-
Export\Import
Section of import and export for multiple programs Maya -> Blender Problem with euler and quaternion rotattions Sometimes happens that skeleton from Maya is stretch and deformed, its bcs of this transfer. Solution: Easy to solve, just change to euler rotations in blender Maya\Blender -> ZbrushHad a bug once time , Zbrush was changing wolrd…
-
Python & Maya API
Maya python & scripting Visual studio Python Mel codeimport – file -import -type „FBX“ -gr -ignoreVersion -ra true -mbl true -mergeNamespacesOnClash false -rpr „Prefix“ -options „v=0;“ -pr „PATH“; Select obejct ,freez, deletehistory ->select -r nameFreezeTransformationsDeleteHistoryFilesave -> file -f -save -options „v=0;“;
-
Maya Bifrost
Maya Bifrost – Visual programing you can find it under Window – Bifrost Editor Urls: https://help.autodesk.com/view/BIFROST/ENU/?guid=Bifrost_Common_reference_htmlhttps://help.autodesk.com/view/BIFROST/ENU/?guid=Bifrost_ReleaseNotes_release_notes_release_notes_2_8_0_0_html Drag and drop mesh into Bifrost Editor (BE) list of nodes I metMesh Scope + Terminal = Combo for previewing and debuging Get_point_position = Get vertexes of meshGet_point_normal = Get normals of mesh pointsfcurve = Ramp of min and…
-
-
-
Goleam settup
Character scale set to 1, perform all tasks at a scale 100 times smaller than in Unreal, and export GSC and GCHA as well. Recommendation: Even if you receive a mesh with a certain world position, it is advisable to set the scale and world offset to the center (bugs with camera clipping may occur…
-
Maya Constraints
Node editorConstraints between bones, locators Aim constraints always require setting the vector it faces and the one pointing upwards. Parent constraints (always select the parent first) – you can specify what will be inherited. It’s better to create constraints from scratch rather than trying to bind them complicatedly. Maintain offset – preserves the offset between…
-
Make a Metahuman of actor
Goal: „here is scans that we made and now create fast metahuman, atleast some base“ Workflow: Use scan for metahuman animator to create a base Take a metahuman head and wrap it on scan When it will be wraped you can project albedo map from scan (then clean it)Convert albedo into Height map and use…







