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Mark Therrell

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  1. thats annoying. i remember mental ray did somthing similar way back. Does this only happen on instanced curve shapeNodes? have you tried scrubbing the attrs from the may aascii file.. and once erased from the aascii do they return magically? one solution may be to buy into the maya "controller node" workflow. This has some cool stuff assiciated with it, and it does allow an abstration layer between the animation attrs you care about and the animator's access to those controls. it would let you always show those attrs in "more than one place" so to speak.. and various animator "points-of-access" another bad solution may be to add an "on scene open" callback to always lock/hide or delete these pesky attrs. i will dig into this some more.. see if i can reproduce it; im using maya 2017 and right now i cant reproduce this in our assets... but i'll give it a go ion 18 as well.
  2. Sadly i have a broken right leg! Before that happened, I was holding onto the option to hit Vancouver for SIG, but i'll be workinig instead, as i sit at home in the shape of an "L". I would looove to coordinate on this though.... to me it just seems too cool !
  3. Support for character TD/TA and other tech and pipeline folk on the platform is an awesome, awesome step for Nimble, : it seems pretty easy to achieve a basic 3rd party tool pipeline now! Glad to see mgear in an updated form now as well! i played around with it in 2016 and thought it had tons of potential. You know, It my be fun to start up an animation tech team on the platform. we could set up and maintain a suite of rigging, animation and other tools, for maya and others, constituting a ala-carte plug and play pipeline for Nimbel customers. could really help lelverage maya and other DCC on the platform! Super look forward to more chat on this topic!!
  4. As another fairly simple alternative (but maybe requiring a little knowledge of writing expressions for transforms).... you could write a "not-to-difficult" expression that would control the "Coverage", "Translate Frame" and "Rotate Frame" inputs to the 2d texture placement node. Via inputs to this expression you could have the intuitive effect of scaling translating and rotating the 2d texture as you are hoping for. It would require the additional input of a uv coordinate for the "uv--space-pivot" that represents the more intuitive "pivot" that you may be thinking of scaling and rotating around. With this approach the transforms could be created for the mentioned 2d placement attrs through this "controller" node via inputs that were processed by the expression. (this could acutally be pretty elegant but you'd have to allow some time to come up with the expression!).. the proection method above is more pragmatic.
  5. https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/Maya-LightingShading/files/GUID-B7E73748-5F8E-4E66-BE88-DF3C2A3DF438-htm.html?st=project an image onto a plane or go to your maya docs and look up "Projection"
  6. There are likley several ways to do this. but as i am beginning to explore, this was the first and most expedient method for more intuitively transforming the image.. vs trying to manipulate the uvs or use place2dTexture: use a place3DTexture node feeding a projection: the left plane is just a normal place2dTexture similar to what you have: on the right is the same result, but the image is being projected, note the lower res hardware render. (this is not permanent and i think there is asetting somewhere to hardware render it in higher res). you can translate rotate and scale the placement of the image in a more intuiitive way, then you can use "Convert To File Texture" to bake the projection into the uvs of the plane.: you will want to select the surface and the material and in the hypershade Edit menu: Of course you may want to use a layerd texture.. and / or maybe define an alpha so its more like a label, and so that the background can stay the same color without showing the edges of the image.. any of that stuff is possible. This specific projection process can also be made a little more prcedural and user friendly with a bit of rigging/scripting. if you want the demo file, let me know... and as i think more about it there may be other ways to do this as well.. this was just the fastest out of the box version that came to mind first.
  7. Its been awhile on this one.. im just now reading it... any luck so far? if not, id be happy to take a crack at. cheers.
  8. Dana, With rigging in maya there are often a million ways to skin a cat.. ( thats a little joke there). But anyway, Although im not super clear on what the end-use is for this bow prop rig from an animation standpoint, there are acouple of things that might be worth mentioning if you didnt already know about them to do with clusters and double deformations. Not sure if this will help, and forgive me if you have already explored these: --- Setting the cluster relative to the parent transform Using the Relative attribute, you can set the cluster deformation to be active only when the direct parent of the cluster handle is transformed. This lets you create effects where a hierarchy of parent objects do not all affect the cluster deformation. For example, if you parent the cluster handle to a wrist joint and turn on its Relative attribute, you can rotate the shoulder without the cluster affecting the skin around the wrist, even though the wrist’s position changes. When you move the wrist itself, the cluster deforms the geometry as desired. ----- Also you miught try playing around with the "inheritTransform" attribute: "dagNode.inheritTransform " Every dag-node in maya comes with this attribute. This means you can arrange transforms in a hierarchy without getting the effects of the transformations of the hierarchy above a node. this lets you use parenting to organize a hierarchy while you transform child objects through other means. playing around with this might allow you to arrive at a solution athat meet the goals of rig. ---- When making a rig like this as you probably already know... its important to work closely with an animator and define the goals for how they want to be able to use the prop.. and being that there are a million ways to arrive a viable solution with maya rigging.. experimentation is the way to go.. but also close collaboration with that animator... i tend to figure out rigs like this the same way you are.. trial and error. and being that an animator may not always be sitting next to me, i also have tried to practicve actually animating allot myself.. so that my thinking about rig creation is always being distilled to the simplest most directly useful form. its good to be able to eat your own dogfood so to speak!. If you are still stuck, like Jerome, I would be more than willing to take a look at your rig, see what i can come up with, and then walk you through the thinking. cheers! -Mark Therrell
  9. it would be interesting to see how the implicit skinning system (zewt) would perform if it were generalized a bit not to require a specifoc graphics card set up. also be interesting to see if it could just be used as a step in the process, where you could "capture" the improved deformations at joints and have a modern psd set-up "play" them back at runtime. i like "capture" techniques like that, that allow you to use multiple deformation sources. +1 on the pixar article!.. hard to believe its been 14 years since we were craniking out incredibles characters for the first itme!
  10. Hello Nimblehood! I'm Mark Therrell. I looooove animation. (thats a 5-O love there.) I Have built rigs, animation tools, and pipeline automation for film and games since 1996. I fancy myself a descent animator (if your going to make animation tools, you should eat your own dogfood! (and hopefully the dogfood i make nowadays tastes almost like human food.)). I currently work for superevilmegacorp, cranking out heros and pipeline systems for the game Vainglory. I know Maya really well and want to get to know Houdini better. I can make anything happen with Python and C++. I am good at doing what it takes to make stuff happen. i also do crazy experimental stuff sometimes too, like this: Let me know how i can help out!
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