Animating
Animated Camera Switching in Maya
by David on May.28, 2010, under Animating
Download the Mel Script called AK_Camera_Switching.mel (this will be uploaded soon).
Add the script to your Maya > Scripts folder
Open the Script Editor (in bottom right of Maya Window) and type in the command ak_camera_switch(); followed by the numpad 'Enter' key to execute the script (as specified in the scripts notes). You should see the GUI appear.
Create as many camera's as you want/need in your scene to switch between.
Click 'update cameras' each time you add a new one.
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:Animating, Maya
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Yeti Running through the woods animation sequence
by David on May.27, 2010, under Animating
Yeti Running through the woods animation sequence (final)
The idea here is that the character gets spooked as it walks along and thinks something’s trying to get it. The character starts running. As it runs along it comes across a fallen log which it has to jump over and do a somersault as it lands because of the speed it was traveling and the momentum it had. It looks around, can’t see anything and shrugs wryly.
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:Animation, Maya
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KIB108 Animation Sequence
by David on May.26, 2010, under Animating
KIB108 Animation Sequence - Yeti in the Forest.
The idea here is that the character gets spooked as it walks along and thinks something’s trying to get it so it starts running. It has to jump over a fallen log and has to do a leaping somersault because of the speed it was travelling etc. It looks around, can’t see anything and shrugs.
Playblast1:
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Motion Paths in Maya
by David on May.09, 2010, under Animating
- Create a NURBS curve or use a circle or any shape really.
- Select the object you want to move along the motion path, then shift-select the NURBS curve/shape.
- Select the Animation Menu drop down.
- Go to Animate > Motion Paths > Attach Motion Path []
- Change the settings to relate to your scene as best as possible.
Baking Animations in Maya
by David on Apr.13, 2010, under Animating, Unity
This is the proper way to bake the FBIK in maya:
1. First of all, select all of your joints in the outline.
Then select the transform and rotate channels in the attribute editor.
Pic of step one:
2. Then go to edit>keys>bake simulation option box.
Make sure that Hierarchy is "Selected", and Channels is "From channel box".
Pic of step two:
3. Remove your effectors and your fbik. Save your file, import it to Unity.
Above taken from the Unity Forums here:
http://forum.unity3d.com/viewtopic.php?t=11211
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:Animating, baking, Maya
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