/r/Maya
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/r/Maya
Im trying to make an eye and ive aligned the verts of the pupil and eye ive also combined both objects but when i merge the verts it weirdly goes inwards
Hey all
Not very experienced with the hypershade. Wondering if I could get some input on whether or not something is possible, and maybe some guidance?
I can't share any files because this is for production work, so let me try to explain this verbally as best as I can, with 2 images.
2 images included. First one showcases the problem. Second image shows where I've gotten to with my hypershade, and yielding no results.
I have a rig. Rig has body geometry, and is also wearing pants.
I want to apply a checkerboard shader to this rig.
I want to apply transparency to this shader, so I can see the plate behind it.
The challenge now comes, as I apply transparency, I start to see the leg geometry underneath, and the doubling up of the checkerboard texture.
Is there any way for me to set up a shader in maya, so that the front faces are checkerboard, and the backfaces are useBackground? So that as I apply transparency to the checkerboard shader, I start to see the plate underneath, and not the faces behind it?
To add to the challenge, this needs to be viewport-visible as it's for playblasting, and shouldn't need to be rendered.
I've tried using condition and colorCondition.
Condition seems to be render-only, and colorCondition wasn't taking in the useBackground properly.
I'm likely missing a step, and I'm not sure what it is.
For full transparency, this is to showcase a character rotoanim/rotomation on top of a plate, as part of the tracking/layout step.
Thanks!
I have an issue that whenever I convert one of my xgen descriptions to interactive groom, it causes the strands of the hair to become clunky.
after converting to interactive groom
This doesn't happen to any of the other descriptions, does anyone know how to fix this issue?
Hey there folks. Does anyone know, is there a way to playblast a png in 16bit (per channel) with unpremult alpha? For a project I am rendering almost 500k frames. The beauty pass doesn't need comp as i managed to get the vanilla render look exactly as the client wants it.
I'd like to keep it that way, not comping the depth either, but for that i would need to playblast the depth render layer in 16bit and with unpremultiplied hard edges. I made a surface shader driven by a sampler info node to visualize the depth, that's how I "fake" the z channel. It has to be 16bit and hard edges, as the depth layer won't drive a dof, but overlapping visibility. It's a complex topic and a bit out of the ordinary.
I was going to edit my local rotation axis, so I watched this tutorial : Tutorial
The guy clicked E and hold right click and this pops up
I need to check the COMPONENT instead of WORLD
I tried to do the same.
When I right click,
this pops up instead, and yes I did everything as instructed. (Click E and hold right click).
Is there any way to select component without right click or there is something wrong with my joint?
Thank you.
I am really really new to autodesk maya probably around 2 weeks then I watch a bunch of tutorials in youtube to how to model your own characters and rig it but I only learn how to do some quick rigging then I watch also a tutorial in youtube on how to animate a simple scene but I find my creation to messy and ugly I don’t know how to fix this maybe the keyframe is of or the poses or maybe I should use the graph editor but that’s one is too complicated for me. so I just want your feedback guys on how to improve my animations
Hi everyone i really need a help to understand and learn how can i improve the topology of this model.
(animation purposes, doesn't deform, must be smoothed for closeup shots)
It has a lot of holes, which are mandatory.
I see that it is not clean, but this holes make the process not very intuitive for me.
I made these ... stitches(?) (i don't know how to call them) because that part was very dense with edgeloops.
Can you point the horrible part? and can you help me solve it ?
Thank you very much in advance
Hello everyone so Im working on this shot where im picking up basically a heavy object and I got a backpack. so I want to use locators and put them in the hands since you cant really animate constraints. but for whatever reason I cant parent the Ik hands to the locator. So thaat I can get the locator to lead and animate that instead if I have to let go of the backpack. The problem is I cant parent constrain both hands to the object it wont work or both hands would have this sorta 50 50 force of the backpaack . so lets say you move the backpack the hands would follow but fall behind. Heres some shots hope it helps. If aanyone has any ideas.
for context, i opened a OBJ file a while ago (half a year-ish) with my maya not updated and it changed to japanese, none of the autodesk help pages solutions worked, ive re installed maya 5 times and even deleted and downloaded the next version with the english installer, still in japanese.
For more detail on what i have tried tho i probably forgot some things:
Re installing maya with english installer and deleting all leftover files
Changing name of preferences folder from ja_JP to en_US
deleting preferences folder
changin enviroment settings, english is not my first language but for the sake of trying changed eveything on my pc to english
opening some wird panels on configuration
Using maya embedded python to try and change the ui, which only changed like 2 words from kanjis to words i can read.
im going insane and dont want to format my pc.
This wasnt a big deal bc i didnt like 3D modeling all that much in my free time and im a student so i can just go to my college/uni and work there, but now i have to work on assignments from home and i cant BEACUSE ITS STILL IN JAPANESE AFTER TRYING ALL THIS AND IM SO TIRED.
So, I was doing a sequence rendering for a project with the exr image format and with everything set correctly, but from the 260 frames, only 53 was rendered in 6 hours! I stop the rendered by pressing ESC and it said that it was aborted. I realized that I forgot to enable the Resumable rendering feature and idk if I lost all the rendered frames(since i don't see the exr files in the folder location i chose), but...I'm not seeing this feature anywhere in the render settings. Idk what to do 😔 I really need an answer today, since I don't have much time for the rendering. 🙏🙏
My first dance animation
the curve is a bezier with 2 corner at each end, perfectly straight
Calculate rotation is OFF, because my use case requires it.
Is there a way to save or export my shelves from Maya so i can just make it easier on myself when i reformat my pc? Or if I have to switch versions of Maya?
Hi everyone, I have a question if this is enough for a portfolio, meaning I will be doing a full pipeline (HP, LP, Bake, Texturing) but is there enough detail in it and how dense low-poly should be. It's hard for me to say because I'm a bit asocial and my environment doesn't help me with this.
Thank you.
In hypershade
https://www.youtube.com/watch?v=cocLp-TZp3g
Here’s a quick project I completed as part of a larger exploration into the effectiveness of sculpting in Maya. This is part one of a three-part series where we’ll dive into the full character creation process, starting with sculpting from a base mesh, followed by retopology, and finally rendering.
For this first phase, the focus was on leveraging Maya’s sculpting tools to create a detailed and appealing character bust. It was an exciting challenge to push the software’s capabilities, and while Maya may lack some advanced features found in dedicated sculpting programs, it proved to be a solid option for this stage of the pipeline. I’m looking forward to building on this foundation in the next phases and sharing the complete journey!
please feel free to check out the timelapse, any feedback welcome!
I’m trying to render a video but I heard it can take days and I need it done by today. It’s not letting me close out of maya so I can make it smaller. Is there anyway to fix this or do I have to suck it up
Hello, I'll keep it short:
As of lately I've been strugling with getting a job as a 3D artist and this is my portfolio:
-https://www.artstation.com/dave\_arc
I want to know what could I be missing. Thanks beforehand.
I've recently gotten into doing 3D modelling and have spent a full semester so far on a 3D art course at Uni. (I want to note during the course we were told not to do organic objects etc.)
I have a constant yearning to make characters in 3D however anytime I try to make one I just spend hours making garbage I hate and then end up having a mental breakdown as I see other people's stuff thats so much better and I have no concept of how to ever do something like that and the garbage I spent hours on looks nothing like I want it to. I've tried so many different ways of doing it (besides sculpting since I know I will be awful at that anyway) and nothing works.
How can I learn to do this? I can see I have made some progress with 3D characters but still just make garbage. Also how can I go about not breaking down into tears anytime I try making something and it goes wrong?
Hello so I just tried xgen for the first time to try and make an eyebrow. I made a description and started adding guides but then I wanted to go back to editing my geometry. I keep getting this error "Error: AttributeError: file <maya console> line 1: module 'xgenm' has no attribute 'XGTip'". I can't click on anything on my scene and I even deleted the collection and ctrl z'd to the point before making the xgen description but I still get this error I can't edit any mesh or anything. Im guessing the program thinks im still using xgen but I can't figure out how to stop using it.