Hello! im here again searching for feedback for this animation, ¿how to improve it? (little combat practice)
Hey! any feedback is welcome (:
if you want the SynkSketch, here it is https://syncsketch.com/sketch/6PtTVFVZQUzZ/
Thanks in advance!
Hey! any feedback is welcome (:
if you want the SynkSketch, here it is https://syncsketch.com/sketch/6PtTVFVZQUzZ/
Thanks in advance!
Hey r/Maya I am currently looking to rig a mop (I am not too well versed with rigging to begin with but have some experience with it). What is the best way to go about this?
For context this will be for a game and the player character will have the mop equipped. I want the rig to allow for the mop head to animate around a glide around the floor like a real mop does when cleaning.
(Image for context - not my model due to NDA)
Thanks!
So right now I'm trying to figure out what is the best way to share animated scenes from Maya to Max. I have scenes with MASH elements and some very simple bone rigs with expressions to randomize movement, materials aren't important as that will be done by the Max artist. Is USD the way to go or should we stick with fbx? insights, suggestions, things to keep an eye on etc is welcomed
Hi guys! I’m working on a classroom model where the final render will be done in Redshift. The UVs are already done, and I’d like to start texturing rn. However, I’m using my personal computer, so I was wondering if I could assign a Lambert or another standard Maya material (not Arnold) to the model, export it to Substance Painter, and do all the texturing there. Then, once I’m at a computer with RedShift, export my substance file and connect the textures for the final render.
Would this workflow work, or do I need to have Redshift installed before exporting the model to Substance Painter? Would there be troubles when I try to connect?
P.S. The classroom has many individual models since it’s an environment, so I imagine it might take quite a bit of time to connect everything later, especially since I’ll have quite a few different textures.
Thanks in advance! I’m really new to all that has to do with textures and other render softwares😅.
I was working on my maya this morning and i came home to finish it and the app isn’t working anymore when i click it
I tried everything
Setting it as administrator
Restarting my laptop
I even uninstalled it and reinstalled it
And tried installing an older version
Nothing is working
It won’t start
What do i do
I’ve been experimenting with cloth simulation in Blender 5.2 and was surprised by how smoothly I can interact with the simulation while having a ray-traced material preview enabled.
I’m curious if a similar workflow is possible in Maya
The goal here isn’t to compare the two applications or start a Blender vs. Maya debate — I’m genuinely interested in whether Maya can achieve this kind of smooth viewport interaction during cloth simulation.
Is there a specific cloth solver, viewport setup, or renderer that can provide a similar experience?
I got fed up of trying to figure out which animation layer I was needing to edit, so I built a plugin (LayerSeer) that draws animation layer contributions as a live motion trail in the viewport.
It’s been years in the making at this point, and I’ve only shared it with a handful of people so far. I’d love to get some honest feedback from folks I don’t know.
It’s pretty niche, but I find it helpful for quickly figuring out where a pop or odd arc is coming from.
It's a paid tool but there is a free 30 day trial (no CC required) so feel free to run it through its paces.
Cheers!
Hi! icon in my Maya toolbox is blocking the UI, making it impossible to resize the main window smaller. I can't find how to delete or remove this icon from the layout.
Has anyone solved this issue? Any help would be appreciated!
** problem solved **
If you ever run into the same issue, keep in mind that you can tweak the MEL scripts to remove whatever is bothering you. In my case, it was inside the toolbox.mel script
IDK why I made this image but wanted to show my friend how to cut a whole watermelon safely. I think she was so intimated by a giant wobbly ass watermelon in front of her (idk it was like 2 years ago) Didn't even bother to use a photoshop haha.
It's really hard to see this (it happens in many parts of the interface). I want to make it a lighter color or something else that's more visible
i am new to arnold (been manly on redshift before) and i am looking for advice
Basicaly the title
I’m working on a simple ball with a tail rig, and I was wondering if it’s better to combine the ears with the mesh or keep them separate
I don’t plan on rigging the ears. They’re just there as an accessory
If I combine them do I need to fix the topology? Thanks
Please let me know if there is anything I should fix with my models. All of these are hero props that are seldom used. They will have some animation. My game is also using LODs to cut back on tri counts. The goal is hyper-realism with everything.
Tried to create a character for the first time.I used my own sketch as concept. Eager to know about your thoughts on this (good, bad anything)
I want to start sculpting again with Maya over blender but can’t afford the £3000+ yearly subscription. Does anyone have advice on this and know of any legitimate work arounds if any? Should I just learn blender instead? Also how much has Maya changed since 2021? Thanks!