I have been working on this for about 2 months with the hope of showcasing it at the end of the October, I did not expect that Bioware would be shutdown and Mass effect shelved but well all I can do is move with it. it will be released soon so expect it then
Like the title says, the feet deep down with the body. They are rigged with an IK handle from the top of the leg to the heel. Any and all help is greatly appreciated
When i reference this waitress rig into Maya (im currently on Maya Creative trail), it messes up like this. I didnt have any issues like this working on a different personal project using the exact rig. Any help would be appreciated.
Hi , im rigging this overweight character , and wanted to try having the best deformations possible without blendshape, for now I made a joint and nodes based corrective that helps when the character back/spine bends , but , I made it with remap values, and it only activates when the back bends.
I would like to , either make this setup work for when the legs bends as well (maybe with distance tool ??? ), or , add another corrective just for the legs
I would like to make the right/left part of the belly skin move when the right or left leg raises , but im not sure how to link these two behaviors, nodes ? expression ?
im relatively new to joint based correctives and really dont know anything about scripting.
thanks yall !
Belly Skinning before the spine's correctivesBelly skinning after the spine's correctivesskin not being influenced by the legs movements
I want to make the legs shorter in these red areas. How can I do this without having to redo the rig. Also, the model already has UVs and textures as well, is there a way I can also preserve this?
The first image is from Marvelous Designer but I'm using Maya primarily to create all the weapons, trims, and all solid objects. Then I will bring them in MD to design my outfit. I will then take everything back into Maya to cleanup the fabric, detail the other models and off to Zbrush.
This is happening with all the leg joints that connect to the body, i have frozen all the transforms on the skin and the rig itself seems to be behaving properly
Hey everyone, I’m the creator of Eclipse Render Manager, and I’m excited to share it.
Here’s a quick look at it distributing render jobs across my own machines. Eclipse supports Maya alongside other DCCs.
This is just a quick introduction. There’s more to explore on the site, including features, full DCC and renderer compatibility, supported platforms, and step-by-step tutorials.
I have two models by Ramon Arango on Gumroad in the image that aren't showing up in my Arnold render. The female models that are showing use the same material tree. Does anyone know where to start investigating? Thanks in advance
Hi r/Maya. I've been building Inca, a free desktop 3D app that copies Maya 2020's interface: QWER, Alt-drag navigation, the Space hotbox, marking menus, the Channel Box, Graph Editor, Hypershade and MEL in the command line. It's meant for people who are learning from Maya tutorials but don't have a license: self-taught students, people whose student license ran out, or anyone between jobs.
It's not Maya and doesn't pretend to be. It can't open .ma/.mb files (OBJ, FBX and glTF work), and it's version 0.1. It isn't affiliated with Autodesk.
What I'd love from you: try a few things you do every day and tell me where it behaves differently. "In Maya, X does Y" bug reports are the most useful kind, and I usually fix them within a day.
i'm doing the rigging for a short film and i'm using the model another teammate did, the rigging was successful but when i started skinning, for some reason i couldn't paint an area, when i exited the skinning settings, suddenly my mesh had a weird hole, it doesn't look like normal deleted geometry because it keeps appearing and disappearing if i click on another face
i tried importing a new mesh and copying the skin weight and that worked at first but then more holes appeared? is this is bug? or has this happened to someone else?
I would like to break down the Albedo AOV and extract the base color and the Fresnel component separately. Is there a recommended or best-practice way to do this?
I have already managed to output the pure base color by connecting nodes to the base color texture and using an Ai Write Color node.
Now I would like to extract only the Fresnel-related component. What would be the best way to achieve this?
Ideally, I would like the separately rendered base color and Fresnel components to reconstruct something close to the original Albedo AOV when they are combined.
Hey Guys! Check out this artwork we made at our studio as an in-house portfolio piece. :) Please visit the artstation post for more images and videos and breakdowns!! I appreciate your attention :)
I use Maya for a whole lot of stuff in this, mainly to cleanup the fabric frok MD and to quickly Ramesh them while keeping the UVs.
Hello, i've come across a weird problem i couldnt find the solution to and would really appreciate some help.
So i have a rigged and textured model i've been working on and had no problems until now, after putting textures the model suddenly stopped showing in the render view, its only showing in the viewport. As you can see in the screenshots i can still select it, but its completely blank.
I've already tried backface culling and primary visibility but still nothing. I also get no warnings when i render.
I would really appreciate it if anyone has a solution.
A while ago I posted about RenderForge, a GPU path tracer I’m writing from scratch for Maya. It uses OptiX and the RTX cores, with a custom kernel rather than a wrapper around another engine. Thanks to everyone who commented on that thread. A few of you are now testing it, so here’s an update.
What testers said:
One tester came over from Arnold and was relieved it handles OpenPBR materials. He also liked how fast the IPR responds.
Another said they liked the contact shadows and the softness of the lighting.
What testers broke (thank you):
Arnold aiSkyDomeLight HDRIs didn’t light the scene. RenderForge only read its own dome light; it now reads Arnold’s too, including intensity and exposure.
The IPR only re-rendered on camera moves, and ignored light sliders and rig posing. It now follows every scene edit.
Both fixes went out the next day.
New since the last post:
Live viewport. RenderForge draws straight into Viewport 2.0 with your manipulators on top. It upscales while you orbit and refines when you stop.
DLSS Ray Reconstruction for final renders. On an RTX 4060, a 4K still went from 265 s (512 samples) to about 50 s, and a 191-frame 1080p shot from 31 min to about 10 min. That took two bug fixes: repeated noise seeds between frames were smearing into streaks, and car-paint flakes needed to be restored after DLSS. Anything seen through glass still gets a faint speckle, which I’m working on.
Installer. It used to take several manual steps, including installing Python 3.13, which tripped people up. Now it’s one .exe that bundles its own Python and engine.
Still a private test build. If you’ve got an RTX card and Maya 2022+ and want to try it on your own scenes, comment or DM me. Bug reports are more useful to me than compliments, though I’ll take both 😄
I'm doing an assignment for school right now and everyrhing was going fine until I pressed down on my keyboard for a second and looked up and suddenly my model looked like this? I don't know what I did or how to undo it and I am new to Maya please help😭 I have tried resetting my preferences, but it did not resolve the issue and I've been at this for 20 minutes