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    <title>maya blog: maya tutorials and maya information: 3D CG labo</title>
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    <id>tag:www.imanishi.com,2008-07-03:/mayablog_en//5</id>
    <updated>2008-11-20T06:59:56Z</updated>
    <subtitle>autodesk maya tutorials and maya information</subtitle>
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<entry>
    <title>Maya tutorials:character setup (5): facial animation with Wire Deformers</title>
    <link rel="alternate" type="text/html" href="http://www.imanishi.com/mayablog_en/2008/11/maya-tutorialscharacter-setup.html" />
    <id>tag:www.imanishi.com,2008:/mayablog_en//5.177</id>

    <published>2008-11-20T06:49:29Z</published>
    <updated>2008-11-20T06:59:56Z</updated>

    <summary>facial animation with Wire Deformers.</summary>
    <author>
        <name>imanishiEn</name>
        <uri>http://www.imanishi.com/</uri>
    </author>
    
        <category term="maya" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="mayaAnimChara" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="facialanimationwiredeformers" label="facial animation Wire Deformers" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.imanishi.com/mayablog_en/">
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</object>
<br />
In this tutorial, I will explain the method of facial animation with Wire Deformers.]]>
        <![CDATA[<br />
<p>
For the explanation about the skeleton and skinning, please refer to<br />
<a href="http://www.imanishi.com/mayablog_en/2008/10/maya-character-setup-1-skeleto.html">Maya: character setup (1): skeleton and skinning</a> 
<br />
For the explanation about adjusting skin weights, please refer to<br />
<a href="http://www.imanishi.com/mayablog_en/2008/10/mayacharacter-setup-2-adjustin.html">Maya:character setup (2): adjusting skin weights</a>
<br />
For the explanation about IK handle, please refer to<br />
<a href="http://www.imanishi.com/mayablog_en/2008/10/mayacharacter-setup-3-ik-handl.html">Maya tutorials:character setup (3): IK handle</a>
<br />
For the explanation about Blend Shape Deformers, please refer to<br />
<a href="http://www.imanishi.com/mayablog_en/2008/11/mayacharacter-setup-4-facial-a.html">Maya tutorials:character setup (4): facial animation</a>
<br />
<br />
</p>
<hr />
<p><br />
  <img src="http://www.imanishi.com/mayablog/mayaWireDeform/w01.jpg" alt="alt="maya tutorials facial animation wire deformers"" /><br />
  <br />
Make the NURBS curves in the place where you want to deform and create facial expressions.<br />
<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaWireDeform/w02.jpg" alt="alt="maya tutorials facial animation wire deformers"" /><br /> 
<br />
Select <b>Deform</b> > <b>Wire Tool</b><br />
<br />
Select the object(s) that wants to be deformed, then press Enter key.<br />
<br />
Select the curve(s) that wants to be used for the deformation, then press Enter key.<br />
<br />
You will see the objects reverse red as shown in the above figure.<br />
<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaWireDeform/w03.jpg" alt="alt="maya tutorials facial animation wire deformers"" /><br />
<br />
Select the one of the curves and open the Attribute Editor.<br />
<br />
Put the distance value where each curve influences the object<br />
to <b>Dropoff Distance</b> in the <i>wire</i> tab.<br />
<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaWireDeform/w05.jpg" alt="alt="maya tutorials facial animation wire deformers"" /><br />
<br />
When the bind is done to the skeleton, you make the wires 'Child' of appropriate Joint. <br />
<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaWireDeform/w04.jpg" alt="alt="maya tutorials facial animation wire deformers"" /><br />
<br />
You move the CVs of each curve and make the facial expression.<br /> 
You will set the keyframes and complete animation. <br />
<br />
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<br />
  <br />
  <br />
</p>]]>
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</entry>

<entry>
    <title>Maya tutorials:character setup (4): facial animation</title>
    <link rel="alternate" type="text/html" href="http://www.imanishi.com/mayablog_en/2008/11/mayacharacter-setup-4-facial-a.html" />
    <id>tag:www.imanishi.com,2008:/mayablog_en//5.175</id>

    <published>2008-11-12T07:18:56Z</published>
    <updated>2008-11-18T01:33:26Z</updated>

    <summary>the method of animation of face of the character</summary>
    <author>
        <name>imanishiEn</name>
        <uri>http://www.imanishi.com/</uri>
    </author>
    
        <category term="maya" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="mayaAnimChara" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="facialanimation" label="facial animation" scheme="http://www.sixapart.com/ns/types#tag" />
    
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<br />
<br />
In this tutorial, I will explain the method of animation of face of the character<br />
 (facial animation).<br />
I will explain the setting of the constraints and the blend shape deformers.
<br />]]>
        <![CDATA[<br />
<p>
<hr />
<br />
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial FAQ blend shape deformer" > Preparation<br />
<img src="http://www.imanishi.com/mayablog/mayaBlend/blendA.jpg" alt="maya tutorial FAQ blend shape deformer" /><br />
Unbind the object to which you will apply the facial animation.<br />
Select the object<br />
<b>Skin</b> > <b>Detach Skin</b><br />
<br /> 
(You will leave the eyeball unbinded.<br /> 
You will bind again the objects other than the eyeball later.)<br /> 
<br />
</p>
<p>
<hr />
<br />
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial FAQ blend shape deformer" > Settings of the eyeball
<br />
<img src="http://www.imanishi.com/mayablog/mayaBlend/blendB1E.jpg" alt="maya tutorial FAQ blend shape deformer" />　<img src="http://www.imanishi.com/mayablog/mayaBlend/blendB2.jpg" alt="maya tutorial FAQ blend shape deformer" /><br />
Set The pivot point of the eyeball to the center of the object. <br />
Select the eyeball<br />
<b>Modify</b> > <b>Center Pivot</b><br />
<br />
Make the eyeballs the "child" of <i>neck</i> (the joint of head).<br />

<br />
The easiest method is to rotate the eyeball in this place and to set the keyframes. <br />
You may have the eyeball can controlled the glance ahead. <br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaBlend/blendB3.jpg" alt="maya tutorial FAQ blend shape deformer" /><br />
Make two locators<br /> 
<b>Create</b> > <b>Locator</b><br /> 
then move them to the front of each eyeball.<br /> 
<br />
<img src="http://www.imanishi.com/mayablog/mayaBlend/blendB4.jpg" alt="maya tutorial FAQ blend shape deformer" /><br />
Select the locator and the eyeball in this order<br /> 
<b>Constrain</b> > <b>Aim Constrain</b> <img src="http://www.imanishi.com/mayablog/images/squareOption.jpg" alt="maya tutorial FAQ blend shape deformer" ><br />
<br />
If the eyeball turns Z axis first、<b>Aim Vector</b> 0 0 1<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaBlend/blendB5.jpg" alt="maya tutorial FAQ blend shape deformer" /><br />
<br />
Make a group of the locators, make it the "child" of <i>neck</i> (the joint of the head).<br />
You will move this group,<br />
when you move the eyeballs to the same direction.<br />
<br />
You will see the node of the aim constraint under the each eyeball.<br />
(If you want to release the constraint, you should delete this node.)<br />
<br />
</p>
<p>
<hr /> 
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial FAQ blend shape deformer" > Basics of the blend shape deformers<br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaBlend/blendC1.jpg" alt="maya tutorial FAQ blend shape deformer" /><br />
Duplicate a ball of polygon or NURBS.<br />
Name them <i>base</i>, <i>targetA</i>, <i>targetB</i>, and <i>targetC</i>.<br />  
Deform <i>targetA</i>, <i>targetB</i>, and <i>targetC</i> by moving vertices or CVs<br /> 
as shown in the above figure.<br />

<br />
Select <i>targetA</i>, <i>targetB</i>, <i>targetC</i>, <i>base</i> in this order,<br />

<b>Deform</b> > <b>Create Blend Shape</b><br />
The blend shape deformer node was made. <br />
<br />
Objects whose shapes you want to use to deform the shape of another object<br />
are called the <b>target objects</b>,<br />
and the object being deformed is called the <b>base object</b>.<br /> 
The base object's resulting deformed shape is called the <b>blend shape</b>.<br /> 
<br />
<img src="http://www.imanishi.com/mayablog/mayaBlend/blendC2.jpg" alt="maya tutorial FAQ blend shape deformer" />　<img src="http://www.imanishi.com/mayablog/mayaBlend/blendC3.jpg" alt="maya tutorial FAQ blend shape deformer" /><br />
Open the Blend Shape Editor Window<br />
<b>Window</b> > <b>Animation Editors</b> > <b>Blend Shape...</b><br />

<br />
There are a target object name and a slide bar corresponding to it.<br /> 
When you raise the slide bar up<br />
the base object becomes the shape of the target object.<br /> 
<br />
The numerical value enters under the slide bar<br /> 
according to the position of the bar. <br /> 
It is possible to input directly.(A minus value also). <br />
<br />
When the <b>Key</b> button is pushed, a keyframe is set. <br />
<br />
When the <b>KeyAll</b> button is pushed, the keyframe is set<br />
to all target objects.<br />
<br />
When the <b>Select</b> button is pushed, the blend shape deformer node<br />
(in this case, <i>blendShape1</i>) is selected,<br />
and you can display the blend shape deformer node in the Graph Editor<br />
or if necessary you can delete it.<br />
<br />
<font color="#FF0000">
It is necessary to deform the target object in Component mode (i.e. vertices, CVs).<br />
In Object mode, blend shapes are not deformed with transform, rotation, and scale.<br />
<br />
Once you setup the blend shape, <br />
you must not delete and not add vertices or CVs of the all objects.<br />
</font>
</p>
<p>
<hr />
<br />
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial FAQ blend shape deformer" > Setting of facial expression with the blend shape deformer<br />
<br />
  <img src="http://www.imanishi.com/mayablog/mayaBlend/blendD1.jpg" alt="maya tutorial FAQ blend shape deformer" /> 　<img src="http://www.imanishi.com/mayablog/mayaBlend/blendD2.jpg" alt="maya tutorial FAQ blend shape deformer" />  <br />
You should duplicate the object.<br /> 
The frequency is the same as the number of the facial expression that you need. <br /> 
You deform the duplicated object, and you model the facial expression. <br /> 
<br />   
When it is not a single object, you should make them to the group. <br /> 
You should make the order of the object in the group the same order.<br /> 
<br /> 
The above figure is an example of the face objects and the teeth objects. <br /> 
<br />
Select the target object (or group) sequentially,<br />
and select the base object (or group) at the end. <br />
<b>Deform</b> > <b>Create Blend Shape</b><br />
<br />
Open the Blend Shape Editor Window<br />
<b>Window</b> > <b>Animation Editors</b> > <b>Blend Shape...</b><br />
<br />
Setup keyframes of the target objects and make your facial animation.<br />
<br />
You may make two or more blend shape deformer of each object without making it to one group. <br />
(for instance, face and tongue, etc.)<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaBlend/blendD3.jpg" alt="maya tutorial FAQ blend shape deformer" />  <br />
You can edit the keyframes of the blend shape deformer with opening the Graph Editor<br />
<br />
<font color="#FF0000">
After setting blend shape deformer, <br />
you can deform the target objects again.<br />
If necessary, you deform them and adjust the facial expression. <br />
</font>
</p>
<p>
<hr />
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial FAQ blend shape deformer" >Setting of blink<br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaBlend/blendE1.jpg" alt="maya tutorial FAQ blend shape deformer" /> 　<img src="http://www.imanishi.com/mayablog/mayaBlend/blendE3.jpg" alt="maya tutorial FAQ blend shape deformer" />  <br />
Select the target object that shuts eyes in the Graph Editor, <br />
<b>Edit</b> > <b>Keys</b> > <b>Bake Simulation</b> <img src="http://www.imanishi.com/mayablog/images/squareOption.jpg"><br />
Set 1(default) to <b>Sample by</b> value then push <b>Bake</b> button<br />
You will get all frames keyframed.<br />
<br />
(In general, <b>Bake simulation</b> is a command that converts the simulation<br />
of the dynamics into the key frame. <br />
Here, I used it to make the keyframes simply every one frame. )<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaBlend/blendE2.jpg" alt="maya tutorial FAQ blend shape deformer" />  <br />
You choose about three frames from one at random,<br />
and lift up to 1 with the Translate tool. <br />
<br />
（This is an easy setting method. <br />
Of course, there is a smart method made random by MEL or Expression, too. ） <br />
 <br />
</p>
<p>
<hr />
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial FAQ blend shape deformer" > Moving blend shapes together<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaBlend/blendG1.jpg" alt="maya tutorial FAQ blend shape deformer" />　<img src="http://www.imanishi.com/mayablog/mayaBlend/blendG2E.jpg" alt="maya tutorial FAQ blend shape deformer" /><br />
If the number of the target objects is not same as shown in the above figure, <br />
you can't make them to groups,<br />  
and you also can't make them one blend shape.<br />
<br />  
<img src="http://www.imanishi.com/mayablog/mayaBlend/blendG3.jpg" alt="maya tutorial FAQ blend shape deformer" />  <br />
Then, you make the blend shape of the face (<i>bsFace</i>),<br />
and the blend shape of the teeth (<i>bsHa</i>). <br />
  <br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaBlend/blendG4.jpg" alt="maya tutorial FAQ blend shape deformer" /><img src="http://www.imanishi.com/mayablog/mayaBlend/blendG5.jpg" alt="maya tutorial FAQ blend shape deformer" /><br />
Open the Set Driven Key Window<br />
<b>Animate</b> > <b>Set Driven Key</b> > <b>Set</b> <img src="http://www.imanishi.com/mayablog/images/squareOption.jpg" alt="maya tutorial FAQ blend shape deformer" ><br />
<br />

(1) Push <b>Select</b> button of the blend shape of the face (<i>bsFace</i>).<br />
(2) Push <b>Load Driver</b> button of the Set Driven Key Window.<br />
(3) Push <b>Select</b> button of the blend shape of the teeth (<i>bsHa</i>).<br />
(4) Push <b>Load Driven</b> button of the Set Driven Key Window.<br />
(5) Click the face target object that moves together (<i>faceOpen</i>).<br />
(6) Click the teeth target object that moves together (<i>haOpen</i>).<br />
(7),(8) Set 0 to the value of target objects.<br />
(9) Push <b>Key</b> button of the Set Driven Key Window.<br />
(10),(11) Set 1 to the value of taget objects.<br />
(12) Push <b>Key</b> button of the Set Driven Key Window.<br />
<br />
Then, the slide bar of the teeth target object moves,<br />
when you move the slide bar of the face target object.<br /> 
<br />
Repeat (5) - (12) process for each target objects that move together. <br />
<br />
It is also possible that you set two or more teeth target object to the face target object. <br />
<br />
<br />
</p>]]>
    </content>
</entry>

<entry>
    <title>Maya tutorials:character setup (3): IK handle</title>
    <link rel="alternate" type="text/html" href="http://www.imanishi.com/mayablog_en/2008/10/mayacharacter-setup-3-ik-handl.html" />
    <id>tag:www.imanishi.com,2008:/mayablog_en//5.173</id>

    <published>2008-10-31T01:36:23Z</published>
    <updated>2008-11-18T01:37:41Z</updated>

    <summary>the method of setting the IK handles</summary>
    <author>
        <name>imanishiEn</name>
        <uri>http://www.imanishi.com/</uri>
    </author>
    
        <category term="maya" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="mayaAnimChara" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="charactersetupikhandle" label="character setup IK handle" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.imanishi.com/mayablog_en/">
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</object>　
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</object>
<br />
In this tutorial I will explain the method of setting the IK handles.<br />]]>
        <![CDATA[<br />
<p>
<hr />
<br />
When the joints are set to the models of the character, binds are done,<br />
and the skin weight is adjusted, <br />
you can make animation by setting the keys to the joints. <br />
<br />
When operation to which the character grips the ball is done for instance,<br />
each joints of the shoulder, the elbow, and the wrist are rotated from the upper-body,<br />
and however, when the angle of the joint of "parents" is changed<br />
even if the palm is taken to the position of the ball,<br />
the hand is away from the ball,<br />
and the angle adjustment of each joints are needed again. <br />
<br />
Then, to control the joints from "child" of the joint,<br />
you will set <b>IK</b>(inverse kinematics) <b>handles</b>. <br />
<br />
<br />
For the explanation about the skeleton and skinning, please refer to<br />
<a href="http://www.imanishi.com/mayablog_en/2008/10/maya-character-setup-1-skeleto.html">Maya: character setup (1): skeleton and skinning</a> 
<br />
For the explanation about adjusting skin weights, please refer to<br />
<a href="http://www.imanishi.com/mayablog_en/2008/10/mayacharacter-setup-2-adjustin.html">Maya:character setup (2): adjusting skin weights</a>
<br />
<br />
</p>
<p>
<hr />
<br />
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial character setup IK handle" />Setting of <b>IK handles</b><br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaIK/ikA.jpg" alt="maya tutorial character setup IK handle" /><br />
Select <b>Skeleton</b> > <b>IK Handle Tool</b><br />
Click the joint of the shoulder and the joint of the wrist in this order.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaIK/ikB1.jpg" alt="maya tutorial character setup IK handle" /><br />
The <b>IK handle</b> is made, and you can move it with the <b>Move tool</b>. <br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaIK/ikB2.jpg" alt="maya tutorial character setup IK handle" /><br />
It is displayed by the icon like the above figure in <b>Outliner</b>. <br />
<br />

<img src="http://www.imanishi.com/mayablog/mayaIK/ikD1.jpg" alt="maya tutorial character setup IK handle" /><br />
Set the <b>IK handles</b> to both hands and both feet. <br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaIK/ikC1E.jpg" alt="maya tutorial character setup IK handle" /><br />
<br />
When you select the <b>IK handle</b>, and <img src="http://www.imanishi.com/mayablog/mayaIK/ikB3.jpg" alt="maya tutorial character setup IK handle" /> (Show Manipulator Tool) is clicked,<br />
the <b>pole vector</b> is displayed in the shoulder<br />
the <b>twist disk</b> is displayed in the wrist<br />
as shown in the above figure.<br />
<br />
You can move the <b>pole vector</b> with the <b>Move tool</b>. <br />
You can move the <b>twist disk</b> by clicking directly.<br /> 
<br />
You can control the direction of the elbow and the direction of the knee <br />
by using both the <b>pole vector</b> and the <b>twist disk</b>. <br />
<br />
(You can drag the manipulator of the <b>pole vector</b><br />
to the place where you can select it easily.)<br />
<br />
You can make the animation by setting the key frame to the <b>IK handles</b>. 
<br />
<br />
</p>
<p>
<hr />
<br />
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial character setup IK handle" /> Setting of <b>preferred angles</b><br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaIK/ikG1.jpg" alt="maya tutorial character setup IK handle" /><br />
When the <b>IK handles</b> are set,<br />
the joint might turn in the direction that you do not intend.<br />
(Though it doesn't happen when you have applied the angle before binding the joints)<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaIK/ikG2.jpg" alt="maya tutorial character setup IK handle" /><br />
At this time, bend the joint in the direction where you want to bend it,<br />
select the joint<br />
<b>Skeleton</b> > <b>Set Preferred Angle</b><br />
<br />
Then you can set the <b>IK handles</b>.<br />
<br />
<br />
</p>
<p>
<hr />
<br /> 
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial character setup IK handle" />Tree structure of the <b>IK handle</b> and the joints<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaIK/ikE1.jpg" alt="maya tutorial character setup IK handle" />　　
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    <param name="movie" value="http://www.imanishi.com/mayablog/mayaIK/ikA.swf" />
    <param name="quality" value="high" />
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</object>
<br />
In the tree structure that there are no "parent and child" relations<br />
in the <b>IK handles</b> and the joints as showing in the above figure of the <b>Outliner</b>,<br />
you struck a key frame (once) to the <b>IK handles</b> of the arm and the foot,<br />
and set the key frames to <i>bodyRoot</i> (the root joint).<br /> 
Then, you will see animation where <i>bodyRoot</i>, the arm, and the foot<br />
do not move together as shown in the above figure.<br /> 
<br />  
<br />
<img src="http://www.imanishi.com/mayablog/mayaIK/ikE2.jpg" alt="maya tutorial character setup IK handle" />　　
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    <param name="movie" value="http://www.imanishi.com/mayablog/mayaIK/ikB.swf" />
    <param name="quality" value="high" />
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</object>
<br /> 
You make the IK handles of the arm the "child" of <i>bodyRoot</i>.<br /> 
Then, you will see animation where the foot is fixed<br />
and <i>bodyRoot</i> and the arm move together as shown in the above figure.<br /> 
<br /> 
<br />
In the animation of walking or running, the foot of the character grounds.<br />
For that case, you will not make the IK handle of the foot<br />
the "child" of the root joint. <br />
It will be easy to set animation.<br /> 
<br />  
In animation that the character flies up and makes one rotation,<br /> 
you will make the IK handle of the foot the "child" of the root joint.<br /> 
<br /> 
Anyway, it is necessary to set "parent and child" relation between<br /> 
the IK handles and the joints by the movement of animation.<br />  
<br /> 
<br />
</p>
<p>
<hr />
<br />
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial character setup IK handle" />IK spline handle<br />
<br />
  <img src="http://www.imanishi.com/mayablog/mayaIK/ikF1.jpg" alt="maya tutorial character setup IK handle" /> 　<img src="http://www.imanishi.com/mayablog/mayaIK/ikF2.jpg" alt="maya tutorial character setup IK handle" />  <br />
For instance, the <b>IK spline handle </b>is set<br />
when a lot of joints are connected and move like a tail.<br /> 
<br />
Select <b>Skeleton</b> > <b>IK Spline</b><br /> 
click the start and the end of the joints.<br /> 
The NURBS curve is made with the <b>IK spline handle</b> as shown in the above figure. <br /> 
<br /> 
<br />
<img src="http://www.imanishi.com/mayablog/mayaIK/ikF3.jpg" alt="maya tutorial character setup IK handle" />  <br />
The joints move according to the curve when you move the CVs of this NURBS curve.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaIK/ikF4.jpg" alt="maya tutorial character setup IK handle" /><br />
The spans of the NURBS curve is 1 in default, you change it if necessary.<br />
Select <b>Skeleton</b> > <b>IK Spline Handle Tool</b>　<img src="http://www.imanishi.com/mayablog/images/squareOption.jpg" alt="maya tutorial character setup IK handle" /><br />
change <b>Number of Spans</b><br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaIK/ikF5.jpg" alt="maya tutorial character setup IK handle" />  <br />
Moreover, the NURBS curve is not generated automatically,<br />
and you can control the IK handles making another NURBS curve.<br /> 
<br /> 
Make a NURBS curve.<br /> 
Select<br /> 
<b>Skeleton</b> > <b>IK Spline Handle Tool</b> <img src="http://www.imanishi.com/mayablog//images/squareOption.jpg" alt="maya tutorial character setup IK handle" /><br /> 
uncheck <b>Auto Create Curve</b><br /> 
select the start of the joints, the end of the joints, the NURBS curve in this order.<br />
  <br />
  <br />
</p>
]]>
    </content>
</entry>

<entry>
    <title>Maya tutorials:character setup (2): adjusting skin weights</title>
    <link rel="alternate" type="text/html" href="http://www.imanishi.com/mayablog_en/2008/10/mayacharacter-setup-2-adjustin.html" />
    <id>tag:www.imanishi.com,2008:/mayablog_en//5.171</id>

    <published>2008-10-24T02:40:33Z</published>
    <updated>2008-11-18T01:38:19Z</updated>

    <summary>adjusting skin weights</summary>
    <author>
        <name>imanishiEn</name>
        <uri>http://www.imanishi.com/</uri>
    </author>
    
        <category term="maya" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="mayaAnimChara" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="skeletonjointskinweights" label="skeleton joint skin weights" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.imanishi.com/mayablog_en/">
        <![CDATA[<img src="http://www.imanishi.com/mayablog/mayaSkin/skinE.jpg" alt="maya tutorial character setup skin weights" /><br />
<br />
The deformation not intended might happen to the smooth binded skin. <br />
You should adjust the skin weights and control the deformation. <br />]]>
        <![CDATA[<br />
For the explanation about the skeleton and skinning, please refer to<br />
<a href="http://www.imanishi.com/mayablog_en/2008/10/maya-character-setup-1-skeleto.html">Maya: character setup (1): skeleton and skinning</a> <br />
<br />
<p>
<hr />
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial character setup skin weights" > adjusting skin weights with the brush tool<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaSkin/skinA.jpg" alt="maya tutorial character setup skin weights" /><br />
The deformation with the joints is proportional to the distance from the joints. <br />
The level of the deformation is called skin weights in Maya,<br />
and you change it with the brush tool. <br />
<br />
The skin weights is allocated to vertices in polygon and it is allocated in CVs in NURBS. <br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaSkin/skinB.jpg" alt="maya tutorial character setup skin weights" /><br />

Select the object to which you adjust,<br />
in the Animation menu set<br />
<b>Skin</b> > <b>Edit Smooth Skin</b> > <b>Paint Skin Weights Tool</b>  <img src="http://www.imanishi.com/mayablog/images/squareOption.jpg"><br />
<br /> 
The chosen object changes into the monochrome display as shown in the above <br />
<br />
When it doesn't change into monochrome, or the display is changed while working,<br />
click <img src="http://www.imanishi.com/mayablog/mayaSkin/skinB2.jpg" alt="maya tutorial character setup skin weights" /> in the tool bar.<br />
<br />
It is shown that near white or more, the stronger the influence of the joint is. <br />
<br />
The deformation of the side is improper for the above figure. <br />
You will paint the part black. <br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaSkin/skinC1E.jpg" alt="maya tutorial character setup skin weights" /><br />
Moreover, the display changes into monochrome,<br />
and the option window of the skin weights brush opens. <br />
<br />
  <br />
The list of the joints is displayed in <b>Influence</b>.<br />
You select one joint that you want to adjust weight, <br />
and you setup the following each item for painting.<br />

<table width="543" border="0" align="left">
  <tr>
    <td width="109"><b>Radius(U)</b></td>
    <td width="424"> Brush Radius (Rdius(L) is minimum radius when using pen stylus)</td>
  </tr>
  <tr>
    <td><b>Opacity</b></td>
    <td>Brush Transparency. In this case, strength.</td>
  </tr>
  <tr>
    <td><b>Paint Operation</b></td>
    <td>Replace　When making it to black. </td>
  </tr>
  <tr>
    <td>　</td>
    <td>Add　When making it to white. </td>
  </tr>
  <tr>
    <td>　</td>
    <td>Scale　Scale</td>
  </tr>
  <tr>
    <td>　</td>
    <td>Smooth　weight is made smooth. </td>
  </tr>
  <tr>
    <td><b>Value</b></td>
    <td>Brush Brightness. The higher, the whiter. </td>
  </tr>
</table>
<br clear="all" />
<br />
<img src="http://www.imanishi.com/mayablog/mayaSkin/skinC2.jpg" alt="maya tutorial character setup skin weights" /><br />
The cursor becomes the cursor of the brush tool in workspace, and you can paint.<br />
The painting is done to Vertices in polygon, to CVs in NURBS.<br />
<br />
This weights adjustment is done for each joints in each necessary objects. 
<br />
<br />
If it is necessary, the weights is mirror copied. <br />
<b>Skin</b> > <b>Edit Smooth Skin</b> > <b>Mirror Skin Weights</b><img src="http://www.imanishi.com/mayablog/images/squareOption.jpg"><br /> 
The mirror copy in the direction of X specifies the <b>Mirror Across ･YZ</b> option.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaSkin/skinD.jpg" alt="maya tutorial character setup skin weights" /><br />
When you want to input the skin weights value,<br />
you choose the vertices of polygon or the CVs of NURBS in the component mode. <br />
And, you open the component editor. <br />
<br /> 
<b>Window</b> > <b>General Editors</b> > <b>Component Editor...</b></p>
</p>
<p>
<hr />
The adjustment of skin weights was completed in the step to here. <br /> 
<br /> 
The trouble of modeling might be found at this stage. <br /> 
You will have to correct it from the stage of modeling. <br /> 
<br />
If so, you should ...<br />
(1)Select the Root joint, and <b>Skin</b> > <b>Go to Bind Pose</b><br /> 
(2)Select the objects you should change, and <b>Skin</b> > <b>Detach Skin</b><br /> 
(3)Correct the objects.<br /> 
(4)Selects the objects and the joint, and <b>Skin</b> > <b>Bind Skin</b> > <b>Smooth Bind</b><br /> 
(5)Adjust the skin weights again.<br /> 
<br /> 
Because the skin weights disappears when the object is detached, you should readjust them.<br /> 
<br /> 

</p>
  <hr />
  <p>
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial character setup skin weights" >The objects that doesn't want to be deformed by the joints <br /> 
<br />
<img src="http://www.imanishi.com/mayablog/mayaSkin/skinF1.jpg" alt="maya tutorial character setup skin weights" />　<img src="http://www.imanishi.com/mayablog/mayaSkin/skinF2.jpg" alt="maya tutorial character setup skin weights" /><br />
If there are objects that need not be deformed with the joints  <br />
like a bat which the character holds, <br />
you make them a child of the joints like the above figure. <br />
Bind need not be done. <br />
</p>
<br />
  <br />
]]>
    </content>
</entry>

<entry>
    <title>Maya tutorials: character setup (1): skeleton and skinning</title>
    <link rel="alternate" type="text/html" href="http://www.imanishi.com/mayablog_en/2008/10/maya-character-setup-1-skeleto.html" />
    <id>tag:www.imanishi.com,2008:/mayablog_en//5.169</id>

    <published>2008-10-16T08:37:51Z</published>
    <updated>2008-11-18T01:40:33Z</updated>

    <summary>how to construct joints and how to bind the objects to the skeleton.</summary>
    <author>
        <name>imanishiEn</name>
        <uri>http://www.imanishi.com/</uri>
    </author>
    
        <category term="maya" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="mayaAnimChara" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="skeletonskinjointbind" label="skeleton skin joint bind" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.imanishi.com/mayablog_en/">
        <![CDATA[<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
  <param name="movie" value="http://www.imanishi.com/mayablog/mayaSkeleton/ske.swf" />
  <param name="quality" value="high" />
  <embed src="http://www.imanishi.com/mayablog/mayaSkeleton/ske.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
</object>
<br />
To animate character objects,<br />
you should setup the skeleton and make the objects skinned.<br />
In this tutorial, I am going to explain how to construct joints<br />
and how to bind the objects to the skeleton.<br />]]>
        <![CDATA[<p>
<hr>
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="Maya tutorial character setup" />The basics of joints<br>
 <br>
  <img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeA1E.jpg" alt="Maya tutorial character setup" /><br>
  Make a polygon cylinder with hight divisions 4.<br>
  In the Animation Menu Set<br>
  <strong>Skeleton</strong> &gt; <strong>Joint Tool</strong><br>
  <br>
  Click 4 or 5 times at the center of cylinder,<br>
  press the Enter key to complete the joint chain.<br>
  <br>
   You can see small circles and arrows between the circles.<br>
   The circles are called <b>Joint</b>, the arrows are called <b>Bone</b>,<br>
   and all the circles and the bones system is called <b>Skeleton</b>.<br>
  <br>
<img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeA2.jpg" alt="Maya tutorial character setup" />
  <br>
  You can see the joints are hierarchical (parents and child relationship)<br>
  in the Outliner.<br>
  <br>
  <img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeA3.jpg" alt="Maya tutorial character setup" /><br>
  You can change the joint size with <br>
  <b>Display</b> &gt; <b>Joint Size</b><br>
  <br>
<img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeA4.jpg" alt="Maya tutorial character setup" /><br>
Select the cylinder and <i>joint1</i><br>
<b>Skin</b> &gt; <b>Bind Skin</b> &gt; <b>Smooth Bind</b><br>
<br>
Now you rotate the joints, the cylinder object is deformed.<br>
And if you selsect the joints, the object reverses in red.<br>
<br>
The process to make the objects deformable with the joints is called <b>Bind</b>.<br>
And the binded objects are called <b>Skin</b>.<br>
<br>
</p>
<hr>
<p>
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" /> Setting up joints with the character objects<br>
  <br>
  <img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeB.jpg" alt="Maya tutorial character setup" /><br>
  It is recommended to make a character object posing....<br>
  the hands are horizontal or slightly lowered.<br>
  the legs are slightly opened.<br>
    <br>
    <img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeC1.jpg" alt="Maya tutorial character setup" /><br>
	You will put the joints in this order, and press enter key.<br>
	<br>
	The center of body: belly -  navel - root of shoulder - neck - upper of head - <i>Enter</i><br>
	Arm(left side): shoulder - elbow - wrist - <i>Enter</i><br>
	Leg(left side): root of leg - knee - ankle - foot ahead - <i>Enter</i><br>
    <br>
    <img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeC2.jpg" alt="Maya tutorial character setup" /><br>
    Side view is the above.<br>
	The joint of the knee is lightly bended.<br>
    <br>
    <img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeC3.jpg" alt="Maya tutorial character setup" /><br>
    Top view is the above.<br>
	The joint of the elbow is also lightly bended.<br>
  <br>
  <img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeC4.jpg" alt="Maya tutorial character setup" /><br>
  Because the joints are hierarchical, if you move the parent joint the child Joint moves together.<br>
  To move only the parent joint, turn the <b>Move Tool</b> to <b>Pivot</b> mode with <b>Insert</b> key.<br>
  <br>
  <img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeC5.jpg" alt="Maya tutorial character setup" /><br>
  Setup finger joints as the above.<br>
  <br>
  <img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeD1.jpg" alt="Maya tutorial character setup" /><br>
  The names of the joints are changed.<br>
<br> 
<i>bodyRoot</i>　the center of body<br>
<i>shoulderL</i>　the left arm<br>
<i>legL</i>　the left leg<br>
<i>finger 1 - 4</i>　the fingers<br>
<br>
Move <i>finger 1 - 4</i>   with <img src="http://www.imanishi.com/mayablog/images/mmb.jpg" alt="Maya tutorial character setup" /> to the child of <i>armL2</i>.<br>
Also move <i>shoulderL</i>  to the child of <i>shoulder</i>.<br>
<i> Legl1</i> to child of <i>bodyRoot</i>.<br>
  <br>
  <img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeD2.jpg" alt="Maya tutorial character setup" />　　<img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeD3.jpg" alt="Maya tutorial character setup" /><br>
  In the <b>Outliner</b> the hierarchy of joints are as the above.<br>
  You see the joints are chained with <b>Bones</b>.<br>
  <br>
<img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeD4.jpg" alt="Maya tutorial character setup" /><br>
Select <i>shoulderL</i><br>
<strong>Skeleton &gt; Mirror Joint</strong> <img src="http://www.imanishi.com/mayablog//images/squareOption.jpg" alt="Maya tutorial character setup" /><br>
in the Option window, select <strong>Mirror Across YZ</strong><br>
<br>
Select <i>legL1</i><br>
<strong>Skeleton &gt; Mirror Joint</strong><br>
<br>
The joints are mirror copied and are completed.<br>
You will change the names of the copied joints.<br>
<br>
<img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeE1.jpg" alt="Maya tutorial character setup" /><br> 
Select <i>bodyRoot</i> joint and all of the model objects<br> 
<b>Skin</b> &gt; <b>Bind Skin</b> &gt; <b>Smooth Bind</b><br>
<br>
Then if you select the joints, the object reverses in red.<br>
<br>
You should rotate the joints while choosing all of them one by one, <br>
and check whether the position of the joint is appropriate as a joint. <br>
<br>
And you should also check whether they are appropriate for<br>
the animation which you will make. <br>
<br>
<img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeE2.jpg" alt="Maya tutorial character setup" /><br>
At this stage, you need not worry because you will correct the place <br>
where an unnatural deformation such as armpits has happened. <br>
<br>
</p>
<hr>
 <p>
 <img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="Maya tutorial character setup" /> Correcting the position of the joints<br>
   <br>
(1) Select the joint and <b>Skin</b> > <b>Go to Bind Pose</b>, <br>
the pose of the object will return first.<br>
<br>
(2) Select the all of objects and <b>Skin</b> > <b>Detach Skin</b>,<br>
the skin(objects) will be unbinded.<br>
<br>
(3) (If it is necessary,) delete the right half of the joints. <br>
<br>
(4) Correct the position of the joints.<br>
<br>
(5) Repeat the procedure of the mirror joints and bind. <br>
<br>
(6) Change the names of the joints.<br>
<br>
Moreover, because the number of divisions is few, <br>
the part where the joint was bent might look rough. <br>
It is necessary to correct the modeling data before you do bind. <br>
   <br>
   <img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeG1.jpg" alt="Maya tutorial character setup" /><br>
 The correction result of the joints is the above.<br> 
 Joints of the ear and joints of the side were added.<br>
 <br>
 Because the side was greatly deformed when the joints of the arm was moved,<br>
 the joints of the side was put to control it. <br>
<br>
</p>
 <hr>
 <p>
If you set the key frames to the joints by the setting to here, <br>
you can make basic animation. <br>
<br>
<font color="#FF0000">You should move the object by not the modeling data but the root joint.<br>
The rotation and the scale are also similar. </font><br> 
 </p>
 <hr>
<p>
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="Maya tutorial character setup" /> Smooth bind and rigid bind<br>
<br>
  <img src="http://www.imanishi.com/mayablog/mayaSkeleton/skeF1.jpg" alt="Maya tutorial character setup"><br>
Make two polygonal cylinders with a lot of numbers of<br>
divisions in the center, and put joints on<br> 
the inside as shown in the above figure.<br>
<br>
Execute the following two.<br>    
<b>Skin</b> > <b>Bind Skin</b> > <b>Smooth Bind</b><br> 
<b>Skin</b> > <b>Bind Skin</b> > <b>Rigid Bind</b><br>  
<br>
Left is smooth binded, and right is rigid binded.<br>
In smooth bind, it can be seen to be bent smoothly.<br>
<br>
In character animation, I recommend you to do bind with smooth bind.<br>
<br>
</p>]]>
    </content>
</entry>

<entry>
    <title>Maya Tutorials:making fireworks with particle</title>
    <link rel="alternate" type="text/html" href="http://www.imanishi.com/mayablog_en/2008/10/maya-tutorialmaking-fireworks.html" />
    <id>tag:www.imanishi.com,2008:/mayablog_en//5.167</id>

    <published>2008-10-09T06:45:16Z</published>
    <updated>2008-11-18T01:47:37Z</updated>

    <summary>how to make fireworks with particles</summary>
    <author>
        <name>imanishiEn</name>
        <uri>http://www.imanishi.com/</uri>
    </author>
    
        <category term="maya" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="mayaDynamics" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="particledynamicsfireworks" label="particle dynamics fireworks" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.imanishi.com/mayablog_en/">
        <![CDATA[<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
  <param name="movie" value="http://www.imanishi.com/mayablog/mayaParticle/hanabi04.swf" />
  <param name="quality" value="high" />
  <embed src="http://www.imanishi.com/mayablog/mayaParticle/hanabi04.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
</object>
<br />
<br />
<object width="425" height="350"> 
<param name="movie" value="http://www.youtube.com/v/XOXKZaxCe64" /> 
</param> 
<embed src="http://www.youtube.com/v/XOXKZaxCe64" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>
<br />
In this tutorial, I am going to explain how to make fireworks with particles.<br />
You should setup particles for smoke effects which is shot into the air,<br />
and spark effects.<br />]]>
        <![CDATA[<br />
<hr />
<p>
<br />
For basics of particle, please refer to<br />
<a href="http://www.imanishi.com/mayablog_en/2008/08/maya-tutorialbasics-of-particl.html">Maya Tutorial:basics of particle</a>
<br />
<br />
The timing in this tutorial is the below<br />
<br />
1 - 15 shot into the air, smoke particles are generated<br />
15 - 17 spark particles are generated<br />
20 - 25 a <b>Drag</b> field affects<br />
<br />
</p>
<p>
<hr />
<br />
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" />Settings for the smoke which is shot into the air
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/hanabi01.jpg" alt="maya tutorial particle fireworks" /><br />
Make a NURBS sphere, set keyframes to animate the sphere shot into the air.<br />
The keyframes are 1 and 15 frame.<br />
It is better if you set the keyframes only on transform Y.<br />
You will duplicate the sphere later and you can move them to X direction easily.<br />

<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/hanabi01b.jpg" alt="maya tutorial particle fireworks" /><br />
Select the NURBS sphere, and<br />
<strong>Particles</strong> > <strong>Emit from Object</strong><br />
Particles will be generated from the object.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/hanabi02.jpg" alt="maya tutorial particle fireworks" /><br />
Settings of the <b>Emitter</b> are the above.<br />
Setup the <strong>Rate</strong> (how many particles are generated in a second)<br />
frame 1 - 10 1000<br />
frame 15  0<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/hanabi04.jpg" alt="maya tutorial particle fireworks"/><br />
Settings of the <b>Particle</b> are the above.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/hanabi03.jpg" alt="maya tutorial particle fireworks" /><br />
Assign a <strong>Particle Cloud</strong> material to the particle,<br />
and connect a <strong>Ramp</strong> texture to the <strong>Life Transparency</strong>,<br />
then transparency will change at time.<br />
<br />
For more detailed explanation, please refer to<br />
<a href="http://www.imanishi.com/mayablog_en/2008/08/maya-tutorialbasics-of-particl.html">Maya Tutorial:basics of particle</a>
<br />
<br />
<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
  <param name="movie" value="http://www.imanishi.com/mayablog/mayaParticle/hanabi01.swf" />
  <param name="quality" value="high" />
  <embed src="http://www.imanishi.com/mayablog/mayaParticle/hanabi01.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
</object>
<br />
Connect a <strong>Turbulence</strong> field to the particle to move randomly.<br />
The animation at this stage is shown in the above. <br />
<br />
</p>
<p>
<hr>
<br />
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial particle fireworks">Settings for the sparks<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/hanabi05.jpg" alt="maya tutorial particle fireworks"><br />
Select the NURBS sphere, and<br />
<strong>Particles</strong> > <strong>Emitte from Object</strong><br />
<br />
Two <b>Emitter</b>s are connected to the object as the above.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/hanabi06.jpg" alt="maya tutorial particle fireworks"><br />
Settings of the <b>Emitter</b> are the above.<br />
Setup the <strong>Rate</strong><br />
frame 1 - 14 0<br />
frame 15 5000 <br />
frame 17  0<br />
Set more than 0 to the <strong>Tangent Speed</strong>,<br />
then the particles will be generated randomly from the surface.<br />
<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/hanabi07.jpg" alt="maya tutorial particle fireworks"><br />
Settings of the <b>Particle</b> are the above.<br />
Set the <strong>Particle Render Type</strong> to <strong>Tube</strong>.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/hanabi09.jpg" alt="maya tutorial particle fireworks"><br />
Assign a <strong>Particle Cloud</strong> material to the particle,<br />
and connect <strong>Ramp</strong> textures to the <strong>Life Color</strong> and the <strong>Life Incandescence</strong>.<br />
<br />
By connecting a <strong>Ramp</strong> texture to the <strong>Life Incandescence</strong>,<br />
it is possible to make particles lighten at the moment of explosion.<br />
<br />
Set more than 0 to the <strong>Glow Intensity</strong>, then they will seem to shine.<br />
<br />
<br />
<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
  <param name="movie" value="http://www.imanishi.com/mayablog/mayaParticle/hanabi02.swf" />
  <param name="quality" value="high" />
  <embed src="http://www.imanishi.com/mayablog/mayaParticle/hanabi02.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
</object>
<br />
The animation at this stage is shown in the above. <br />
<br />
<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
  <param name="movie" value="http://www.imanishi.com/mayablog/mayaParticle/hanabi03.swf" />
  <param name="quality" value="high" />
  <embed src="http://www.imanishi.com/mayablog/mayaParticle/hanabi03.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
</object>
<br />
a <strong>Gravity</strong> field influences the particle.<br />
<br />
<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
  <param name="movie" value="http://www.imanishi.com/mayablog/mayaParticle/hanabi04.swf" />
  <param name="quality" value="high" />
  <embed src="http://www.imanishi.com/mayablog/mayaParticle/hanabi04.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
</object>
<br />
a <strong>Drag</strong> field influences the particle.<br />
<br />
Settings for the <strong>Drag</strong> field are the below.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/hanabi08.jpg" alt="maya tutorial particle fireworks"><br />
Make the <strong>Drag</strong> field the child of the sphere.<br />
<br />
Set <strong>Magnitude</strong> value<br />
frame 20 0.05<br />
frame 25 3<br />
<br />
</p>
<p>
<hr>
<br />
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg">Duplicate the particles<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/hanabi10.jpg" alt="maya tutorial particle fireworks"><br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/hanabi11.jpg" alt="maya tutorial particle fireworks"><br />
Select the sphere,<br />
<strong>Duplicate </strong> it with option <strong>Duplicate Input Graph</strong>,<br />
then all of the connected node(Emitter、Particle、Field) will be copied.<br />
<br />
You will move the timing of animation.<br />
It finished.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/hanabi12.jpg" alt="maya tutorial particle fireworks"><br />
<br />
<object width="425" height="350"> 
<param name="movie" value="http://www.youtube.com/v/XOXKZaxCe64"> </param> 
<embed src="http://www.youtube.com/v/XOXKZaxCe64" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>
<br />
<br />
</p>]]>
    </content>
</entry>

<entry>
    <title>maya particle: crushing building</title>
    <link rel="alternate" type="text/html" href="http://www.imanishi.com/mayablog_en/2008/10/maya-particle-crushing-buildin.html" />
    <id>tag:www.imanishi.com,2008:/mayablog_en//5.163</id>

    <published>2008-10-04T13:42:46Z</published>
    <updated>2008-10-06T07:33:07Z</updated>

    <summary>youtube uploaded movie</summary>
    <author>
        <name>imanishiEn</name>
        <uri>http://www.imanishi.com/</uri>
    </author>
    
        <category term="maya" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="mayaDynamics" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="youtubeparticleinstancer" label="youtube particle instancer" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.imanishi.com/mayablog_en/">
        <![CDATA[<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/cQIy3hA_0ts&hl=ja&fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/cQIy3hA_0ts&hl=ja&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object>]]>
        <![CDATA[I uploaded this movie to youtube with settings below.<br />
<br />
size 320x240<br />
<br />
format FLV<br />
video<br />
codec On2 VP6<br />
data rate 700k/sec<br />
frame rate 30/sec<br />
<br />
audio<br />
mp3<br />
16kbps mono<br />
<br />
application   Adobe After Effects CS3<br />
<br />
I tried another formats and another settings but this setting was most clear.<br />
(I also tried the size 640x480 that is recommended by yutube)<br />
I am not satisfied with this uploaded movie because this is very noisy.<br />
<br />
I must study more.<br />
<br />]]>
    </content>
</entry>

<entry>
    <title>Maya Tutorials:explosion using particle instancer</title>
    <link rel="alternate" type="text/html" href="http://www.imanishi.com/mayablog_en/2008/09/maya-tutorialexplosion-using-p.html" />
    <id>tag:www.imanishi.com,2008:/mayablog_en//5.158</id>

    <published>2008-09-03T07:13:55Z</published>
    <updated>2008-11-18T01:49:10Z</updated>

    <summary>how to generate exploding pieces with particle instanser</summary>
    <author>
        <name>imanishiEn</name>
        <uri>http://www.imanishi.com/</uri>
    </author>
    
        <category term="maya" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="mayaDynamics" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="particledynamicsexpressioninstancerinstanceexplosionmel" label="particle dynamics expression instancer instance explosion MEL" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.imanishi.com/mayablog_en/">
        <![CDATA[<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
  <param name="movie" value="http://www.imanishi.com/mayablog/mayaParticle/hahen.swf" />
  <param name="quality" value="high" />
  <embed src="http://www.imanishi.com/mayablog/mayaParticle/hahen.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
</object>
<br />
In this tutorial I'm going to show you how to generate exploding pieces with particle instancer and particle expressions.]]>
        <![CDATA[<br />
<hr />
<p><img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial particle instncer explosion"/>instance a object to particles<br />
  <img src="http://www.imanishi.com/mayablog/mayaParticle/C04.jpg" alt="maya tutorial particle instncer explosion"/><br />
Select particle and object in this order<br />
<strong>Particle</strong> > <strong>Instancer(Replacement)</strong><br />
The particles are replaced by the object.<br />
<br />
The instanced geometry object can be<br />
a single object, animated or not animated,<br />
and can be a sequence of objects in different shapes or positions. <br />
<br />
</p>
<hr />
<p>
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" />making exploding pieces<br />
<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
    <param name="movie" value="http://www.imanishi.com/mayablog/mayaParticle/partB.swf" />
    <param name="quality" value="high" />
    <embed src="http://www.imanishi.com/mayablog/mayaParticle/partB.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
</object>
<br />
Emitte particles from sphere object as the above,<br />
connect the particles with <strong>Gravity</strong> and <strong>Turbulance</strong> fields.<br />
<br />
(For more explanation of particle,please refer to<br />
<a href="http://www.imanishi.com/mayablog_en/2008/08/maya-tutorialbasics-of-particl.html">Maya Tutorial:basics of particle</a>)
<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/D01.jpg" width="286" height="214"  alt="maya tutorial particle instncer explosion"/><br />
Make some splinter objects,<br />
(in this example, I made 4 pieces of objects)<br />
select all the objects and the particle in this order<br />
<strong>Particle</strong> > <strong>Instancer(Replacement)</strong><br />
<br />
<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
  <param name="movie" value="http://www.imanishi.com/mayablog/mayaParticle/hahen2.swf" />
  <param name="quality" value="high" />
  <embed src="http://www.imanishi.com/mayablog/mayaParticle/hahen2.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
</object>
<br />
In this step, it seems that only one object is instanced to the particles.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/D02.jpg" width="420" height="511"  alt="maya tutorial particle instncer explosion"/><br />
Select <i>particleShape</i> and open the Attribute Editor.<br />
Click <b>General</b> button in <b>Add Dynamic Attributes.</b><br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/D03.jpg" width="345" height="521"  alt="maya tutorial particle instncer explosion"/><br />
The Add Attribute Window will open,<br />
enter a variable name <b><i>r_off</i></b> in <b>Attribute Name</b>,<br />
select <b>Vector</b>, <b>Per Particle</b>,<br />
click <b>Add</b> button<br />
<br />
Add Attributes <b><i>r_spd</i></b> and <b><i>rot</i></b> according to the same procedure as <b><i>r_off</i></b>.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/D04.jpg" width="346" height="521"  alt="maya tutorial particle instncer explosion"/><br />
Add <b><i>index</i></b> attribute with Data Type <b>Float</b>.<br />
<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/D06.jpg" width="419" height="514"  alt="maya tutorial particle instncer explosion"/>
<br />
In <b>Per Particle(Array) Attribute</b><strong>s</strong>, <br />
you can see the attibutes, <b><i>index</i></b>, <b><i>rot</i></b>, <b><i>r_spd</i></b>, <b><i>r_off</i></b>, are added.<br />
<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/D07.jpg" width="542" height="617"  alt="maya tutorial particle instncer explosion"/><br /> 
Open the <b>Expression Editor</b><br /> 
(<b>Window</b> &gt; <b>Animation Editors</b> &gt; <b>Expression Editor...</b>)<br />
<br /> 
Select <b>Object Filter</b> &gt; <b>Dynamics</b> &gt; <b>Particle</b>,<br />select <i>particleShape</i><br />
select <b>Creation </b>radio button (to make Creation Expression), enter expressions below<br />
<br />
index = Id%4;<br />
r_off = &lt;&lt;rand(6.28),rand(6.28),rand(6.28)&gt;&gt;;<br />
r_spd = &lt;&lt;rand(6.28),rand(6.28),rand(6.28)&gt;&gt;*1;<br />
<br />
Click <b>Creat</b> button.

<br />
<br />
（index = Id%4; 　4 is number of objects<br />
r_spd = &lt;&lt;rand(6.28),rand(6.28),rand(6.28)&gt;&gt;*1; 　1 is multiple of rotation<br />
6.28 is one rotation for the unit of the radian<br />
rand(6.28) a random floating point number between 0 and 6.28)<br />
<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/D08.jpg" width="542" height="616"  alt="maya tutorial particle instncer explosion"/><br />
Select <b>Runtime before Dynamics</b> radio button (to make Runtime Expression), enter expressions below<br />
<br />
rot = r_off + r_spd * age;<br />
<br />
Click <b>Creat</b> button.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/D09.jpg" width="421" height="462"  alt="maya tutorial particle instncer explosion"/><br /> 
Select <i>particleShape</i>, open the Attribute Editor,<br /> 
in <i>instancer</i> tab, set <strong>Rotation Angle Units</strong> to <b>Radians</b><br /> 
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/D10.jpg" width="419" height="532"  alt="maya tutorial particle instncer explosion"/><br />
In <i>particleShape</i> tab<br />
set <b>ObjectIndex</b> to <b><i>index</i></b>, set <b>Rotation</b> to <b><i>rot</i></b><br />
<br />
<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
  <param name="movie" value="http://www.imanishi.com/mayablog/mayaParticle/hahen.swf" />
  <param name="quality" value="high" />
  <embed src="http://www.imanishi.com/mayablog/mayaParticle/hahen.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
</object>
<br />
Completed.
<br />
</p>]]>
    </content>
</entry>

<entry>
    <title>Maya Tutorials:particle expressions</title>
    <link rel="alternate" type="text/html" href="http://www.imanishi.com/mayablog_en/2008/08/maya-tutorialparticle-expressi.html" />
    <id>tag:www.imanishi.com,2008:/mayablog_en//5.157</id>

    <published>2008-08-31T10:02:50Z</published>
    <updated>2008-11-18T01:54:48Z</updated>

    <summary>How to randomize the particle radius with expressions.</summary>
    <author>
        <name>imanishiEn</name>
        <uri>http://www.imanishi.com/</uri>
    </author>
    
        <category term="maya" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="mayaDynamics" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="particleexpressionsmel" label="particle expressions MEL" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.imanishi.com/mayablog_en/">
        In this tutorial, I will explain how to randomize the particle radius with expressions.
        <![CDATA[<br />
For the basics of particle, please refer to<br />
<a href="http://www.imanishi.com/mayablog_en/2008/08/maya-tutorialbasics-of-particl.html">Maya Tutorial:basics of particle</a><br />
<br />
<p>
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg"  alt="maya tutorial particle expressions"/>Randomizing the particle radius<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/E01.jpg" width="422" height="587" alt="maya tutorial particle expressions"/><br />
Open the Attribute Editor of <i>particleShape</i>,<br />
click <strong>General</strong> button in <strong>Add Dynamic Attribute</strong><br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/E02.jpg" width="346" height="519"  alt="maya tutorial particle expressions"/><br />
Select <strong>radiusPP</strong> and click <strong>Add</strong> button<br />
in the <strong>Particle</strong> Tab of Add Attribute window.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/E03.jpg" width="540" height="614"  alt="maya tutorial particle expressions"/><br />
Open the Exrpession Editor with<br />
<strong>Window</strong> &gt; <strong>Animation Editors</strong> &gt; <strong>Expression Editor...</strong><br />
<br />
Select <i>particleShape</i> with<br />
<strong>Object Filter</strong> &gt; <strong>Dynamics</strong> &gt; <strong>Particle</strong><br />
<br />
Select <strong>Creation</strong> radio button and enter expression below<br />
<br />
radiusPP = rand(1,5);<br />
<br />
Click <strong>Creat</strong> button.<br />
<br />
（ rand(1,5) returns a random number between 1 and 5 ）<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/E04.jpg" width="321" height="236"  alt="maya tutorial particle expressions"/><br />
Particles are generated with randomized radius.<br />
<br />
</p>]]>
    </content>
</entry>

<entry>
    <title>Maya Tutorials:basics of particle</title>
    <link rel="alternate" type="text/html" href="http://www.imanishi.com/mayablog_en/2008/08/maya-tutorialbasics-of-particl.html" />
    <id>tag:www.imanishi.com,2008:/mayablog_en//5.153</id>

    <published>2008-08-23T10:53:00Z</published>
    <updated>2008-11-18T01:57:39Z</updated>

    <summary>simple way to set up particle</summary>
    <author>
        <name>imanishiEn</name>
        <uri>http://www.imanishi.com/</uri>
    </author>
    
        <category term="maya" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="mayaDynamics" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="particledynamicsemitterfield" label="particle dynamics emitter field" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.imanishi.com/mayablog_en/">
        <![CDATA[ <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
  <param name="movie" value="http://www.imanishi.com/mayablog/mayaParticle/part1.swf" />
  <param name="quality" value="high" />
  <embed src="http://www.imanishi.com/mayablog/mayaParticle/part1.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
</object>
<br />
If you control particle, you should set up many attributes.<br />
And there are many methed to control particle.<br />
I will explain how to set up particle in a simple way.<br />]]>
        <![CDATA[<br />
<p>
<hr /> 
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial particle"/> Three important nodes of particle control<br />
Maya controles particle with tree nodes.<br />
<strong>Emitter</strong> - the source where particle is generated<br /> 
<strong>Partile</strong> - particle itself<br /> 
<strong>Fields</strong> - the forces to influence particle<br />
<br />
</p>
<p>
<hr /> 
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial particle"/> Emit prticle from object<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/A02.jpg" width="321" height="263"  alt="maya tutorial particle"/><br />
Make NURBS or Polygon object and select it,<br />
In Dynamics Menu Set, <strong>Particles</strong> &gt; <strong>Emit From Object</strong> <br />
<br />
Move the Time Slider, then you will see partciles are generated as above.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/A03.jpg" width="235" height="331"  alt="maya tutorial particle"/><br />
Emitter and particle are made, and emitter is the child of the object.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/A04.jpg" width="441" height="546"  alt="maya tutorial particle"/><br />
Open the Attribute Editor, selsect emitter tab,
change <strong>Emitter Type</strong> Omni to <strong>Surface</strong><br />
Then you will see the particles are uniformly generated from surface.<br />
<br />
<strong>Rate</strong>　number where particles are generated in one second<br />
<strong>Speed</strong>　speed of particle<br /> 
<strong>Speed Random　</strong> randomness of speed<br />
<strong>Tangent Speed</strong>　the magnitude of the tangent component of emission speed for surface.<br />
The default value is 0. If you enter a value greater than 0, particles are emitted randomly for surface.<br />
<strong>Normal Speed</strong>　the magnitude of the normal component of emission speed for surface.<br />
<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/A05.jpg" width="442" height="501"  alt="maya tutorial particle"/><br /> 
click the particleShape tab<br />
<br />
<strong>Max Count</strong>　number where particles are generated in maximum. -1 is no limit. <br />
<table width="472" border="0">
  <tr>
    <td width="105"><strong>Lifespan Mode</strong> </td>
    <td width="103"><strong>Live Forever</strong> </td>
    <td width="258">particles don't disappear</td>
  </tr>
  <tr>
    <td>　</td>
    <td><strong>Constant</strong></td>
    <td>particles disappear</td>
  </tr>
  <tr>
    <td>　</td>
    <td><strong>Random range </strong></td>
    <td>particles disappear randomly</td>
  </tr>
</table>
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/A06.jpg" width="442" height="447"  alt="maya tutorial particle"/><br />
setting particle attribute(continued)<br />
<br />
<strong>Particle Render Type</strong>　<br />
If you render with Maya Software,you should select the one of tree render type,<br />
<strong>Blobby Surface</strong>,<strong>Cloud</strong> or <strong>Tube</strong>.<br />
<br />
<table width="700" border="0">
  <tr>
    <td width="108">render type</td>
    <td width="122">suitable expression</td>
    <td width="116">material</td>
    <td width="336">　</td>
  </tr>
  <tr>
    <td><strong>Blobby Surface</strong> </td>
    <td>Drop of water, mud</td>
    <td>Rambert,Blinn etc　</td>
    <td>Threshold sets blending of the particles</td>
  </tr>
  <tr>
    <td><strong>Cloud</strong></td>
    <td>smoke, cloud, fog　</td>
    <td>Particle Cloud </td>
    <td>　</td>
  </tr>
  <tr>
    <td><strong>Tube</strong>　</td>
    <td>fire works, spark, splash</td>
    <td>Particle Cloud </td>
    <td>Radius0 - radius of tail、Radius1 - radius of head、Tail - length</td>
  </tr>
</table>
<br />
  <img src="http://www.imanishi.com/mayablog/mayaParticle/A07.jpg" width="441" height="279"  alt="maya tutorial particle"/><br />
If you select the <strong>partilce render type</strong>, you should click <strong>Current Render Type</strong> button,<br />
then suitable attributes are displayed.<br />
<br />
</p>
<hr /> 
<p>
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg"> Setting the <strong>Particle Cloud</strong> material<br />
If you select the <strong>Cloud</strong> or <strong>Tube</strong> render type, you should creat Particle Cloud material with Hypershade<br />
<strong>Create</strong> &gt; <strong>Volumetric Materials</strong> &gt; <strong>Particle Cloud</strong><br />
and assign it to the particle.<br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaParticle/B01.jpg" width="442" height="493"  alt="maya tutorial particle"/>  <br />
  You should connect the Texture Mappings to <strong>Life Color</strong>, <strong>Life Transparency</strong>, <strong>Life Incandescence</strong>.<br />
  You should <b>not</b> connect them to <strong>Color</strong>, <strong>Transparency</strong>, <strong>Incandescence</strong>.<br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaParticle/B02.jpg" width="441" height="417"  alt="maya tutorial particle"/>  <br />
  In the above, Ramp Texture is connected to <strong>Life Color</strong>,<br />
  and also connected automatically to <strong>Color</strong>.<br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaParticle/B03.jpg" width="320" height="240"  alt="maya tutorial particle"/>  <br />
  In the above, the particles are rendered with Ramp Texture connected.<br />
  <br />
The Texture is mapped to the <strong>time axis</strong><br />
(from the time a particle generated - to the time a particle disappears)<br />
  so you should select <strong>Constant</strong> or <strong>Random range</strong><br />
  in the <strong>Lifespan mode</strong> attribute.<br />
  <br />
</p>
<hr /> 
<p>
<img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial particle" />fields<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/C01.jpg"  alt="maya tutorial particle"/><br />
Select particle<br />
<strong>Fields</strong> > <em>Field Name</em><br />
then the particle is cennected to the field,<br />
and is influenced by the field. <br />
<br />
If you want to connect another field to the particle,<br />
select the particle again and<br />
<strong>Fields</strong> > (another)<em>Field Name</em><br />
<br />
The types of fields are below<br />
<table width="414" border="0">

  <tr>
    <td width="86"><strong>Air</strong>　</td>
    <td width="318">air,wind　</td>
  </tr>
  <tr>
    <td><strong>Drag</strong>　</td>
    <td>friction,brake　</td>
  </tr>
  <tr>
    <td><strong>Gravity</strong>　</td>
    <td>gravity　</td>
  </tr>
  <tr>
    <td><strong>Newton</strong>　</td>
    <td>gravitation　</td>
  </tr>
  <tr>
    <td><strong>Radial</strong>　</td>
    <td>pushes or pulls like a magnet</td>
  </tr>
  <tr>
    <td><strong>Turbulance</strong>　</td>
    <td>turbulance　</td>
  </tr>
  <tr>
    <td><strong>Uniform</strong>　</td>
    <td>pushes objects in a uniform direction</td>
  </tr>
  <tr>
    <td><strong>Vortex</strong>　</td>
    <td>vortex　</td>
  </tr>
</table>
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/C02.jpg"  alt="maya tutorial particle"/><br />
The attributes are different according to the fields,<br />
but <strong>Magnitude</strong> and <strong>Attenuation</strong> are common.<br />
<br />
<strong>Magnitude</strong>　strength of field<br />
<strong>Attenuation</strong> sets how much the strength of the field diminishes as distance<br />
 to the affected object increases.If it is 0, the force remains constant over distance.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaParticle/C03.jpg"  alt="maya tutorial particle"/><br />
<strong>Window</strong> > <strong>Relationship Editors</strong> > <strong>Dynamic Relationships</strong><br />
The Dynamic Relationships window appears.<br />
If you select particle in the left column, then the connected fields are highlighted.<br />
If you turn off highlighting, it is not connected to the particle.<br />
<br />
<br />
</p>]]>
    </content>
</entry>

<entry>
    <title>Maya tutorials:material animation</title>
    <link rel="alternate" type="text/html" href="http://www.imanishi.com/mayablog_en/2008/08/maya-tutorialmaterial-animatio.html" />
    <id>tag:www.imanishi.com,2008:/mayablog_en//5.152</id>

    <published>2008-08-20T08:15:19Z</published>
    <updated>2008-11-18T01:58:56Z</updated>

    <summary>How to animate the materials is explained</summary>
    <author>
        <name>imanishiEn</name>
        <uri>http://www.imanishi.com/</uri>
    </author>
    
        <category term="maya" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="mayaAnim" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="materialanimation" label="material animation" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.imanishi.com/mayablog_en/">
        <![CDATA[ <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
  <param name="movie" value="http://www.imanishi.com/mayablog/mayaMaterialAnim/diskFB.swf" />
  <param name="quality" value="high" />
  <embed src="http://www.imanishi.com/mayablog/mayaMaterialAnim/diskFB.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
</object>]]>
        <![CDATA[<p>
<br />
A object like cylinder might not seem to rotate<br />
only by the keyframe of the rotation being set. <br />
The material will have to be set appropriately. <br />
How to animate the materials is explained here. <br />
<br />
</p>
  <hr />
<strong>Flowing tape</strong><br />
<img src="http://www.imanishi.com/mayablog/mayaMaterialAnim/tapeB.jpg" width="240" height="160" alt="maya tutorial material animation" /><br />
A tape object modeled by NURBS.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaMaterialAnim/tapeC.jpg" width="347" height="217" alt="maya tutorial material animation" /><br />
Connect Bump Mapping to Blinn material.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaMaterialAnim/tapeD.jpg" width="413" height="486" alt="maya tutorial material animation" /><br />
Adjust Repeat UV of place2dTexture,<br />
set keyframe on Translate Frame.<br />
（Please refer to<a href="http://www.imanishi.com/mayablog_en/2008/07/maya-tutorialattribute-animati.html" > Maya tutorial：attribute animation</a>）
<br />
<br />
<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
  <param name="movie" value="http://www.imanishi.com/mayablog/mayaMaterialAnim/tapeN.swf" />
  <param name="quality" value="high" />
  <embed src="http://www.imanishi.com/mayablog/mayaMaterialAnim/tapeN.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
</object>
<br />
Bump mapping is moving.<br />
<br />
<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
  <param name="movie" value="http://www.imanishi.com/mayablog/mayaMaterialAnim/tape.swf" />
  <param name="quality" value="high" />
  <embed src="http://www.imanishi.com/mayablog/mayaMaterialAnim/tape.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
</object>
<br />
Bump mapping is moving, and the tape is moving slightly.<br />
<br />
</p>
<hr />
<p>
  <strong>A cylinder rotating</strong><br />

  <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
    <param name="movie" value="http://www.imanishi.com/mayablog/mayaMaterialAnim/disk.swf" />
    <param name="quality" value="high" />
    <embed src="http://www.imanishi.com/mayablog/mayaMaterialAnim/disk.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
  </object>
  <br />
  Set a Blinn material to the cylinder, and set rotation keyframes.<br />
Only the upper surface seems to rotate only by this setting. <br />
<br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaMaterialAnim/diskA.jpg" width="320" height="240" alt="maya tutorial material animation" /><br />
  Three kinds of materials will be set as shown in the above figure. <br />
  (1)The lower side, Blinn material with reflection.<br />
  (2)The upper side, Blinn material with reflection and bump mapping hair line.<br />
(3)The upper surface, Blinn material with radial highlight and bump mapping<br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaMaterialAnim/diskB.jpg" width="410" height="230" alt="maya tutorial material animation" /><br />
  (1)The lower side<br />
  Connect Env Ball of Environment Texture to Reflected Color.<br />
Connect File Texture of reflected image to Env Ball.<br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaMaterialAnim/diskC.jpg" width="410" height="230" alt="maya tutorial material animation" /><br />
  
(2)The upper side<br />
  The same setting as (1), plus Bump Mapping.<br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaMaterialAnim/diskD.jpg" width="410" height="343" alt="maya tutorial material animation" /><br />
  (3)The upper surface<br />
  The same setting as (1), plus Bump Mapping and highlight.<br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaMaterialAnim/diskDbump.jpg" width="80" height="80" alt="maya tutorial material animation" /> Bump mapping <img src="diskDspec.jpg" width="80" height="80" alt="maya tutorial material animation" /> Specular Color<br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaMaterialAnim/diskD2.jpg" width="416" height="316" alt="maya tutorial material animation" /><br />
  The mapping is connected with As Projection to NURBS surface.<br />
  Rotate place3dTexture of this mapping.
<br />
  <br />
  <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
    <param name="movie" value="http://www.imanishi.com/mayablog/mayaMaterialAnim/diskF.swf" />
    <param name="quality" value="high" />
    <embed src="http://www.imanishi.com/mayablog/mayaMaterialAnim/diskF.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
  </object>
  <br />
  The cylinder object group is rotating,<br />
  the side upper Bump Mapping and upper hightlight are moving.<br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaMaterialAnim/diskE.jpg" width="433" height="515" alt="maya tutorial material animation" /><br />
Turn on Motion Blur at the Render Setting Window.<br />
Set Motion Blur Type 2D,<br />
ajust Blur Length.
<br />
  <br />
  <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
    <param name="movie" value="http://www.imanishi.com/mayablog/mayaMaterialAnim/diskFB.swf" />
    <param name="quality" value="high" />
    <embed src="http://www.imanishi.com/mayablog/mayaMaterialAnim/diskFB.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
  </object>
  <br />
  <br />

</p>
]]>
    </content>
</entry>

<entry>
    <title>Maya tutorials: rendering animation</title>
    <link rel="alternate" type="text/html" href="http://www.imanishi.com/mayablog_en/2008/08/maya-tutorial-rendering-animat.html" />
    <id>tag:www.imanishi.com,2008:/mayablog_en//5.147</id>

    <published>2008-08-16T09:04:01Z</published>
    <updated>2008-11-18T02:00:55Z</updated>

    <summary>how to batch render an animation</summary>
    <author>
        <name>imanishiEn</name>
        <uri>http://www.imanishi.com/</uri>
    </author>
    
        <category term="maya" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="mayaAnim" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="batchrenderinganimationrendersettings" label="batch rendering animation render settings" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.imanishi.com/mayablog_en/">
        <![CDATA[To render an animation, you must set up the <strong>Render Settings</strong>.]]>
        <![CDATA[ <br />
 <hr />
 <p>
  Open the Render Settings Window<br />
 <strong>Window</strong> &gt; <strong>Rendering Editors</strong> &gt; <strong>Render Settings</strong><br />
   Or click <img src="http://www.imanishi.com/mayablog/mayaBatchRender/brA2.jpg" width="26" height="26" alt="maya tutorial batch rendering" />(upper right of Maya interface)<br />
   <br />
   <img src="http://www.imanishi.com/mayablog/mayaBatchRender/brA.jpg" width="427" height="699"  alt="maya tutorial batch rendering" /><br />
   (1)The name of folder in where rendered images are saved. <br />
   If this is not your project, you must set your Project.<br />
   (<strong>File</strong> &gt; <strong>Project</strong> &gt; <strong>Set...</strong>)<br />
   (2)The name of the first rendered image file<br />
(3)The name of the last rendered image file<br /> 
　　The settings (4) - (8) appear to (2),(3)<br />
(4)The prefix of rendered images files.<br />
If you do not enter here, .mb file name is used as prefix.<br />
(5)Select file name.#(sequential number).extension<br />
(6)Select Tiff to read image files with Premiere,AfterEffect,PhotoShop<br />
(7)Star frame, End frame, Step<br />
(8)Enter 3 (or 4) to see the first file as name.001.tif<br />
(9)Enter the camera name<br />
(10)Rendering Size<br />
<br />
Click the Maya Software tab.<br />
<img src="http://www.imanishi.com/mayablog/mayaBatchRender/brB.jpg" width="433" height="829"  alt="maya tutorial batch rendering" /><br />
(1)Setting of Anti-aliasing<br />
Select Preview Quality in test rendering. <br />
Select Prodaction Quarity in final rendering.<br />
You should carefully set this quality because this influences the total time of rendering.  
<br />
(2)Use the Raytracing or not<br />
(3)Use the Motion Blur or not<br />
3D motion blur takes time, 2D is recommended.<br />
   <br />
   <br />
   Rendering time is in proportion to the size of the image.<br />
   You can expect the time with test rendering.
   If you render 320x240 in test, and render 640x480 at final,
   The proportion of the time is four times, as the area of image is four times.
    <br />
   <br />
   Start the Batch rendering<br />
   In the Rendering Menu Set<br />
<strong> Render</strong> &gt; <strong> Batch render</strong>
<br />
<br />
</p>]]>
    </content>
</entry>

<entry>
    <title>Maya tutorials:the camera work with the motion path</title>
    <link rel="alternate" type="text/html" href="http://www.imanishi.com/mayablog_en/2008/08/maya-tutorialthe-camera-work-w.html" />
    <id>tag:www.imanishi.com,2008:/mayablog_en//5.145</id>

    <published>2008-08-03T12:39:35Z</published>
    <updated>2008-11-18T02:02:07Z</updated>

    <summary>how to make camera work with motion path</summary>
    <author>
        <name>imanishiEn</name>
        <uri>http://www.imanishi.com/</uri>
    </author>
    
        <category term="maya" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="mayaAnim" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="mayatutorialcameratargetanimationpath" label="maya tutorial camera target animation path" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.imanishi.com/mayablog_en/">
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<br />
If you use the Motion Path with camera, you can set the camera target by the path<br />
and you can make smooth rotation of camara view.<br />]]>
        <![CDATA[<br />
<hr />
<p>
Basic of the motion path.<br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaCurveCam/ccA.jpg" width="336" height="254" alt="maya tutorial camara animation motion path"/>
  <br />
  Select a object and a path(NURBS Curve)<br />
  <strong>Animate</strong> &gt; <strong>Motion Paths</strong> &gt; <strong>Attach to Motion Path</strong> <br />
  The keyframes are set by the start frame and the end frame value of Time Slider.<br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaCurveCam/ccB.jpg" width="161" height="319" alt="maya tutorial camara animation motion path" /><br />
Go to a frame you want to add a keyframe.<br />
Select the motion path, reverse U Value of motionPath1 in the Channel Box <br />
with <img src="http://www.imanishi.com/mayablog/images/mrb.jpg" alt="maya tutorial"/>
<strong>Key Selected</strong><br />
A keyframe added.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaCurveCam/ccC.jpg" width="335" height="254" alt="maya tutorial camara animation motion path" /><br />
Click the number of the keyframe,<br />
select <img src="http://www.imanishi.com/mayablog/mayaCurveCam/ccC2.jpg" width="34" height="34" alt="maya tutorial camara animation motion path" />Show Manipurator Tool, yellow <img src="http://www.imanishi.com/mayablog/images/squareMini.jpg" alt="maya tutorial"/> appears.<br />
You can move this <img src="http://www.imanishi.com/mayablog/images/squareMini.jpg"  alt="maya tutorial"/> with <img src="http://www.imanishi.com/mayablog/images/mrb.jpg"  alt="maya tutorial"/><br />

You can edit the keyframes with the Graph Editor by selecting this curve.<br />
</p>
<p>
<br />
<hr />
the camera and the motion path<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaCurveCam/ccD.jpg" width="289" height="249" alt="maya tutorial camara animation motion path" /><br />
The plan of camera work is this:<br />
View A,C,G,I of the box(1 - 30 frame), <br />
fix view at E and the camera rotates around the box (31 - 60 frame).<br />
<br />

  <br />
  <img src="http://www.imanishi.com/mayablog/mayaCurveCam/ccE.jpg" width="231" height="345" alt="maya tutorial camara animation motion path" /><br />
  Make a camera
  <strong>Create</strong> &gt; <strong>Cameras</strong> &gt; <strong>Camera,Aim,and Up</strong><br />
<br />
  In the Outliner camera1_aim and camera1_up are made.<br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaCurveCam/ccF.jpg" width="290" height="250" alt="maya tutorial camara animation motion path" />  <br />
  Make a NURBS curve. The camera view moves according to the curve.<br />
  <br />
  Select the curve and camera1_aim<br />
  <strong>Animate </strong>&gt; <strong>Motion Paths</strong> &gt; <strong>Attach to Motion Path</strong> <img src="squareOption.jpg" /><br />
  In the option window set <strong>Start/End</strong> value.<br /> 
  (In this case 1 30)<br />
  <br />
  <br />
  <img src="http://www.imanishi.com/mayablog/mayaCurveCam/ccG.jpg" width="522" height="247" alt="maya tutorial camara animation motion path" /><br />
  If you attach the camera_aim to a path, you will see the camera view is rolling.<br />
  To avoid this, adjust camera_up and set keyframes.<br />
<br />
  Make keyframes of camera position as usual.<br />
  （In the Perspective Window <strong>panels</strong> &gt; <strong>perspective</strong> &gt; <strong>camera1</strong> <br />
   <strong>view</strong> &gt; <strong>select camara</strong>, <strong>animate</strong> &gt; <strong>set key</strong>)<br />
  <br />
  In frame 31 - 60, the camera1_aim is fixed to the end of curve,<br />
  rotate the camera around the box, set keyframes, adjust camera1_up to move the camera smoothly.<br />

  <br />
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  </object>
  <br />
  The camera work of this method.<br />
  <br />
  <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
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    <param name="quality" value="high" />
    <embed src="http://www.imanishi.com/mayablog/mayaCurveCam/curveCam2.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
  </object>
  <br />
  Camera work made by a camera (no aim, no up)<br />
  (<strong>Create </strong>&gt; <strong>Camreras </strong>&gt; <strong>Camera</strong>)<br />
You see that it is difficult to fix the view when camera rotates around the box.<br />

  <br />
</p>]]>
    </content>
</entry>

<entry>
    <title>Maya tutorials:cluster animation</title>
    <link rel="alternate" type="text/html" href="http://www.imanishi.com/mayablog_en/2008/07/mayatutorialcluster-animation.html" />
    <id>tag:www.imanishi.com,2008:/mayablog_en//5.143</id>

    <published>2008-07-27T12:42:26Z</published>
    <updated>2008-11-18T02:03:29Z</updated>

    <summary>how to make a cluster animation</summary>
    <author>
        <name>imanishiEn</name>
        <uri>http://www.imanishi.com/</uri>
    </author>
    
        <category term="maya" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="mayaAnim" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="mayatutorialclustercvvertex" label="maya tutorial cluster CV vertex" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.imanishi.com/mayablog_en/">
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  </object>
<br />
Keyframes can be set directly to CV and Vertices,<br />
but the setting becomes complex because there are a lot of numbers,<br />
or you would forget which group you have set keyframe.<br />
<br />
You can make groups with Cluster Deformer.
<br />]]>
        <![CDATA[<hr />
<p>  
<br /><img src="http://www.imanishi.com/mayablog/mayaCluster/clusterA.jpg" width="341" height="260" alt="maya tutorial cluster animation" /><br />
This example is NURBS modeling.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaCluster/clusterB.jpg" width="341" height="260" alt="maya tutorial cluster animation" /><br /> 
Select CVs.<br />
In Animation Menu Set<br />
<strong>Deform</strong> &gt; <strong>Create Cluster</strong><br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaCluster/clusterC.jpg" width="339" height="258" alt="maya tutorial cluster animation" /><br />
The cluster is displayed as<br />
<strong>C</strong><br /> 

<br />
<img src="http://www.imanishi.com/mayablog/mayaCluster/clusterD.jpg" width="339" height="258" alt="maya tutorial cluster animation" /><br />
The groups are made by considering how to make animation. <br />
In this example, 3 groups are made.<br />
<br />
<img src="http://www.imanishi.com/mayablog/mayaCluster/clusterE.jpg" width="340" height="259" alt="maya tutorial cluster animation" /><br />
If necessary, move the pivot point of the Cluster.<br />
<br />
Set keyframes to each Clusters.
<br />
<br />
<object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
  <param name="movie" value="http://www.imanishi.com/mayablog/mayaCluster/cluster.swf" />
  <param name="quality" value="high" />
  <embed src="http://www.imanishi.com/mayablog/mayaCluster/cluster.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
</object>
<br />
In this example, the cluster Z scales are animated.

</p>]]>
    </content>
</entry>

<entry>
    <title>Maya tutorials：attribute animation</title>
    <link rel="alternate" type="text/html" href="http://www.imanishi.com/mayablog_en/2008/07/maya-tutorialattribute-animati.html" />
    <id>tag:www.imanishi.com,2008:/mayablog_en//5.141</id>

    <published>2008-07-17T09:01:55Z</published>
    <updated>2008-11-18T02:04:09Z</updated>

    <summary>how to animate Maya&apos;s attribute, how to use attribute spread sheet</summary>
    <author>
        <name>imanishiEn</name>
        <uri>http://www.imanishi.com/</uri>
    </author>
    
        <category term="maya" scheme="http://www.sixapart.com/ns/types#category" />
    
        <category term="mayaAnim" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="attributekeyframeanimation" label="attribute keyframe animation" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.imanishi.com/mayablog_en/">
        <![CDATA[   <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="200" height="150">
      <param name="movie" value="http://www.imanishi.com/mayablog/mayaAttrAnim/attrAnim.swf" />
      <param name="quality" value="high" />
      <embed src="http://www.imanishi.com/mayablog/mayaAttrAnim/attrAnim.swf" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" width="200" height="150"></embed>
  </object>
<br />
How to set up the keyframes to the attributes of the material and how to edit them in the spread sheet and the Graph Editor.]]>
        <![CDATA[<hr /><br />
  <p>
  <img src="http://www.imanishi.com/mayablog/mayaAttrAnim/attrA.jpg" width="424" height="521" alt="maya tutorial attribute animation" /><br />
Go to the frame where you want to set a keyframe.<br />
On a attribute in the Attribute Editor<br /> 
<img src="http://www.imanishi.com/mayablog/images/mrb.jpg" alt="mouseRightButton" /> <strong>Set Key</strong><br />
<br />
Go to another frame, change the attribute value, and <strong>Set Key</strong><br />
<br />
</p>
<p>
<img src="http://www.imanishi.com/mayablog/mayaAttrAnim/attrB.jpg" width="518" height="378" alt="maya tutorial attribute animation" /><br />
If keyframes are set to attribute, the checker icon turns to connection.  <br />
and attribute tabs appear.<br />
<br />
</p>
<p>
<img src="http://www.imanishi.com/mayablog/mayaAttrAnim/attrC.jpg" width="500" height="487" alt="maya tutorial attribute animation" /><br />
Keyframe time and keyframe value are displayed in spread sheet.<br />
You can edit them.<br />
<br />
<p />
<p>
<img src="http://www.imanishi.com/mayablog/mayaAttrAnim/attrD.jpg" width="516" height="279" alt="maya tutorial attribute animation" /><br />
If you want to edit values in the Graph Editor,(or want to delete keyframe or add keyframe)
<br />
click <strong>Select</strong> button in the Attribute Editor,<br />
and open the Graph Editor.<br />
<br />
</p>
<p>
<img src="http://www.imanishi.com/mayablog/mayaAttrAnim/attrE.jpg" width="504" height="637" alt="maya tutorial attribute animation" /><br />
If you change the material transparent, you should change the Transparency value,<br />
and also change Specular Color, Reflectivity.<br />
because Specular Color value and Reflectivity value are added to brightness of the surface.<br />
</p>
<br />]]>
    </content>
</entry>

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