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Maya 2012 Vs 2013

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Gun Rig Tutorial Maya 2013

Hello everyone, this is David Belli andI'm going to demonstrate to you this gun rig I made and I'm going to tell you how to setthis up yourself nicely. so the first thing you want to do istake the whole model, the whole gun model and put it against his shoulder, then youwant to reposition your character's rig to hold the gun.Whether it's a military pose or a swat pose I usedlike here. And after that. you want to put a separate rig, a separate joint into your gun starting from the right wrist or

in the center, to. (With theend joint) to the left hand where he's holdingthe gun and after you've done that you want to rigid bind the joint to the main model. As for, separate models like the pin and theejector and the trigger you want those parented underneath the joint, as you can see here. the magazine isn't parented however, themagazine has a separate parent constraint since you don't want it to be stuck likein real life

to the gun the whole time it's going tomove separately when he's reloading it so you want to have a locator fit onto itwith a separate parent constraint. Now after that. you're going to use a parent constraint from your joint to the. right hand controller and since I have two separatecontrollers I've used an an orient constraint as well.

but if you have just one controllerright there serving for translation and rotation you might as well just use one singleparent constraint since a parent constraint also carries arotation feature now as for the left hand which most of us think is a problem hold on. I need to set these constraints on again there you go, now as for the left hand for it to move along

and rotate along nicely, that is going tobe tricky. What you do is whether you have two controllers or one, you're going to parent a locator onto those controllers or onecontroller. and you're going to use a parentconstraint going. from the locator to the end joint. That'swhere the trick is. That's the trick. so if. When you're using therotation feature It's going to use the rotation ofthis controller and the translation of this controller

or both of one single controller. that way, if I move the wrist around here, it'sgoing to rotate and translate the other hand flawlessly along with the gun. So that'spretty much how you set up a gunrig. so, if you want this for a game engine youmight want to use a characterset for the upper parts upper body parts, and you want to make a second characterset for the lowerparts

MAYA 2016 FEMALE BODY character modeling tutorial

I'm James Taylor, welcome to my Maya 2016 female body modeling tutorial. I'll start with my image planes already in place,and I'll create a cylinder for the torso. And this will have 14 subdivisions on theaxis, and 4 for the height. I'll rotate it ever so slightly, just to center thatmain centerline. I'll adjust it quickly to match my reference. Then I create a cylinder for the arm, and this one is going to have six for both the subdivisions onthe axis and height. I'll create the leg last, and this one has eightsubdivisions on the axis and six for the height. I position and scale all ofthese to generally match my reference

and then I'm going to go into vertex mode on my torso, and I start working with entire rows of verts. I match them upto my reference, and I am only able to get so close here, we're not going to beable to get it perfect, so we're not trying to get a perfect match. We don't want toadd any more subdivisions yet. So my rows will sit on the clavicles, on the rib cage, on the waist, on the hips, and then the bottom of the pelvis. Then I switchover to my side view, and adjust entire rows again this time. I'm also rotating themslightly, and this will match the curvature of the spine just a little bitbetter. Then I'm gonna create the neck by

selecting the faces at the top of thebody and extruding them out once. I pull that up and shrink it a little bit.This will be the base of the neck, and then I extrude one more time to createthe neck itself. I spend a little bit of time adjusting the verts in this region,just create a little bit better anatomy, and then I'll repeat this same processon my arms. I start on the arm in the front view. I use edge rings, I select entire rows of edges and reposition them in the front view tomatch my reference. You'll see I capture some of the shape of the hand, and thenat the top of the arm, where the shoulder

goes, you'll see that I leave it with a gap in there. That's because I will extrude the shoulder out from thetorso. In the side view, I rotate the arm to match my image reference here, andthen I'll use my scale tool to fill those rows out, to add a little bit more volume. And because I'verotated the object, and I'm using local transforms, that'll make the scalingprocess easier. When I'm done I'll just move it back and scale back into itsoriginal position, and then I'll grab the verts on the forearm, I move the pivot point by holding D, and then I'll just rotate it to

give it a little bit of a natural curve.The last thing I do before moving on to the legs is just deleting those top capfaces. Then I'll do the same basic process with the legs: so I'm working onentire rows of either verts or edges going to position them in the front viewfirst because my front view is my dominant reference. And I match my shapes up as best as I can. At the bottom of the leg, I match that to the top of the ankle and then I'll grab those faces and extrude them down to createthe rest of the ankle and the base of the foot. Then it's just a matter ofmatching up the rest of leg. With the

top part of the leg, you'll see that I endthe leg a little bit above the base of the torso. I will connect those later.Now I'll tackle leg in the side view. with the leg, we want to remember that it isnot a straight line: the lower legs sits significantly behind the upper leg. If wedon't get this right our character will look perpetually off balance. For the knee, I angle it just a little bit downwards and then the top row I'll scale outwards tomatch the extent of the butt, and then like the arm, I delete that top cap. NowI do want to work symmetrically, so I select the arm and the leg and move the pivot point to the center of the body and then I'll

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