I spent some time messing around with Maya muscle, and it seems it can't go above skinning about 10 muscles until it starts lagging badly. I've read that Autodesk stopped development of MM and I guess ncloth is in a sense it's successor. Am I wasting time learning MM? Does ncloth perform faster than MM since it's supported?
Hi everyone, I have just updated my Maya to 2017 and loving all the new UV options its awesome... BUT... Where have the UV coordinates gone? I've read that Autodesk have removed these however I am reliant on certain assets to have UV cords in exact positions. Any ideas how to do this? Thanks for all your help
my curves pre infinite cycle and post infinte cycle works perfect in maya but as soon as I export to .DAE file those cycles don't work, the frames where the cycle is doing the work gets filled with some "planar" data and the animation is broke.......no matter how many times I fixed each time I export the cycle stop…
I just thought I should post this link for those of us who are having this problem especially when trying to render alpha planes like hair,tree leaves e.t.c: http://ant-online.co.uk/2011/05/18/removing-alpha-shadows-in-maya/ Very simple and I had this problem for a very long time before I found it.Hope it helps.
I plan on doing something small but focus on the details and textures. I found this tutorial: https://www.youtube.com/watch?v=9MYGCdf9VHs It looks good but I currently work in Maya and the tutorial use 3ds max. Do you think it should be a concern? Should I go for it or do you know better and cheaper tutorial? This one is…
Can someone help me out with this issue? Or do any of you know what is going on here, or now how to fix it? It makes modeling almost impossible to do. I appreciate any help any of you can give. I have Maya 2014. I also tried changing the renderer to viewport 2.0 and high quality, but still same problem. Thanks.
The effect you are looking for is basically simulating a fisheye lens and from my very brief search you can't do it in Maya's viewport. There do appear to be ways to do it in offline renderers, so I guess search for "fisheye camera in maya" and than may turn up some information.
Does anyone have any opinions about which fps engine seamlessly integrates into a maya pipeline and workflow? I'm looking to make a city type level with buildings you can enter.