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After installing the T-Splines plugin, you need to tell Maya to use it.
• On the menu, select Window -> Settings/Preferences -> Plug-in Manager.
• Look for “TSplineShape” (it will be followed by .mll, .so, or .lib; this depends on your operating system). You may need to scroll down to find it.
• Put a check in both the “loaded” and “auto load” boxes. This will load the plug-in and make sure it reloads every time you start Maya.
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GeoUV is a tool that automatically produces a map from a 3D surface to a 2D plane. Traditionally this process was done by hand. Each polygon of the 3D mesh was chosen and placed, one by one, onto the UV plane. When meshes consisted of only tens of faces, this process was feasible but time consuming.
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A tutorial for using the Zoo Character Setup Toolkit
Synopsis: The zooCST is a plugin for the Maya 3d program which enables automated rigging of characters. In this tutorial, I’ll describe the steps needed to rig a basic biped character. Zoocst by Hamish McKenzie: http://www.macaronikazoo.com/ Tutorial by Jerry Kalkhof: http://www.jerryartist.com
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Importing & animating a receptor
1) Importing molecular data into Maya
2) Using constraints and dynamic motion paths to animate the binding event
Membrane with scattered proteins
1) Creating a softbody membrane
2) Using constraints to attach molecules to the dynamic membrane surface
3) Using MEL to scatter proteins automatically
Extracellular Matrix
1) Using particles and MEL to create a dense mesh for the ECM
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Several PDB viewers, including Chimera and Pymol, are able to export molecular representations as VRML files. VRML files can then be converted to a file type that can be imported directly into the 3D application of your choice. By default, Maya is able to open/import .obj, .fbx, .mel, .ma and .mb files (among others). Plugins can be installed to import a number of other 3d file types, but as of yet there is no direct way to import VRML files into Maya.
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Comprehensive Life Platform for Creating Highly Interactive 3D Applications The Virtools 4 Life Platform ushers in a unique solution for pervasively developing and deploying 3D experiences on personal computers, game consoles, Intranets and the web, demonstrating Dassault Systèmes’ commitment to bringing the power of 3D to all user communities. The open-ended architecture of Virtools 4 supports a wide variety of 3D formats. 3D Content Capture plugins support most commonly used DCC software formats (3ds Max®, Maya®, XSI®, Lightwave®, Collada®) for importing/exporting 3D XML files, making real-time 3D technology easily available. Now based on the new Product-Context Scenario (PCS) paradigm, Virtools 4 allows users to imagine, share and experience highly interactive 3D content.
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Here is an explanation of how to work with RealFlow and Maya with the collection of plug-ins provided with RealFlow pack. The RealFlow plug-ins for Maya consist of the following files: RealflowMesher.mll (or RealflowMesher.so for Maya Linux) RealflowMesher.mel sdTranslator.mll (or sdTranslator.so for Maya Linux) sdTranslatorOpts.mel RealflowParticler.mll (or RealflowParticler.so for Maya Linux) RealflowParticler.mel ERealflowEmitterTemplate.mel rf2.bmp (or rf2.xpm for Maya Linux) rflogo.bmp (or rflogo.xpm for Maya Linux) cubos.bmp (or cubos.xpm for Maya Linux) Send Plug-in questions to maya@nextlimit.com Installation
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Maya Blend Shapes Guidelines • Do not use identical names. Since the FBX plugin is not case sensitive, conflicts may occur when merging back using the same letters for a given name (for example: big, Big, BIG are all the same). Use different names. ! Note: When renaming, use the “prefix hierarchy names” (>modify) command in Maya to rename a complete hierarchy. • Do not delete the target models from your scene until the file has been exported in FBX format. The FBX plugin needs these models to export the Blend Shapes. • Use the default options (“Origin:Local”, and “Check topology:On”), except for the deformation order option. In the Advanced tab, use the “Front of chain” and not the “Default” option. • Use only one Blend Shape input per object. Do not use the “Create Blend Shapes” command more than once on the same object. • Generate the Blend Shapes on each geometry separately. Do not use the entire group (like the head group), but instead use each part of the head separately.
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