It has some issues... I thought I'd post up the code and see if anyone has ideas... I'm finding it difficult to connect the floatFields to the value of the functions... and the selected vert mode doesn't work... Here it is. It's mostly an exercise in scripting #Import Necessary Modulesimport maya.cmds as mcimport random#…
Getting a strange error when I try to batch bake lighting from my normals in Maya. Everything seems to be in order, normals facing same direction, uvs not flipped/overlapping, renderview preview from MR looks fine... but once I bake it to texture one side gets flipped lighting on one side. There arent any negative…
Just curious how people give joint orientation to a controller when rigging in maya? I can get the controllers to have the right orientation, however, when I freeze transforms they obviously reset. I've also been trying a way which involves assigning groups to the controllers with the Group node holding all the information…
Hey, I have a quick question: I'm planning to take some mocap data and create cycles out them using motionbuilder. Stuff like idle, walk, jog, etc. I plan to then take these into Unreal and hook them up. I also plan to present them in my reel on it's own in MoBu and in-engine. Important to note is all the actions will have…
*EDIT* Aaaaand, I figured it out. Pretty much right after I posted. Doah. I just duplicated the parent (my flame system) (deleted the duplicated children) and threw the former parent (flame) into the hierarchy. So, I then turned off Emission on the parent and set its duration for as long as I needed. I guess I was looking…
Never mind, I decided to do some learning on Maya's site and found some basic commands to achieve exactly what I wanted. It was pretty simple on the coding side too. I have a lot of basic character models that I am re-skinning with a new rig. Super basic models that only require parenting each object to the new bones…
I am working on a script to generate modular rig segments such as IK/FK chains and other such controls to drive a result skeleton. After creating a rig segment, the user can then take those controls and add space-switching parents to them to make that part of the rig constrained to whatever parents the user wants. The…
Yo. I'm looking for sweet tips/tricks on rigging and animation when it comes to prop animations for in-game characters in Maya, and how they translate to Unreal 4 and Unity. I understand all the basics, parent constraints, etc., but my latest question pretty much has to do with dropping an item and the rigging/engine stuff…