r/Maya
Some locomotion keyframe animation done with Venom rig
XGen Realistic Human Hair Rendering Issues
I almost figured out how to do XGen hair realistically. When I render it with Arnold it doesn't turn out the way is supposed to be. It turned out to be thick and bulky. Even if I move the hair and not make it bald. It's still turns out to be bulky. big. It might be a technical. Should I use nhair to make realistic hair or download the plugin? What are your comments or suggestions?
Why I can't join this to edges? The geometry is a cube new.
I added a new cube with many edges with the input menu.
I deleted a face and I'm trying to join two edges of the cube, but the Bridge tool is not working.
It appears the next error: // Error: line 0: Invalid selection : polyBridgeEdge requires equal number of border edges to be selected for source and target selection.
I have tried resetting my preferences, but it did not resolve the issue.
Besides, I've tried on another cube or models, but it don't work either. It just merge the face I deleted
Thanks to your advice, I think I'm figuring it out okay!
A couple days ago I asked for advice to help me with this nail polish bottle. I had some really helpful advice about ngons, but the specific advice I got about using the multi-cut tool to create the unique shape of the top was what really stood out and helped me the most!
This is only my second model, so there's still plenty I have to learn. Overall, I'm having so much fun working in Maya.
I wanted to share my current WIP as an update from a couple days ago. I'm hoping to eventually have this Mooncat nail polish as decorative clutter CC in Paralives. It'll be the first thing I've ever made for an actual game!
What do you think? For it only being my second project, I'm pretty proud of where it stands right now! But I wouldn't mind feedback or more tips from those of you who have more experience.
Thanks for the help before! <3
Metahuman Rig for Maya (Advanced Skeleton)
Hey Guys,
I made a Metahuman Rig for Maya..
you can Animate using this rig inside of maya then export that Animation to any Metahuman in UE5
Demo youtube video:- https://youtu.be/EGn_AxxFza4
Download link Gumroad:-kaustubhkanchan.gumroad
Discord:- https://discord.com/invite/APwmN2tujA
Insta:- https://www.instagram.com/kaustubh.kanchan/
Coffee:- https://buymeacoffee.com/kaustubhkanchan
Selecting controls on the dude rig takes for ever! (the mouse isn't that laggy its just the recording)
The scene is not that slow just selecting the controls and switching between gimble and move tool, its not the geo because if i hide it it still does this, what do i do ?
PLASMA ORKS - New Quality Standard & Full Process Reveal
I'm excited to share with you my brand new project : PLASMA ORKS!
For months now, I've been exploring a new way to make a living from my passion: 3D
Sharing my vision of craftsmanship, polish, and high-end quality has always been my main motivation. I've poured all of my experience into this new project and have truly enjoyed building an entire universe around it.
Whether you're simply curious to take a look or want to be part of this collectible and painting adventure, you're warmly welcome!
Discover the entire 2-month R&D journey behind PLASMA ORKS in this 5-minute making-of video, where I break down the full creation process from start to finish!
- SciFi Mech Parts Kitbash Vol1
Been putting this together for awhile now good for filling out and detailing your models and sci-fi scenes
The Full Kit Includes:
- 235 Total Pieces meticulously organized and broken up into 7 distinct categories.
- Geometry Specifications: The geometry is not natively sub-D, but it can be easily converted to be so depending on your specific pipeline needs.
- UV Mapping: Each individual object includes a clean, basic UV layout to get you going.
FBX: Fully grouped, cleanly structured, and named logically for easy asset tracking.
OBJ: Exported as separate, individual objects for maximum cross-platform compatibility.
I made a Rubik's Cube rig so you don't have to
A few weeks ago someone posted asking for help animating a Rubik's Cube. One of the replies said it would be a good opportunity to learn rigging.
What a horrible thing to say to a person.
A Rubik's Cube seems like it should be straightforward. It's just a bunch of cubes that rotate... until you actually sit down and try to rig one.
The first problem is that a Rubik's Cube isn't really a hierarchy. Maya rigs are built around the idea that the current values on the controls determine the output. A Rubik's Cube doesn't work that way. It has memory. The current state depends on every move that came before it. It's a state machine pretending to be a transform hierarchy, and Maya rigs really wants nothing to do with that.
Then you think, "I'll just move the pivot and rotate the cubelets."
With a bunch of 90 degree turns, Euler interpolation happily invents rotations that no physical Rubik's Cube has ever performed. Ninety degrees somehow stops being ninety degrees because Maya decides the scenic route is more interesting. So you try quaternion slerp interpolation instead, only to discover that while it solves one problem, you also lose the built in ease in and ease out of Euler curves that makes the animation visually appealing.
Somewhere along the way you stop asking, "How do I rig a Rubik's Cube?" and start asking, "Should a Rubik's Cube even be a rig?"
For some reason I decided the answer was "yes" so I wrote a custom dependency node that treats the cube as a state machine.
Features:
- Supports cubes of any size
- Layer-based row, column, and slice controls
- Enforces legal Rubik's Cube moves by allowing only one control family to be active at a time
- Save/Load tool for storing and restoring cube permutations
The Save/Load tool is a necessary part of the rig. While the control keyframes save the animation, the save/load tool lets you save the state of the cube.
Here is the github repository where you can download the plugin. You'll want the file titled "download this one". Installation is very easy, just drag and drop the install.py file into the maya viewport. This will install and load the plugin, create a shelf and button for the Save/Load tool, and add a pre built 3x3x3 Rubik's Cube to your maya projects folder.
The "read me.txt" file has instructions for animating and how to use the save / load tool. It also has rigging instructions if you want to do something stupid like trying to build and animate 10x10x10 cube.
Jump animation blocking
My first time animating a jump, would appreciate any feedback on the blocking!
hey everyone idk if i can ask this here but does anyone can help me with XGEN
Over-Engineered Tactical Gameboy
Another WIP thats been sitting in my Drive for way too long.
Finally managed to finish it.
Concept from Kieren (WJ) Yong
More Images on Artstation: https://www.artstation.com/artwork/41oYAW
[OC] Sweetheart Nebula fly-thru (Relaxing video...)
I created a nebula by painting several layers of clouds and bringing them into 3d for a fly-thru. I did this because I'm the sort of person who enjoys relaxation videos... like those 8-hour long ones of driving down the highway of night. Basically I made my own space-themed version of one of those videos!
What I've attached here is a 1 minute version of the complete fly through, it's meant as a preview so I can post it directly. I have a 10-minute long version moves a lot more leisurely and relaxing pace. If you'd prefer to see that one here's a youtube link to it:
New to 3D modeling, wanting to get this shape right and not sure how?
I am very, VERY new to 3D modeling and using Maya. I want to make something with the hopes of making it into custom content for the game Paralives.
I'm trying to model a bottle of Mooncat nail polish. I own the nail polish so I can reference the shape in real life at any angle I need to look at. Overall the shape looks simple to me, but the top is... a little weird, ngl. I think as of right now, I have it really close, but it's not close enough. And I'm just not sure where to go from here...
I don't even really know how to word what I'm struggling with. One or two of the faces are... bent(??) and I'm not sure how to flatten them out. I think that's my biggest concern here. Also, some of the sides/faces of the bottle top are n-gons but they're that way in real life - I know n-gons are bad, but I'm not sure how to avoid them if they exist in the real-life thing I'm modeling?
I don't know if any of that is worded coherently. I just know this is a unique enough shape I'm trying to model that I'm struggling to find any real guidance online.
walking mocap but not loopable / animation question
Hi i'm still not sure if i should try fix a walking mocap animation i have or just follow a walking animation tutorial or something and do it from scratch. I just don't know what is more time consuming
it will be difficult either way as the movement is not fixed/ without symmetry at all in mocap, so i am unsure what the best approach is
Supra Modeler – NURBS/BRep direct modeling plugin for Maya 2025 (free beta)
Been building a CAD-style modeler inside Maya for a while. It runs on OpenCASCADE,
This beta focuses on curve tools, CV/EP curves, primitives (circle, arc, ellipse, rectangle), snap, and edit mode.
Other stuff is in there too (boolean, fillet, extrude, inset) but the curves are what I want feedback on right now.
Free download, Windows only, Maya 2025.
https://github.com/ytsejam/supra-modeler/releases/tag/v0.1.4-beta
Feedback welcome, especially on how the UI feels compared to working natively in Maya.
Node Editor Inversion has me confused
Hey everyone,
I'm learning some basic rigging skills currently, using a series of tutorial videos sent by a teacher at my school (I'm in a different section, I don't attend their classes).
Second in said series is a simple tutorial on rigging a bouncing ball. They use a lattice to squash and stretch it, and a controller to rotate said lattice. To be able to stretch it whichever way they want, they use a simple inversion setup in the Node Editor, so that the ball rotates countrary to the lattice. It's supposed to keep the ball steady no matter the lattice's angle, but mine only works so long as one rotation angle is affected. Two or more seem to break the setup. I've tried changing the rotation to world instead of object, with no success. After discussing it with a friend with no Maya expertise, but who's pretty good at math, he asked if I could break it down into a matrix. I found a node that seemed to do just that, and it works, but I don't understand what the difference is.
Here's all the visuals so you can take a look!
My node editor (before the matrix)
My multiply/divide node (to invert rotation)
Example video of the rotation working fine on one axis, and breaking on multiple axis (axes?)
Any expertise would be lovely, thanks for reading!
Sine blend causing ribbon setup to teleport?
Helloo! im a student trying out a ribbon rig for the first time and i encountered this problem.
The FKIK Switch works. The ribbon rig's sine blend does not work. Well, the attributes function properly! BUT the ribbon rig teleports when the sine blend is turned on.
I did make sure to freeze all rot values for the joint chain, and freeze tran and rot value for joint binds connected to the ribbon.
Im starting to think maybe i messed up when constraining? Im not sure how to fix this
Any help is appreciated!!
Stylized Cozy Room Loop Animation | Autodesk Maya
This is a stylized cozy room loop animation created in Autodesk Maya.
The project started from a simple client brief with a reference photo of their pug. Based on that, I designed the room, modeled the environment and assets, created the pug, animated the scene, and built the lighting to create a calm rainy-night atmosphere.
The goal was to create a seamless looping animation while keeping the environment alive through rain, TV light, subtle ambient movement, and atmospheric lighting.
Software:
• Autodesk Maya
Feedback is always appreciated.