Tag: Maya Tips & Tricks

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Maya Lighting & Rendering: Lighting an Orange Demo

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Maya Lighting & Rendering 7: Lighting an Orange Demo Lighting an orange is a classic cinematography exercise, on or off the computer. Be sure to try this one yourself to get practice aiming and controlling Maya l...

Maya Lighting & Rendering: Lighting a Room Set-by-Step Demo

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Maya Lighting & Rendering 6: Lighting a Room Set-by-Step Demo The complete process, start to finish, is demonstrated in lighting a room. Main lights to simulate sunbeams and sky light through a window are added. ...

Maya Lighting & Rendering: Spotlight Looks and Throw Patterns

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Maya Lighting & Rendering 5: Spotlight Looks and Throw Patterns Options including Cone Angle, Penumbra Angle, Dropoff, Barn Doors, and Cookies are all demonstrated as tools to control the pattern cast by a spotli...

Maya Lighting & Rendering: Decay and Custom Curves

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Maya Lighting & Rendering 4: Decay and Custom Curves Jeremy reviews uses for Maya's 4 choices of Decay Rate. With a light meter, we can verify that Inverse Square or Quadratic decay is found in real studio lights...

Maya Lighting & Rendering : Light Linking, Emit Diffuse, and Emit Specular

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Maya Lighting & Rendering 3: Light Linking, Emit Diffuse, and Emit Specular The 'Illuminates by Default' option gives you a choice between two different approaches to light linking that are demonstrated and expla...

Maya Lighting & Rendering: Light Intensity and Digital Color

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Maya Lighting & Rendering 2: Light Intensity and Digital Color Shaping and defining forms in 3D models is the focus of choosing light intensities and angles. How to bring-out the three-dimensional form of a model...

Maya Lighting & Rendering: Previewing Lights, How to Choose Light Colors

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Maya Lighting & Rendering 1: Previewing Lights, How to Choose Light Colors Demonstration begins in Maya with an overview of spotlight controls, and functions to preview lighting in real-time. Jeremy demonstrates ...

Creating a Character Rig – Part 32: Mirroring

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Creating a Character Rig - Part 32: Mirroring This video shows you some of the important factors to consider when mirroring one side of your rig to the other.Creating a Character Rig - Part 32: Mirroring, Cha...

Creating a Character Rig – Part 31: Hand global transform and cleanup

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Creating a Character Rig - Part 31: Hand global transform and cleanup How to create a length attribute for the fingers, connect the hand to the arm, and clean up the rig.Creating a Character Rig - Part 31: Ha...

Creating a Character Rig – Part 30: Palm Controls

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Creating a Character Rig - Part 30: Palm controls How to set up custom palm attributes for palm raising, lowering, and side-to-side movement.Creating a Character Rig - Part 30: Palm controls, Character Rig in...

Creating a Character Rig – Part 29: Compound finger Controls

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Creating a Character Rig - Part 29: Compound finger Controls How to create attribute-driven controls for the fingers, to drive compound movements.Creating a Character Rig - Part 29: Compound finger Controls, ...

Creating a Character Rig – Part 28: Basic hand joints

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Creating a Character Rig - Part 28: Basic hand joints How to set up the joints and FK controls for a hand.Creating a Character Rig - Part 28: Basic hand joints, Character Rig in Maya, Character Rig process in...

Creating a Character Rig – Part 27: Arm global transform and Cleanup

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Creating a Character Rig - Part 27: Arm global transform and Cleanup There is a correction at 15:20. Please turn on annotations to view it. How to hook the arm up to the rest of the body, incorporate it into the glob...

Creating a Character Rig – Part 26: Translation-based shoulder Rig

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Creating a Character Rig - Part 26: Translation-based shoulder Rig How to create a simple translation-based shoulder rig.Creating a Character Rig - Part 26: Translation-based shoulder Rig, Character Rig in Ma...

Creating a Character Rig – Part 25: IK/FK hybrid Elbow

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Creating a Character Rig - Part 25: IK/FK hybrid Elbow How to create an IK elbow with an FK poseable forearm.Creating a Character Rig - Part 25: IK/FK hybrid Elbow, Character Rig in Maya, Character Rig proces...

Creating a Character Rig – Part 24: Snappable Elbow

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Creating a Character Rig - Part 24: Snappable Elbow How to create an elbow control with snapping.Creating a Character Rig - Part 24: Snappable Elbow, Character Rig in Maya, Character Rig process in Maya, Char...

Creating a Character Rig – Part 23: Stretch IK/FK Arms

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Creating a Character Rig - Part 23: Stretch IK/FK Arms How to create stretchable IK and FK arms based on the principles learned when building the leg.Creating a Character Rig - Part 23: Stretch IK/FK Arms, Ch...

Creating a Character Rig – Part 22: Basic Twist Arm

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Creating a Character Rig - Part 22: Basic Twist Arm There is a correction in this lesson at 10:17. Please turn on annotations to view it. How to create a basic twisty arm using principles you learned when building th...

Creating a Character Rig – Part 21: Complementary Foot Controls and Cleanup

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Creating a Character Rig - Part 21: Complementary Foot Controls and Cleanup How to create additional foot controls to widen the range of movement for your foot.Creating a Character Rig - Part 21: Complementar...

Creating a Character Rig – Part 20: Smart Foot Roll

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Creating a Character Rig - Part 20: Smart Foot Roll How to create a smarter foot rig that's easier to animate with.Creating a Character Rig - Part 20: Smart Foot Roll, Character Rig in Maya, Character Rig pro...

Creating a Character Rig – Part 19: Reverse Foot Rig

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Creating a Character Rig - Part 19: Reverse foot rig How to create a reverse foot rig for the generic IK foot, which will provide you with control over the necessary pivot points.Creating a Character Rig - Pa...

Creating a Character Rig – Part 18: Leg global transform, space switching, and cleanup

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Creating a Character Rig - Part 18: Leg global transform, space switching, and cleanup There is a correction at 11:38. Please turn on annotations to view it. How to clean up the rest of the leg rig.Creating a...

Creating a Character Rig – Part 17: Non-uniform no flip IK leg stretch and automatic IK FK toggle

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Creating a Character Rig - Part 17: Non-uniform no flip IK leg stretch and automatic IK FK toggle How to allow the upper and lower portions of the no-flip leg to scale non-uniformly, as well as how to ensure that onl...

Creating a Character Rig – Part 16: Snappable knee

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Creating a Character Rig - Part 16: Snappable knee How to create a snappable knee for planting in place like an IK control.Creating a Character Rig - Part 16: Snappable knee, Character Rig in Maya, Character ...

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