friend. (yes, Kenneth,AKA 001, that's you) couple months ago. Here is a great essay disclosing a lot info about the work flow of production. More or less it's kinda like a promoting essay of XSI 7, however the descrition of design process and work flow defenitely worth your time to read. At least I really enjoyed reading it. It gives me a general concept of how these amazing works were being created and done.

Great Process Reference from ShyTheSun

Sea Orchestra: The Making Of from Shy the Sun on Vimeo . Sea Orchestra from Shy the Sun on Vimeo . This is a great demonstration of how a narrative project should go through!!!!!!!! Fantastic reference for me. (From Shy The Sun ) Also, I'm thinking about how much information should I put into my animation. It also relates to how the storyboard will look like. At this point I really need to finalize my storyline and get to make the animatic!!!!!!!!!!!!!! Feeling behind is killing me!!!!!!!!!! This is a talk-through kind of motion graphic that shows so much information in the piece (from Theo Alexopou , who is a alumni from ArtCenter). It made me to rethink about the different possibilities of the way I structure my narrative.

Tips to speed up the workflow

Image
This essay is good for me to look at since I am about to move to the production stage of my thesis.