Using concepts by Richard Williams in the "Animators Survival Kit" This tutorial teaches basic principles of animation in Maya.
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Monday, June 13, 2011
Friday, June 10, 2011
008 Animation Basics
0001 Timing and Spacing
0002 Referencing a Rig File
Creating a reference of your rig, for use in multiple animation files.
0003 Contacts passes Arms Fixing a Gimbal Issue
Using the Richard Williams method to create contacts an passes in a walk cycle.
0004 Contacts passes Arms Fixing a Gimbal Issue
Using the Richard Williams method to create contacts an passes in a walk cycle. Also fixing a gimbal lock issue.
0005 Adding Breakdowns for Flexability working straight ahead
Adding Breakdown keys in addition to contacts and passes.
0006 Adding vitality to the head with a straight ahead run
Doing a straight-ahead run on the head.
0002 Referencing a Rig File
Creating a reference of your rig, for use in multiple animation files.
0003 Contacts passes Arms Fixing a Gimbal Issue
Using the Richard Williams method to create contacts an passes in a walk cycle.
0004 Contacts passes Arms Fixing a Gimbal Issue
Using the Richard Williams method to create contacts an passes in a walk cycle. Also fixing a gimbal lock issue.
0005 Adding Breakdowns for Flexability working straight ahead
Adding Breakdown keys in addition to contacts and passes.
0006 Adding vitality to the head with a straight ahead run
Doing a straight-ahead run on the head.
Tuesday, June 7, 2011
007 Skins verts and weights
Skinning a mesh to a skeleton. Using the component editor to change the skin weight value. Also painting weights to add value to the weights. Vert level weight editing.
0001 Skins verts and weights
0002 Skins verts and weights
0003 Skins verts and weights
0004 Skins verts and weights
0001 Skins verts and weights
0002 Skins verts and weights
0003 Skins verts and weights
0004 Skins verts and weights
Saturday, June 4, 2011
Rigging Basics
0001 Maya Pig Character — Rigging Introduction Orientation Chains
Simple way to create Proper Orientation of joint chains in Maya
0002 Maya Pig Character — Changing the Radius and Color of the Joints
Adding Emphasis to the Joints to differentiate between the chains
0003 Maya Pig Character — Joint in Placement Part 1
Placement of Joints in a character.
0004 Maya Pig Character — Joint Placement Part 2
Placement of Joints in a character.
0005 Maya Pig Character — Making Connections
Connecting the joint chains in a hierarchy.
0006 Maya Pig Character — Orientation Theory Part 1
The theory of the use of proper joint orientation.
0007 Maya Pig Character — Orientation Theory Part 2
The theory of the use of proper joint orientation.
0008 Maya Pig Character — Using a Script in the Rigging Workflow
Using a script as part of the rigging workflow. the Script used can be found at http://public.me.com/anthonyromrell.
0009 Maya Pig Character — Changing the Controls 1
Modeling the controls.
0010 Maya Pig Character — Changing the Controls 2
Modeling the controls.
0011 Maya Pig Character — Changing the Controls 3
Modeling the controls.
0012 Maya Pig Character — Ephasizing Controls with Color
Coloring the controls.
0013 Maya Pig Character — Cleaning Up the Rig locking and constraining
Cleaning up the rig for animation.
Simple way to create Proper Orientation of joint chains in Maya
0002 Maya Pig Character — Changing the Radius and Color of the Joints
Adding Emphasis to the Joints to differentiate between the chains
0003 Maya Pig Character — Joint in Placement Part 1
Placement of Joints in a character.
0004 Maya Pig Character — Joint Placement Part 2
Placement of Joints in a character.
0005 Maya Pig Character — Making Connections
Connecting the joint chains in a hierarchy.
0006 Maya Pig Character — Orientation Theory Part 1
The theory of the use of proper joint orientation.
0007 Maya Pig Character — Orientation Theory Part 2
The theory of the use of proper joint orientation.
0008 Maya Pig Character — Using a Script in the Rigging Workflow
Using a script as part of the rigging workflow. the Script used can be found at http://public.me.com/anthonyromrell.
0009 Maya Pig Character — Changing the Controls 1
Modeling the controls.
0010 Maya Pig Character — Changing the Controls 2
Modeling the controls.
0011 Maya Pig Character — Changing the Controls 3
Modeling the controls.
0012 Maya Pig Character — Ephasizing Controls with Color
Coloring the controls.
0013 Maya Pig Character — Cleaning Up the Rig locking and constraining
Cleaning up the rig for animation.
Sunday, May 29, 2011
0038 Maya Pig Character — Working with Maya and PhotoShop to Ctreate Textures
Materials, and Textures in a basic Maya PhotoShop workflow.
0037 Maya Pig Character — UV mapping part 9 Adding Materials and Textures
A look at Emphasis in UV mapping. Adding Materials and Textures.
Tuesday, May 24, 2011
0036 Maya Pig Character — UV mapping part 8
Introduction to UV Mapping. Laying out the UVs. Adding a texture grid, and looking for stretching on the mesh.
0034 Maya Pig Character — UV mapping part 6
Introduction to UV Mapping. Recombining the mesh, merger the vertexes, Laying out the UVs.
0033 Maya Pig Character — UV mapping part 5
Introduction to UV Mapping. Working with seems. Using the "Smooth", and "Move and Sew tools". Mapping the Head.
0032 Maya Pig Character — UV mapping part 4
Introduction to UV Mapping. Mapping the Ear. Working with seems. Using the "Smooth", and "Move and Sew tools". Also when appropriate, extracting parts of the mesh, for easier mapping.
0031 Maya Pig Character — UV mapping part 3
Introduction to UV Mapping. Working with seems. Using the "Smooth", and "Move and Sew tools".
0030 Maya Pig Character — UV mapping part 2
Introduction to UV Mapping. Mapping the leg. Working with seems. Using the "Smooth", and "Move and Sew tools".
0029 Maya Pig Character — UV mapping part 1
Introduction to UV Mapping. Mapping an arm. Working with seems. Using the "Smooth", and "Move and Sew tools".
Thursday, May 19, 2011
0028 Maya Pig Character — Final Modeling Steps
Finishing a character model. Cleaning it up, renaming, deleting your history.
0025 Maya Pig Character — Smoothing Normals Extracting for Edge Flow
Changing the look of normals from hard to soft. Extracting Geometry to change the edge flow.
0024 Maya Pig Character — Adding More Geometry
Increasing the amount of geometry of a model, manually.
0022 Maya Pig Character — Sculpting the body
Modeling and Attaching ears to the head of a character.
0021 Maya Pig Character — Sculpting the body Part 2
Using translation Tools to sculpt the body of a character.
0020 Maya Pig Character — Sculpting the body
Using translation Tools to sculpt the body of a character.
0019 Maya Pig Character — Combining the Mesh Merging Verts
Learn how to combine separate meshes, and merge vertexes.
0018 Maya Pig Character — The Head
Modeling the head of your first character, using basic transform tools, extruding and inserting edge loops.
Wednesday, May 11, 2011
0016 Maya Pig Character — The Shoulder and Edge Flow
After making your selection, copy and paste the embed code above. The code changes based on your selection.
Tuesday, May 10, 2011
0010 Modeling a basic Toaster
Demonstration of keeping Models simple in 5 min. Remember to build models the same way they would work in reality.
0009 Maya Modeling a basic Air plane
Next basic model. Demonstration of modeling in 5 min, 100 polygons or less.
0008 Maya Modeling a basic boat
The basics of modeling a simple boat. Demonstrating modeling with only move, rotate, scale, insert edge loop, and extrude.
Monday, May 9, 2011
Sunday, May 8, 2011
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