Maya How To's by Alias Wavefront - HTML preview

PLEASE NOTE: This is an HTML preview only and some elements such as links or page numbers may be incorrect.
Download the book in PDF, ePub, Kindle for a complete version.

Image 1

Image 2

Image 3

Image 4

Image 5

Image 6

Image 7

Image 8

Image 9

Image 10

Image 11

Image 12

Image 13

Image 14

Image 15

Image 16

Image 17

Assistant Online - Maya/How Tos

Alias|Wavefront / Assistant Online / Maya / How Tos How-to's are step-by-step tutorials that are designed to help you

learn more about Maya. While some lessons let you start from

scratch, other lessons may provide a start file for you to begin with.

Note - These files may not perform as expected. Always back up

your work before using any files downloaded from this website.

These how-to's have been updated to work in Maya 2.5. However,

unless otherwise noted, they will also work in Maya 2.0.

Maya how-to's are available in the following categories:

Animation

How to Model a Flexo

Maya 2.5 Complete

How to Build and Animate an Iris

Maya 2.5 Complete

How to Pick Up an Object

Maya 2.5 Complete

How to Animate an Accurate Clock

Maya 2.5 Complete

How to Animate an Extrusion

Maya 2.5 Complete

How to Animate the Aiming of a Spotlight

Maya 2.5 Complete

How to Animate a Rolling Cube

Maya 2.5 Complete

How to Animate with Flow (Object)

Maya 2.5 Complete

How to Animate with Flow (Curve)

Maya 2.5 Complete

Character

How to Create SoftBodies in Character

Maya 1.5 FX

Animation

How to Blend Facial Poses

Maya 2.5 Complete

Compositing

How to Composite Hardware and Software

Maya Fusion Lite

Rendered Images NEW!

How to Composite using zDepth Maps

Composer 5.0

How to change the default event colors

Composer 5.0

How to create a Composer undo

Composer 5.0

How to Extract Images from a Movie

Maya Fusion Lite

How to fake 3D shadows

Composer 5.0

How to Glow Highlights

Composer 5.0

How to layer an unpre-multiplied image

Composer 5.0

How to Manage your macros

Composer 5.0

How to set up Maya renders for Compositing

Composer 5.0

Dynamics - Particle

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/index.html (1 of 3) [3/7/2000 13:35:40]

Assistant Online - Maya/How Tos

How to Create a Ring of Fire

Maya 2.5 Complete

How to use Particles to Drive Rigid Bodies

Maya 2.5 Complete

How to Create an Exploding Fireball

Maya 2.5 Complete

Dynamics - Rigid Body

How to Animate a Chain Link

Maya 2.5 Complete

How to Create a Newton's Pendulum

Maya 2.5 Complete

Dynamics - Soft Body

How to Animate a Melting Object

Maya 2.5 Complete

How to Create an Inflating Balloon

Maya 2.5 Complete

How to animate a Gelatin cube

Maya 2.5 Complete

How to Create a Waving Flag

Maya 2.5 Complete

How to Create Footprints

Maya 2.5 Complete

Games - NEW!

How to Prelight a Scene

Maya 2.5 Builder

Maya Fur

How to Comb Fur

Maya 2.5 Unlimited

MEL

How to use attrCollection.mel Script

Maya 2.5 Unlimited

How to use an "relocateTexturesWin"

Maya 2 Complete

How to use an Assistant Online MEL

Maya 2.5 Complete

Script

Hot to use QTVR.mel Script

Maya 2.5 Complete

Miscellaneous

Learning Maya 2.5 Addendum (PDF 128k)

Maya 2.5 Complete

Modeling

How to Build a Spiral Staircase

Maya 2.5 Complete

How to Build a Polygonal Gear

Maya 2.5 Complete

How to Use bevelCaps.mel Script

Maya 2.5 Complete

How to Use NURBS Booleans

Maya 2.5 Unlimited

How to Create Square Surfaces

Maya 2.5 Unlimited

Paint Effects - NEW!

How to Create a Tree using PaintFX NEW!

Maya 2.5 Complete

Rendering

How to Make Natural Clouds

Maya 2.5 Complete

How to Animate Texture Files

Maya 2.5 Complete

How to Create a Ball Env Reflection Map

Maya 2.5 Complete

How to Create Camera Cuts

Maya 2.5 Complete

How to Create a Double-sided shader

Maya 2.5 Complete

How to Create a Ghost Shader

Maya 2.5 Complete

How to Create a Light GOBO with Barn Doors Maya 2.5 Complete

How to Create a Realistic Sky with EnvSky

Maya 2.5 Complete

How to Create Realistic Shadows with EnvSky Maya 2.5 Complete

How to Create Realistic Glass

Maya 2.5 Complete

How to Create a Soft Spotlight

Maya 2.5 Complete

How to Combine Bump and Displacement

Maya 2.5 Complete

Maps

How to Make a Cartoon Shader

Maya 2.5 Complete

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/index.html (2 of 3) [3/7/2000 13:35:40]

Image 18

Image 19

Image 20

Image 21

Image 22

Image 23

Assistant Online - Maya/How Tos

How to Make Water Ripple

Maya 2.5 Complete

Technical Overview on Aliasing

Maya 1.5 Base

Artifacts

Technical Overview of Maya Software

Maya 1.5 Base

Rendering

How to Set up Reflections and Refractions

Maya 2.5 Complete

How to Share Texture Nodes

Maya 2.5 Complete

How-to Set Up Depth of Field

Maya 2.5 Complete

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/index.html (3 of 3) [3/7/2000 13:35:40]

Image 24

Image 25

Image 26

Image 27

Image 28

Image 29

Image 30

Image 31

Image 32

Image 33

Image 34

Image 35

Image 36

Image 37

Image 38

Image 39

Image 40

Image 41

Image 42

Image 43

Image 44

Assistant Online - Maya/How Tos/Animation/Flexo

Alias|Wavefront / Assistant Online / Maya / How Tos / Animation / Flexo

HOW TO MODEL A FLEXO WITH

namtar@scsinet.es

MAYA

by Lluís Llobera Trias - Quod/IDEP

Spain

Maya Complete

Animation

This is a tutorial to

create and make fully

operative, with Maya,

a flexo-type arm like

those used to hold

lights. You will work

with expressions,

driven keys, pivot

position, and

Click to view larger version

constraints. You will

also learn to add attributes and work with the Graph Editor.

The point of this exercise is to create a series of arms that

rotate properly together when the main arm of the flexo does.

Note: throughout the tutorial, you are told how to create a 5-arm flexo;

however, all the pictures contained in this document show a 10-arm

flexo. In fact, there's no arm limit as long as you follow the method

correctly.

STEP ONE

In "extensible" arms

such as these, you get

the same element

repeated a number of

times. Therefore it is

very important that the

first arm created has

some kind of a solid

structure. You are

going to create a cylinder grouped twice with itself, positioning

the pivot for every node in a proper position.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/flexo/index.html (1 of 6) [3/7/2000 13:35:53]

Image 45

Image 46

Assistant Online - Maya/How Tos/Animation/Flexo

Create a

NURBS cylinder and name it " c_i", for "inferior constraint". Go to the Channel Box and set its Y scale

to 10, and its Z scale to 0.4.

Enter "

Insert" to edit the Pivot Point position, then go to

the Numerical Input Line, which is a white space just

above the Channel Box. Enter the values 0 -10 0.

You should see that the pivot has moved at the bottom of the

cylinder. Enter " Insert" again to go back to object editing mode.

Group the cylinder with itself, and name the new group " c_s", for "superior constraint". Now follow the previous steps to

position its pivot point at the top of the cylinder (that's 0 10 0).

Group the node c_s with itself, and name the new group

" SUP_01". Now you can rotate the node SUP_01 45 degrees in the Z axis. You have successfully created the first arm of

the flexo.

STEP TWO

Enter

Edit->Duplicate->

Options and reset the

values.

Duplicate the node

SUP_01 and name its

copy INF_01. In the

Channel Box, set its Z

translation to 1.

Now you are going to create an expression to make this new

node rotate every time that the superior arm does. Check that

INF_01 is still selected, and go to Window->Expression

Editor. Name the new expression " inf_rotate", and enter in the expressions area

INF_01.rz = 180 - SUP_01.rz ;

Click on " Create". From now on, every time that the SUP_01

rotates in the Z axis, the INF_01 will rotate also. Check it if you want. After you have, set the Z rotation for the SUP_01 to 45 again -- the whole exercise will assume this as its value.

Since the arms of the flexo are alternated, you will now have

to move the pivot points of the c_i and c_s nodes of the

SUP_01 and INF_01 arms in an absolute Z translation of 0.5.

To achieve this, the easiest procedure is to select each of the

sub-nodes, click " Insert" and, in the Numeric Input Line, enter

. . 0.5

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/flexo/index.html (2 of 6) [3/7/2000 13:35:53]

Image 47

Image 48

Image 49

Image 50

Assistant Online - Maya/How Tos/Animation/Flexo

You will have to repeat this operation for each of the

sub-nodes.

STEP THREE

Select SUP_01 and

INF_01 and then select

Edit-> Duplicate->

Options. Set the

number of copies to 4

and click on the

" Duplicate Input

Connections" box.

When you click on

" Duplicate", Maya will create four new superior cylinders, called SUP_02 to SUP_05, and four inferior cylinders which are named INF_02 to INF_05. Select in the Outliner the nodes SUP_02 and INF_02, and set them to an X translate of 14

units. Pick the next two nodes, move them to 28, and so on.

Now look what happens when you rotate the SUP_01 : only

the inferior arms rotate with it. This is because only INF_01

had the expression applied, and therefore the superior arms

aren't aware of what is going on.

STEP FOUR

Select the nodes

SUP_02 to SUP_05

and (in the

Animation menu)

select

Animate-> Set

Driven

Key-> Set-> Options.

The Set Driven Key

window will pop up (from now on, we will call it SDK). In the

" Driven" frame you'll see the four nodes you have just

selected.

In any orthographic window select the SUP_01 and, returning

to the SDK, click on " Load Driver" to place it in the " Driver"

frame.

Click on the " Rotate Z" next to the Driver frame (it'll get dark), and select the four nodes in the Driver. Click on their " Rotate

Z". Now click on " Key" to set the first connection.

Select the SUP_01 node and set its Z rotation to 60 degrees.

After that, select the SUP_02 to SUP_05 nodes and rotate

them to 60 in Z as well. In the SDK window, set the second

connection by clicking on " Key". Close the SDK.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/flexo/index.html (3 of 6) [3/7/2000 13:35:53]

Image 51

Image 52

Image 53

Assistant Online - Maya/How Tos/Animation/Flexo

Look what you have now: the superior arms only seem to

work properly when the Z rotation of SUP_01 is between 45

and 60 degrees. Let us fix this.

Select the nodes SUP_02 to SUP_05 and go to Window-> Animation Editors-> Graph Editor. Press the " f" key to execute a " frame all"; a blue curve will appear in the right window. Select it (all of it, including its beginning and end) and

enter :

Curves -> Pre Infinity -> Cycle with Offset

Curves -> Post Infinity -> Cycle with Offset

Close the Graph Editor. Now all the arms rotate correctly.

STEP FIVE

Using the Outliner or

the Hypergraph, add

constraints from

certain nodes to the

other ones. This is the

formula to do it:

Select the node

c_i from

SUP_0x, then

the node c_s

from INF_0(x+1).

Select

Constraints->

Point. You also

have to do it the

other way

around, i.e.:

select the node

c_i from INF_0x,

then the node

c_s from

SUP_0(x+1) and

select

Constraints->

Point.

For example, the first step is to select c_i from SUP_01 and c_s from INF_02 and constraint them. Then, pick the c_i from INF_01 and the c_s from SUP_02 and constraint them too.

Continue until you have no arms left.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/flexo/index.html (4 of 6) [3/7/2000 13:35:53]

Image 54

Image 55

Image 56

Assistant Online - Maya/How Tos/Animation/Flexo

STEP SIX

You should now have

the flexo working

correctly. But having to

depend on the Z

rotation for SUP_01 is

time consuming, and

inefficient.

Now we will create a

new node with an attribute to get it to work.

Select

all the nodes (Right Click and " select all" is the

easiest way) and group them.

Name the group "

FLEXO".

Enter "

Insert" to edit its pivot point position.

Go to the Numeric Input Line and enter:

. 15 .

Select Display-> Objects Components-> Selection

Handles. From now on, you'll be able to select the whole

object by clicking on this handle.

Now select Modify-> Add Attribute. Name the new attribute

" Length", enter 0 for its minimum value, 100 for the maximum, and 50 as default value.

Select the node SUP_01, and select Animate -> Set Driven

Key -> Set -> Options. Load the node FLEXO as the driver.

Select the attribute " Length" next to the Driver frame, and the Z rotation from the Driven frame. Press Enter.

Set the " Length" Value to 0, and the Z rotation for SUP_01 to 0. Click on " Key". Now set " Length" to 100 and the Z rotation for the SUP_01 to 90. " Key" it again.

CONCLUSION

Well then you have

just finished building

the flexo!

Now it's up to you to

add details, such as

the joints (which

should be constrained

to the nodes c_i from

the arms), etc.

Click to view larger version

Here's the final file for

you to download. You can open it with any version of Maya.

flexo.ma (~270k)

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/flexo/index.html (5 of 6) [3/7/2000 13:35:53]

Image 57

Image 58

Image 59

Image 60

Image 61

Image 62

Image 63

Assistant Online - Maya/How Tos/Animation/Flexo

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/flexo/index.html (6 of 6) [3/7/2000 13:35:53]

Image 64

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/flexo/img/img009b.jpg http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/flexo/img/img009b.jpg [3/7/2000 13:35:57]

Image 65

Image 66

Image 67

Image 68

Image 69

Image 70

Image 71

Image 72

Image 73

Image 74

Image 75

Image 76

Image 77

Image 78

Image 79

Image 80

Image 81

Image 82

Image 83

Image 84

Image 85

Assistant Online - Maya/How Tos/Animation/Iris

Alias|Wavefront / Assistant Online / Maya / How Tos / Animation / Iris

HOW TO BUILD AN IRIS

By Alan Harris

Maya Complete

Animation

In this lesson, you will learn

how to build an iris and use

Set Driven Key to animate it

opening and closing.

To achieve this, you will

create a locator and add an

attribute called Shutter. This

attribute will range from 0 to

Play Movie [321 k]

10. 10 equals the iris in closed the position.

STEP ONE

Set the Grid Options to

default settings.

Create two Nurbs circles at

the origin -- one 10 units and

the other 5 units. Template

them to use as guides.

Create a closed

CV

Curve as shown.

Duplicate the curve

and translate in Y to

-0.2

Select the top curve

and select Surfaces >

Planar.

Select the top curve

and the bottom curve

and select Surfaces >

Loft.

Delete the curves or

delete history on the

surfaces.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/iris/index.html (1 of 4) [3/7/2000 13:37:58]

Image 86

Image 87

Image 88

Image 89

Image 90

Assistant Online - Maya/How Tos/Animation/Iris

STEP TWO

You will need to group these

surfaces twice to get two different

pivot points. One for creating the

subsequent shutters and the other

for the local rotation.

Select the two surfaces.

Select

Edit > Group and

rename this node localPivot.

Select the node

localPivot,

then select Edit > Group

again and rename this node

centerPivot. This node should

be at the origin.

You will now change the location of

the localPivot.

Select the

localPivot node.

Press

Insert on the keyboard

to modify the pivot point.

In the top view,

Move the pivot

to the corner of the shutter

piece as shown.

Press

Insert again when

finished.

STEP THREE

You will now be duplicating

surfaces to create the other

pieces.

Select the

centerPivot

node.

Select

Edit >

Duplicate - Options

and set the following:

Rotate Y to 30;

Translate Y to 0.1;

Number of Copies to

11

Press

Duplicate.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/iris/index.html (2 of 4) [3/7/2000 13:37:58]

Image 91

Image 92

Assistant Online - Maya/How Tos/Animation/Iris

STEP FOUR

You will be creating a Locator with an attribute called shutter to

control the opening and closing of the iris.

Select

Create > Locator.

Select

Modify > Add Attribute... and set the following:

Attribute name to shutter;

Minimum to 0;

Maximum to 10

Press

OK.

STEP FIVE

The Locator now needs a connection to the rotation attribute of

the local pivot. To achieve this connection, you will use Set

Driven Key .

Select

all twelve of the localPivot nodes.

Select

Animate > Set Driven Key > Set - Options.

With the

localPivots selected, press Load Driven.

Highlight all the

localPivots in the left column.

In the right column of the Driven section, highlight

rotate

Y.

You will now load the Locator as the Driver.

Select

the Locator.

Press

Load Driver.

Highlight the locator in the left column.

In the right column of the Driver section, highlight

shutter

In this next step you will be setting the keys.

Press

Key.

This will set a key for the shutter value of 0 when the iris is fully open.

In the Channel Box, set the

shutter value to 10.

Select

all the localPivot nodes.

Highlight the

Rotate Y attribute name in the Channel Box.

Use the virtual slider with the

MMB in the workspace by

click- dragging to the left until the iris is closed.

Press

Key.

Test the Set Driven Key by selecting the Locator and entering

different values or by using the virtual slider.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/iris/index.html (3 of 4) [3/7/2000 13:37:58]

Image 93

Image 94

Image 95

Image 96

Image 97

Image 98

Image 99

Image 100

Assistant Online - Maya/How Tos/Animation/Iris

CONCLUSION

You should now have the

shutter attribute controlling

the animation of the iris.

Experiment with different

curve shapes and amount

of shutters. You can also

experiment with different

translate offsets when

duplicating the shutters.

Play Movie [321 k]

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/iris/index.html (4 of 4) [3/7/2000 13:37:58]

Image 101

Image 102

Image 103

Image 104

Image 105

Image 106

Image 107

Image 108

Image 109

Image 110

Image 111

Image 112

Image 113

Image 114

Image 115

Image 116

Image 117

Image 118

Image 119

Image 120

Image 121

Assistant Online - Maya/How Tos/Animation/Pick Up Object

Alias|Wavefront / Assistant Online / Maya / How Tos / Animation / Pick Up Object

HOW TO PICK UP AN OBJECT

by Robert Magee

Maya Complete

Animation

In this lesson, you will

learn how to make an

Inverse Kinematic arm

pick up an object and

place it on a table. This

will involve constraining

the IK handle to two

Locators then animating

Play Movie [224 k]

the constraint weights to

switch the hand between locators.

The key to this lesson is that you will animate the object first

then constrain the arm to match that movement. This ensures

that the object's movement is exactly what you want before you

even have to consider the character picking it up.

STEP ONE

Create a polygonal

cube. Scale it to create

a tabletop. In the front

view, place it on the

ground along the X axis.

Rename the cube's

transform node to table.

Create a NURBS

cylinder. Scale it so that

it is a little taller. Place it on the ground near the origin. This will

be the object that will get lifted up onto the table. Rename the

cylinder's transform node to glass.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/pickUp/index.html (1 of 6) [3/7/2000 13:38:18]

Image 122

Image 123

Image 124

Image 125

Image 126

Image 127

Image 128

Assistant Online - Maya/How Tos/Animation/Pick Up Object

STEP TWO

In the front view, place

three Joints to create a

simple arm that will pick

up the glass and place it

on the table.

Add an IK handle that

runs from the root joint

to the end joint of the

skeleton.

STEP THREE

Create two Locators.

Place one to the left of

the glass and name it

glassLocator. This

locator will drive the arm

when it is picking up the

glass.

Place the second

locator up above the

glass and name it freeLocator. This locator will drive the arm

when it is not picking up anything.

STEP FOUR

In the Hypergraph

window, parent the

glass node to the

glassLocator node. Now

any animation you apply

to the locator will also

affect the cylinder.

STEP FIVE

Select the two locators

and then the IK handle.

Make sure that the IK

handle is selected last.

Select Constrain ->

Point to constrain the

handle to both locators

at once. It will constrain

to a point half way

between the two locators.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/pickUp/index.html (2 of 6) [3/7/2000 13:38:18]

Image 129

Image 130

Image 131

Image 132

Image 133

Assistant Online - Maya/How Tos/Animation/Pick Up Object

If you Select and Move the freeLocator, you will see that the IK

handle updates so that it always places itself halfway between

the two locators. Both locators have been constrained using the

same weighting, so the IK handle is trying to point at both

constraints equally, The result is that the IK Handle is

positioned at an equal distance between the two locators.

STEP SIX

Select the IK handle. In

the shapes section of

the Channel box, you

will find the

ikHandle1_pointConstraint1

shape node. It contains

two key attributes:

glassLocatorW0

which is the

weighting of the

glass locator; and

freeLocatorW1

which is the

weighting of the

other locator.

Set the glassLocatorW0 attribute to 0. Now the IK handle will move to the freeLocator since it has the strongest weighting. If

you Select and Move the freeLocator, you will see that the IK

handle now follows this locator entirely, because you have told

it not to point at the glassLocator at all.

STEP SEVEN

You will now animate the

glass so that it is

positioned exactly where

you need it.

Create a CV curve from

the glassLocator upward

to the top of the table.

This will be used as a

motion path for animating the movement of the glass. You

could also simply set keys on the glass, but using a motion path

offers another way to animate it.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/pickUp/index.html (3 of 6) [3/7/2000 13:38:18]

Image 134

Image 135

Image 136

Image 137

Image 138

Image 139

Assistant Online - Maya/How Tos/Animation/Pick Up Object

STEP EIGHT

Select the glassLocator

and then the new curve.

Select Animate ->

Paths -> Attach to

Path - options.

Set the Time Range to

Start/End then set the

Start Time to 20 and

the End Time to 50.

Make sure that Follow is turned Off. Click Attach.

Now the glass will animate along the path between frames 20

and 50. If you don't like how the path is working or if the glass is

not sitting on the table properly at frame 50, you can edit the

shape of the curve using its CVs.

STEP NINE

Now you can animate

the freeLocator. Use the

following positions to

key this node:

Go to frame 1.

Place the freeLocator to

the left of the glass.

Press Shift w to set

keys for the translation attributes.

STEP TEN

Go to frame 20.

Place the freeLocator at

the start point of the

motion path curve.

Again, press Shift w to

set keys for the

translation attributes.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/pickUp/index.html (4 of 6) [3/7/2000 13:38:18]

Image 140

Image 141

Image 142

Image 143

Image 144

Assistant Online - Maya/How Tos/Animation/Pick Up Object

STEP ELEVEN

Go to frame 50.

Place the freeLocator at

the end point of the

glass motion path.

Set keys for the

translation attributes.

STEP TWELVE

Go to frame 80.

Place the freeLocator at

the left of the table in

open space.

Set keys for the

translation attributes.

Now if you playback the

animation, you will see

that the hand moves up

Play Movie [254 k]

to the table and back but it does not work properly with the

glass between frames 20 and 50.

STEP THIRTEEN

Go to frame 1.

Open the Animation

Preferences Window.

Change the Default

Out Tangent to

Stepped. This will

ensure that the next few

keys set on these

attributes will jump to a

new value at each

Play Movie [254 k]

keyframe, rather than

make a gradual transition between values from one keyframe to

the next.

Select the IK handle. Highlight the glassLocatorW0 and

freeLocatorW1 attributes on the Constraint shape node. With

your right mouse button select Key Selected.

Go to frame 20. Set glassLocatorW0 to 1 and freeLocatorW1

to 0. Highlight the glassLocatorW0 and freeLocatorW1

attributes on the Constraint shape node. With your right mouse

button select Key Selected. This switches the weighting of the

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/pickUp/index.html (5 of 6) [3/7/2000 13:38:18]

Image 145

Image 146

Image 147

Image 148

Image 149

Image 150

Image 151

Image 152

Assistant Online - Maya/How Tos/Animation/Pick Up Object

constraints so that the arm is focused on the glassLocator

during this time.

Go to frame 50. Set glassLocatorW0 to 0 and freeLocatorW1

to 1. Again Key Selected for the two attributes. This will ensure that the hand "lets go" of the glass after frame 50.

When you playback the scene this time, you will see that the

arm follows the glass between frames 20 and 50.

CONCLUSION

This animation is the result of constraining the arm to different

Locators, then using the constraint weight to switch between

them. You could add more objects if you wanted, then animate

their weights in a similar manner.

In the completed animation shown at the start of this lesson,

another related technique was used. An extra joint was added

to the skeleton and then the second last joint was

orient-constrained to the two locators, so that if the glass to

rotated then so would the hand. The weighting of the second

constraint was then connected to the weighting of the first

constraint so that the animation of the weights could be shared.

To see the final scene, download the pickup_final.ma file and load it into Maya.

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/pickUp/index.html (6 of 6) [3/7/2000 13:38:18]

Image 153

Image 154

Image 155

Image 156

Image 157

Image 158

Image 159

Image 160

Image 161

Image 162

Image 163

Image 164

Image 165

Image 166

Image 167

Image 168

Image 169

Image 170

Image 171

Image 172

Image 173

Assistant Online - Maya/How Tos/Animation/Accurate Clock

Alias|Wavefront / Assistant Online / Maya / How Tos / Animation / Accurate Clock

HOW TO ANIMATE AN

By Robert Magee

ACCURATE CLOCK

Maya Complete

Animation

In this lesson, you will

learn how to animate the

hands of a clock using a

series of expressions

which reference Maya's

internal time variable.

You will also use attributes

that allow you to set the

Play Movie [~576kb]

start time in hours,

minutes and seconds for the animation. This clock can then be

added to any scene and the hands will animate automatically

based on the chosen time units.

STEP ONE

Select Create > NURBS

Primitives > Circle.

Rotate and Scale the circle

to the size that you need

and place it on the ground

.

Select the circle then

select Surfaces -> Planar

to create a planar trimmed surface for the face of the clock.

Delete History on the surface and the original circle curve.

Rename the surface as face.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/clock/index.html (1 of 6) [3/7/2000 13:39:09]

Image 174

Image 175

Image 176

Image 177

Image 178

Image 179

Assistant Online - Maya/How Tos/Animation/Accurate Clock

STEP TWO

Select Create -> Polygon

Primitives -> Plane.

Scale and Move the plane

to create a marker for the

hours. Place it along the Z

axis near the top. Move it

up a little along the Y axis

to raise it from the face of

the clock.

Delete History on the polygon shape.

STEP THREE

Select the polygon shape

and choose the Rotate

tool.

Press the Insert key then

use grid snap to snap the

pivot point back to the

origin.

Select Edit -> Duplicate -

options. Set the Y Rotation to 30 and Number of Copies to 11. Press Duplicate.

You now have 12 markers for the hours of the clock. You can

increase the size of the markers at three, six, nine and twelve

o'clock or you can delete the markers at these points and add

numbers.

STEP FOUR

Select Create -> Polygon

Primitives -> Cube.

Rename the cube as

hourHand.

Press F8 to go into

component mode then

reshape the vertices to get

the look that you desire.

Make sure that the shape

is pointing up along the Z axis.

Note: By reshaping the hand at the component level, you

ensure that the shape's transform pivot remains at the origin.

Delete History on the polygon shape.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/clock/index.html (2 of 6) [3/7/2000 13:39:09]

Image 180

Image 181

Image 182

Assistant Online - Maya/How Tos/Animation/Accurate Clock

STEP FIVE

Select Edit -> Duplicate -

options. Press the reset

button then press

Duplicate.

Move the shape up along

the Y axis then reshape it

using component mode to

make this hand longer.

Rename the new cube as minuteHand.

Repeat these steps to create a third, thinner cube and name it

secondHand.

STEP SIX

Select all of the pieces of your clock then select Edit -> Group.

Rename the group node to clock.

With the clock node selected, select Modify -> Add Attribute...

then add the following three attributes to the clock node:

Attribute name: startHour

Data Type: Integer

Minimum: 0

Maximum: 12

Default: 0

Attribute name: startMinute

Data Type: Integer

Minimum: 0

Maximum: 60

Default: 0

Attribute name: startSecond

Data Type: Integer

Minimum: 0

Maximum: 60

Default: 0

These attributes will be used later in the expressions to set up

the time at the start of your animation.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/clock/index.html (3 of 6) [3/7/2000 13:39:09]

Image 183

Image 184

Assistant Online - Maya/How Tos/Animation/Accurate Clock

STEP SEVEN

Select the secondHand polyCube. In the Channel box, click on

its rotateY attribute. With your right mouse button select

Expressions. This will bring up the Expression editor.

Enter the following expression:

$direction = -1;

$degreePer = 6;

$start = clock.startSecond;

secondHand.rotateY = $direction * $degreePer * ($start + time);

The $direction variable sets the rotation direction to clockwise.

The $degreePer variable sets how many degrees your want the

hand to rotate per second. (360 degrees / 60 seconds = 6).

The $start variable adds the clock.startSecond attribute to time.

The time portion of the expression represents the actual time,

measured in seconds.

Note: Later you will learn that by measuring time in seconds

instead of frames, you can change time units and the clock will

still work accurately in your animation.

STEP EIGHT

Add the following expression to the minuteHand polyCube:

$direction = -1;

$degreePer = 6;

$start = clock.startMinute;

$adjust = clock.startSecond;

$convert = 60;

minuteHand.rotateY = $direction * $degreePer

* ($start + (time + $adjust)/$convert);

The $direction variable again sets the rotation direction to

clockwise.

The $degreePer variable sets how many degrees your want the

hand to rotate per minute. (360 degrees / 60 minutes = 6).

The $start variable adds the clock.startMinute attribute to time.

The time portion of the expression represents the actual time,

measured in seconds.

In this expression time is advanced using clock.secondStart

since the start position of the second hand has an affect on

where the minute hand will start. Since time and

clock.secondStart are measured in seconds, they must be

converted to minutes using the $convert variable which is set to

60.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/clock/index.html (4 of 6) [3/7/2000 13:39:09]

Image 185

Image 186

Assistant Online - Maya/How Tos/Animation/Accurate Clock

STEP NINE

Add the following expression to the hourHand polyCube:

$direction = -1;

$degreePer = 30;

$start = clock.startHour;

$adjust = clock.startMinute;

$convert1 = 60;

$convert2 = 3600;

hourHand.rotateY = $direction * $degreePer

* ($start + $adjust/$convert1 + time/$convert2);

The $degreePer variable sets how many degrees your want the

hand to rotate over a twelve hour period. (360 degrees / 12

hours = 30).

The $start variable adds the clock.hourStart attribute to time.

The time portion of the expression represents the actual time,

measured in seconds.

In this expression time is advanced using clock.startMinute

since the start position of the minute hand has an affect on

where the hour hand will start. Since time is measured in

seconds, it is converted to hours using a value of 60, and since

clock.startMinute is measured in minutes, it is converted to

hours using a value of 3600.

STEP TEN

To view time moving accurately, set your time slider range to a

value of about 480. Since Maya's default time unit is set to Film which is 24 frames per second, 480 frames should make the

second hand on the clock move for 20 seconds. Because this is

such a short time, you will barely see the minute and hour

hands moving.

If you set the frame range much higher than you can scroll to

see the minute and hour hand moving.

Don't forget that you can select the clock node and set the

starting positions for the three hands using the secondStart,

minuteStart and hourStart attributes. This way your clock

animation could start at any time such as 4:15 and 35 seconds

instead of always at midnight.

Note: If you open up the General Preferences, you can click

on the Animation tab then under Animation Controls you can

turn Timecode to On under Options. This will show you time as well as frames.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/clock/index.html (5 of 6) [3/7/2000 13:39:09]

Image 187

Image 188

Image 189

Image 190

Image 191

Image 192

Image 193

Image 194

Assistant Online - Maya/How Tos/Animation/Accurate Clock

CONCLUSION

You now have a time

piece that will work

accurately in any

animation. Even if you

change your time units

[In General

Preferences -> Units]

to another value such

as NTSC (30fps), the

use of time in the

Play Movie [~576kb]

expression ensures that

your clock will adjust itself accordingly.

Shift-click to download a completed scene file:

clock_final.ma

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/clock/index.html (6 of 6) [3/7/2000 13:39:09]

Image 195

Image 196

Image 197

Image 198

Image 199

Image 200

Image 201

Image 202

Image 203

Image 204

Image 205

Image 206

Image 207

Image 208

Image 209

Image 210

Image 211

Image 212

Image 213

Image 214

Image 215

Assistant Online - Maya/How Tos/Animation/Extrusion

Alias|Wavefront / Assistant Online / Maya / How Tos / Animation / Extrusion

HOW TO ANIMATE

by Robert Magee

AN EXTRUSION

Maya Complete

Animation

In this lesson, you

will learn how to

animate a profile

extruding along a

curve. This will

involve the Extrude

tool's partial curve

option to generate

extra history nodes

Play Movie [256 k]

called subCurve

nodes. These nodes will allow you to then animate the history

of the extrusion along the path.

STEP ONE

Create a primitive circle at

the origin. Rotate by 90

degrees around the Z

axis. This will act as the

profile of the extrusion.

Create a NURBS curve

that starts at the origin.

This will be used as the

path of the extrusion. Make sure that the first two CVs lie

directly on the X axis. This ensures that this curve is normal to

the circle, making the extrusion easier to control.

Continue the curve as desired. You may also want to edit some

of the CVs to reshape the curve in 3D. Be sure not to edit the

first two CVs.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/extrude/index.html (1 of 3) [3/7/2000 13:40:16]

Image 216

Image 217

Image 218

Image 219

Image 220

Assistant Online - Maya/How Tos/Animation/Extrusion

STEP TWO

Select the circle first and

then the path curve. Select

Surfaces -> Extrude -

options. In this window,

set the Curve Range to

Partial. Click Extrude.

This will generate the

surface with two extra

history nodes. You can see the two nodes in the input section

of the channel box.

The two subCurve input nodes allow you to only use part of the

original profile and path curves in the creation of the surface.

One of the subCurves [ subCurve1] controls how much of the

profile curve is extruded along the path. The other subCurve

[ subCurve2] controls the length of the extrusion.

STEP THREE

Click on subCurve2 in the

channel box. You can now

edit the Max Value

attribute in the channel

box or you can use the

Show Manipulator tool.

If you use the Show

Manipulator tool, you get

two markers for the Min and Max value attributes for the node.

By dragging on the Max value manipulator, you can change the

position of the extrusion along the path.

Note: In the case of this extrusion, the Min value attribute creates unpredictable results. It is recommended that you use

the Max value for animating. For other types of surfaces that

use subcurve nodes, the Min Value attribute can give more

predictable results.

STEP FOUR

To animate the extrusion,

you can now set keys on

the Max value attribute.

Set the Max value to 0 at

frame 1 then set it to 1.0

at frame 50.

Playback the scene. You

will watch the extrusion

animate along the path.

Play Movie [176 k]

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/extrude/index.html (2 of 3) [3/7/2000 13:40:16]

Image 221

Image 222

Image 223

Image 224

Image 225

Image 226

Image 227

Image 228

Image 229

Assistant Online - Maya/How Tos/Animation/Extrusion

CONCLUSION

The extra history nodes

generated by the Partial

Curve option make it easy

to animate the extrusion of

the circle along the path.

The manipulation of the

subCurve node attributes

lets you edit and animate

the history of the

Play Movie [176 k]

shape.The Partial Curve

option can be used to add subCurve history nodes to several

modeling tools such as loft and revolve.

Shown here is a revolved surface animated along its profile

curve.

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/extrude/index.html (3 of 3) [3/7/2000 13:40:16]

Image 230

Image 231

Image 232

Image 233

Image 234

Image 235

Image 236

Image 237

Image 238

Image 239

Image 240

Image 241

Image 242

Image 243

Image 244

Image 245

Image 246

Image 247

Image 248

Image 249

Image 250

Assistant Online - Maya/How Tos/Animation/Aim Spotlight

Alias|Wavefront / Assistant Online / Maya / How Tos / Animation / Aim Spotlight

HOW TO ANIMATE

by Robert Magee

THE AIMING OF A SPOTLIGHT

Maya Complete

Animation

In this lesson, you will

learn how to animate

what a spotlight "looks

at" while it animates.

When you use the

Show Manipulator tool

with a selected spotlight,

it appears as if you

could select and set

Play Movie [~544kb]

keys on the "look at"

point of the light. In fact, this point is not represented by a node

and therefore you cannot key it. Instead you will need to apply

an Aim Constraint to the light so that it always points at

another objects such as a locator.

STEP ONE

Create a spotlight. Use

the Show Manipulator

tool to place the eye point

of the manipulator in the

back corner of the

working grid and the look

at point near the origin.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/spotlight_aim/index.html (1 of 3) [3/7/2000 13:40:37]

Image 251

Image 252

Image 253

Image 254

Image 255

Image 256

Assistant Online - Maya/How Tos/Animation/Aim Spotlight

STEP TWO

Create a Locator. Move

the locator to the front of

the working grid.

This locator will be used

as the target for the

spotlight

STEP THREE

Select the Locator and

then the Spotlight. Make

sure the light is the last

object selected since it will

be the aiming object.

From the Animation menu

set, select Constrain ->

Aim - options. Set the aim

vector values to 0, 0, -1 then press the Add/Remove button.

Since spotlights are created with their local X axis pointing out

the back of the light, you needed a value of -1 to aim the light

properly.

Now the light is aiming at the Locator. You can now use the

Locator to animate and control the aiming of the light.

STEP FOUR

You can now animate

the Locator in one of

many ways including the

following:

Set keys on the

Locator

Assign the Locator

to a motion path

Parent or point

constrain the

Locator to an

existing character

or object

CONCLUSION

You can now easily control the aiming of your spotlight using

the Locator as a target. You could also leave the target

stationary and animate the light itself.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/spotlight_aim/index.html (2 of 3) [3/7/2000 13:40:37]

Image 257

Image 258

Image 259

Image 260

Image 261

Image 262

Image 263

Assistant Online - Maya/How Tos/Animation/Aim Spotlight

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/spotlight_aim/index.html (3 of 3) [3/7/2000 13:40:37]

Image 264

Image 265

Image 266

Image 267

Image 268

Image 269

Image 270

Image 271

Image 272

Image 273

Image 274

Image 275

Image 276

Image 277

Image 278

Image 279

Image 280

Image 281

Image 282

Image 283

Image 284

Assistant Online - Maya/How Tos/Animation/Rollling Cube

Alias|Wavefront / Assistant Online / Maya / How Tos / Animation / Rolling Cube

HOW TO ANIMATE A

By Alan Harris

ROLLING CUBE

Maya Complete

Animation

One of the many powerful

features of Maya is the

ability to animate the

location and properties of

an object’s pivot point. In

this lesson, you will use

the animatable properties

of a primitive cube’s pivot

point to animate it rolling

Play Movie [~480kb]

on its edges. This

process will involve the use of the Channel Control window to

make certain attributes keyable. Once they are keyable, they

will be available in the Channel Box for you to set keys and edit

their value. In this lesson, you will also use the Graph Editor to

refine the animation curves to get exactly the kind of motion

that you need.

STEP ONE

Place a primitive poly

cube into the scene and

scale it to 2, 2 and 2.

Select the Move tool.

Place the front of the

cube at 0 along the Z

axis. Press the Insert key

to go into edit mode then move the pivot point to the middle of

the cube’s front edge. You may want to use grid snapping to

help you position the pivot.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/cubeRoll/index.html (1 of 4) [3/7/2000 13:41:06]

Image 285

Image 286

Image 287

Image 288

Image 289

Image 290

Image 291

Image 292

Assistant Online - Maya/How Tos/Animation/Rollling Cube

STEP TWO

Now press the Insert key

to return to the Move tool

then move the cube to the

origin. Select Display ->

Object Components ->

Local Rotation Axes and

Rotate Pivots. These

icons will help you visualize these components as you begin

animating the pivot.

STEP THREE

Select Window ->

General Editors ->

Channel Control and

select the following

non-keyable attributes:

Rotate Pivot Translate X

Rotate Pivot Translate Y

Rotate Pivot X

Click to view larger version

Rotate Pivot Y

Use the Move button to make them keyable attributes. They will

now appear in the Channel Box.

STEP FOUR

With the cube selected,

set a linear key for Z

rotation at frame 1. Go to

frame 10 then Rotate the

cube by

-90 in Z and set another

key.

STEP FIVE

Return to frame 1. Select the Rotate Pivot

Translate X, Rotate Pivot Translate Y, Rotate

Pivot X, and Rotate Pivot Y in the Channel Box

then use your RMB to choose Key Selected.

Click to view larger version

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/cubeRoll/index.html (2 of 4) [3/7/2000 13:41:06]

Image 293

Image 294

Image 295

Image 296

Image 297

Image 298

Assistant Online - Maya/How Tos/Animation/Rollling Cube

STEP SIX

Go to frame 10. Open the

Attribute editor and open

up the Pivots -> World

Space section. Set World

Rotate X Pivot to 2. You

should notice that the

pivot moves to the front of

the cube. Now you can continue rotating the cube.

In the Channel Box, set a key for the Rotate Pivot Translate X,

Rotate Pivot Translate Y, Rotate Pivot X, and Rotate Pivot Y

channels.

Editing the World Rotate Pivot in the Attribute Editor affects

these four attributes therefore they must all be keyed.

STEP SEVEN

Go to frame 20. Set

another linear key frame

for a Z rotation of -180.

Set the World Rotate

Pivot to 4 then set keys

for the four pivot channels

in the Attribute editor.

If desired, keep rotating the cube and moving the pivot using

the steps outlined above. If you playback the animation at this

point, the roll of the cube will not seem correct. You need to

change the animation curve tangents for the pivot attributes.

STEP EIGHT

The incorrect motion is

because the pivot point

needs to stay in one

location for 10 frames

then jump to its new

location. Open the Graph

Editor. Select the four

pivot action curves and

Click to view larger version

then select Tangents ->

Stepped. This will create the desired results.

Playback the scene.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/cubeRoll/index.html (3 of 4) [3/7/2000 13:41:06]

Image 299

Image 300

Image 301

Image 302

Image 303

Image 304

Image 305

Assistant Online - Maya/How Tos/Animation/Rollling Cube

CONCLUSION

Learning how to animate the pivot location on an object

demonstrates how there are hidden attributes on your Maya

objects that can be used to create interesting results. Since

all attributes in Maya can be turned into keyable attributes,

the possibilities can enhance how you animate your scenes.

If you would like to see this cube animate like gelatin, you

may want to complete the How to animate a Gelatin cube

lesson.

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/cubeRoll/index.html (4 of 4) [3/7/2000 13:41:06]

Image 306

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/cubeRoll/img/cubeRoll_03_lg.gif http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/cubeRoll/img/cubeRoll_03_lg.gif [3/7/2000 13:41:12]

Image 307

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/cubeRoll/img/cubeRoll_05_lg.gif http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/cubeRoll/img/cubeRoll_05_lg.gif [3/7/2000 13:41:17]

Image 308

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/cubeRoll/img/cubeRoll_08_lg.gif http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/cubeRoll/img/cubeRoll_08_lg.gif [3/7/2000 13:41:29]

Image 309

Image 310

Image 311

Image 312

Image 313

Image 314

Image 315

Image 316

Image 317

Image 318

Image 319

Image 320

Image 321

Image 322

Image 323

Image 324

Image 325

Image 326

Image 327

Image 328

Image 329

Assistant Online - Maya/How Tos/Dynamics/Gelatin Cube

Alias|Wavefront / Assistant Online / Maya / How Tos / Dynamics / Gelatin Cube

HOW TO ANIMATE A GELATIN CUBE

by Alan Harris

MAYA

Soft Body Dynamics

The Soft Body dynamics in

Maya allow you to give

surfaces a more organic

quality as they animate.

Using the cube from the

How to Animate a Rolling

cube lesson, you can use

Soft Body dynamics to

create the rolling Gelatin

Play Movie [~480kb]

cube.

This process will start with the creation of a Soft Body cube that

uses the original cube as a goal. The soft body will therefore

follow the first cube while colliding with the ground and jiggling

along with a turbulence field that you will add to the scene.

Once all the pieces have been connected, you will have your

animated dessert.

STEP ONE

Select the polycube from

the How to Animate a

Rolling cube lesson. Click

on the polyCube Input

node in the Channel box

then increase the

Subdivisions along X, Y

and Z to 6.

When you create a soft body object for the cube, every vertex

on the cube will be matched by a particle on the soft body. If

you want more jiggle then you may want to set this value higher

than 6.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/dynamics/gelatinRoll/index.html (1 of 4) [3/7/2000 13:41:56]

Image 330

Image 331

Image 332

Image 333

Image 334

Assistant Online - Maya/How Tos/Dynamics/Gelatin Cube

STEP TWO

Go to the Dynamics menu set and select Bodies -> Create

Soft Body - options, and set the following:

Create Options to Duplicate, Make Copy Soft;

Hide Non-Soft Object to On;

Make Non-Soft a Goal Weight

to 0.66.

Press Create. Rename copyOfCube1 to Geletan. Rename pCube1 to GeletanGoal.

These settings will create a soft body object that uses the

original cube as a goal. Each particle will try to match the

position of the vertices on the cube with a 0.66 rate of accuracy.

This less than perfect accuracy will help create the follow

through in the gelatin.

STEP THREE

Click on the Play button to

see the soft body rotate

across the screen.

Because the soft body has

nothing to collide with it

seems to float. Now you

will create a rigid body

floor surface for the soft body to collide with.

STEP FOUR

Create a poly plane and

scale it out. Increase the

Uand V patches. Set its

Translate Y value to -0.1.

This makes sure that the

gelatin and the floor are

not touching initially.

Go to Dynamics -> Bodies -> Create Passive Rigid Body -

options. Set Particle Collision to On. Click Create.

If you playback the scene right now, you won’t see any

collisions. This is because the collision of the particles and the

floor have not yet been connected.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/dynamics/gelatinRoll/index.html (2 of 4) [3/7/2000 13:41:56]

Image 335

Image 336

Image 337

Image 338

Image 339

Image 340

Assistant Online - Maya/How Tos/Dynamics/Gelatin Cube

STEP FIVE

Select Window ->

Animation Editors ->

Dynamic

Relationlships... In this

window, click on the

Gelatin surface then set

the Modes to Collisions.

Click on pPlane1 to connect the collisions of the particles to the soft body particles.

When working with particle collisions, you will find that you

often have to manually connect the rigid bodies and the

particles in this manner.

STEP SIX

Playback the scene to view

the collision of the soft body

with the ground. The

particles are being pushed

back as they collide with the

plane. Now you want to add

some more motion to the

Gelatin surface.

STEP SEVEN

Select the Gelatin soft

body object. Select Fields

-> Create Turbulence. In

the Channel box, change

the Magnitude to 60. This

will make the Gelatin jiggle

a little more as it moves.

Again select the Gelatin

soft body. Select Bodies -> Create Springs -> options. Set Creation Methods, to Min/Max, then set the Max Distance to 1.0. Click Create.

The springs will help preserve the volume of the soft body as it

animates. Springs also provide a sort of internal structure to a

soft body as it animates.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/dynamics/gelatinRoll/index.html (3 of 4) [3/7/2000 13:41:56]

Image 341

Image 342

Image 343

Image 344

Image 345

Image 346

Image 347

Image 348

Image 349

Assistant Online - Maya/How Tos/Dynamics/Gelatin Cube

STEP EIGHT

Playback the scene. The

Gelatin surface now

bounces and jiggles in a

recognizable manner. You

may want to create a

Shading group to give the

soft body a

semi-transparent

Gelatin-like surface then

render the scene.

CONCLUSION

To animate all the jiggling of the resulting Soft Body cube

using traditional deformation techniques would have been

very difficult. The advantages of using Soft Body dynamics

become clear as you see the subtle movement in the

surface.

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/dynamics/gelatinRoll/index.html (4 of 4) [3/7/2000 13:41:56]

Image 350

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/dynamics/gelatinRoll/img/gelatin_lg_05.gif http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/dynamics/gelatinRoll/img/gelatin_lg_05.gif [3/7/2000 13:42:06]

Image 351

Image 352

Image 353

Image 354

Image 355

Image 356

Image 357

Image 358

Image 359

Image 360

Image 361

Image 362

Image 363

Image 364

Image 365

Image 366

Image 367

Image 368

Image 369

Image 370

Image 371

Assistant Online - Maya/How Tos/Animation/Flow Object

Alias|Wavefront / Assistant Online / Maya / How Tos / Animation / Flow Object

HOW TO ANIMATE WITH

by Alan Opler

FLOW (OBJECT)

MAYA Complete

Animation

To animate an object

along a path you would

use Attach to path. To

deform the object to the

shape of the path curve,

you would need to use

Flow.

In this lesson, you will

Play Movie [~576kb]

learn how to assign an

object to a path using the Flow's Object option.

The Object option applies a Lattice to your object that animates

along the path with the object. As the Lattice deforms to the

path, so does your object.

STEP ONE

In a Y-up environment,

create an object (this

lesson uses a fish) so

that it’s profile runs along

the Y-axis. After building

the object, group it to

itself twice and name the

top node of the hierarchy

Fish, and the second

node, rotateFish.

Next, build a curve that will be used as the path curve.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/flow_object/index.html (1 of 4) [3/7/2000 13:42:15]

Image 372

Image 373

Image 374

Image 375

Assistant Online - Maya/How Tos/Animation/Flow Object

STEP TWO

Select the top node of

the fish. Select Display

-> Object Components

-> Local Rotation Axes.

This will display the local

axes of the fish. This will

help you determine the

follow attributes for the

fish in the next step.

STEP THREE

With the fish's top node

already selected, press

the shift key, then pick

the curve.

Note: The curve must be

chosen last for Attach to

Path to work properly.

Select Animate -> Paths

-> Attach to Path - options. Set Time Range to Start/End. Set the Start and End frames to 1 and 120 (respectively).

Set Follow to On. This reveals axis options for the Front and Up axes for the fish. You now need to determine which of the

object’s local axes you want to use as the front of the object as

it moves down the path.

The fish’s head is what will travel down the path first. Since the

fish is pointing up along its local Y axis, this will be its Front Axis. You will want the fin on the fish’s back to be on the top. It runs along the local Z Axis. Therefore the Z-Axis will be the Up-Axis for the path.

Click on the Attach button.

Playback the animation. The fish moves along the path based

on the location of its pivot point.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/flow_object/index.html (2 of 4) [3/7/2000 13:42:15]

Image 376

Image 377

Image 378

Image 379

Assistant Online - Maya/How Tos/Animation/Flow Object

STEP FOUR

Now the Flow option will

be added to allow the

object to deform to the

shape of the curve as it

moves along the path.

Move the Time Slider

back to frame 1.

Select the top node of

the fish. Select Animate -> Paths -> Flow Path Object -> options. Set Lattice Around to Object. Use Divisions of 5, 2, 2. Click on the Flow button.

A Lattice is added to the fish. Play back the animation once

again.

Note - One situation to be aware of, when assigning the Lattice

to the object: the Lattice Base may not be an exact fit. This can

produce some undesirable effects. If this is the case with your

object, simply open the Hypergraph, select the Lattice Base

node and scale it up. This permits every part of the fish to fit

within the Base when it moving along the path, allowing it to

deform properly.

STEP FIVE

You may find that the

deformation is not precise

enough. Since the fish is a

long narrow object, the

number of Divisions can be

increased to create

smoother deformations

along the path curve during

the animation.

Select the Lattice. In the Channel Box, under the

ffd1LatticeShape node, increase the T Divisions value to 10-15.

CONCLUSION

You now know how to animate an object along a path using

Flow to create deformations.

Secondary animation can be added to the object even after the

Flow option has been applied. At the beginning of this lesson

you grouped the fish to itself twice and applied the Motion to the

top node. Now, you can select the second node in the

hierarchy. You can have the fish rotate as it moves along the

path by animating the X rotation channel in the Channel Box.

To see how to animate using Flow's Curve option, complete the

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/flow_object/index.html (3 of 4) [3/7/2000 13:42:15]

Image 380

Image 381

Image 382

Image 383

Image 384

Image 385

Image 386

Assistant Online - Maya/How Tos/Animation/Flow Object

How to animate with Flow (Curve) lesson.

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/flow_object/index.html (4 of 4) [3/7/2000 13:42:15]

Image 387

Image 388

Image 389

Image 390

Image 391

Image 392

Image 393

Image 394

Image 395

Image 396

Image 397

Image 398

Image 399

Image 400

Image 401

Image 402

Image 403

Image 404

Image 405

Image 406

Image 407

Assistant Online - Maya/How Tos/Animation/Flow Curve

Alias|Wavefront / Assistant Online / Maya / How Tos / Animation / Flow Curve

HOW TO ANIMATE

by Alan Opler

WITH FLOW (CURVE)

MAYA Complete

Animation

To animate an object

along a path you would

use Attach to path. To

deform the object to the

shape of the path curve,

you would need to use

Flow.

In this lesson, you will

Play Movie [~576kb]

learn how to assign an

object to a path using the Flow's Curve option.

The curve option applies a Lattice along the complete length of

the curve that is deforming. At one point along the curve, you

will pinch the lattice points to make the object squeeze through

a tight spot.

STEP ONE

In a Y-up environment,

create an object (a fish)

so that its profile runs

along the Y-axis. After

building the object, group

it to itself twice and

name the top node of the

hierarchy Fish, and the

second node, rotateFish.

Next, build a curve that will be used as the path curve.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/flow_curve/index.html (1 of 4) [3/7/2000 13:42:26]

Image 408

Image 409

Image 410

Image 411

Assistant Online - Maya/How Tos/Animation/Flow Curve

STEP TWO

Select the top node of

the fish. Select Display

-> Object Components

-> Local Rotation Axes.

This will display the local

axes of the fish. This will

help you determine the

follow attributes for the

fish in the next step.

STEP THREE

With the fish's top node

already selected, press

the shift key, then pick

the curve.

Note: The curve must be

chosen last for Attach to

Path to work properly.

Select Paths -> Attach

to Path - options. Set Time Range to Start/End. Set the Start and End frames to 1 and 120 (respectively).

Set Follow to On. This reveals axis options for the Front and Up axes for the fish. You now need to determine which of the

objects local axes you want to use as the front of the object as

it moves down the path.

The fish’s head is what will travel down the path first. Since the

fish is pointing up along its local Y axis, this will be its Front Axis. You will want the fin on the fish’s back to be on the top. It runs along the local Z Axis. Therefore the Z-Axis will be the Up-Axis for the path.

Click on the Attach button.

Playback the animation. The fish moves along the path based

on the location of its pivot point.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/flow_curve/index.html (2 of 4) [3/7/2000 13:42:26]

Image 412

Image 413

Image 414

Image 415

Assistant Online - Maya/How Tos/Animation/Flow Curve

STEP FOUR

Now the Flow option will

be added to allow the

object to deform to the

shape of the curve as it

moves along the path.

Move the Time Slider

back to frame 1.

Select the top node of the

fish. Select Animate -> Paths -> Flow Path Object -> options.

Set Lattice Around to Curve. Use Divisions of 10, 2, 2. Click on the Flow button.

A Lattice is added to the fish that extends for the length of the

curve. Play back the animation once again.

Note - One situation to be aware of, when assigning the Lattice

to the object: the Lattice Base may not be an exact fit. This can

produce some undesirable effects. If this is the case with your

object, simply open the Hypergraph, select the Lattice Base

node and scale it up. This permits every part of the fish to fit

within the Base when it moving along the path, allowing it to

deform properly.

STEP FIVE

You may find that the

deformation is not

precise enough. Since

the fish is a long

narrow object, the

number of Divisions

can be increased to

create smoother

deformations along the

path curve during the animation.

Select the Lattice. In the Channel Box, under the

ffd1LatticeShape node, increase the T Divisions value to 40.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/flow_curve/index.html (3 of 4) [3/7/2000 13:42:26]

Image 416

Image 417

Image 418

Image 419

Image 420

Image 421

Image 422

Image 423

Image 424

Assistant Online - Maya/How Tos/Animation/Flow Curve

STEP SIX

By using the Curve

option, you can create

a keyhole effect by

scaling down the

Lattice points.

Press F8 to go into

component mode.

Select a group of

Lattice Points along the path. Scale them down in all axes.

When the fish passes through these points, it will shrink in size

to fit through the scaled down section of the Lattice.

Note - If you are not getting the proper deformation as your

object passes through the scaled down lattice, you may need

to increase the number of spans on your object.

CONCLUSION

You now know how to animate an object along a path using

Flow to create deformations.

Secondary animation can be added to the object even after

the Flow option has been applied. At the beginning of this

lesson you grouped the fish to itself twice and applied the

Motion to the top node. Now, you can select the second node

in the hierarchy. You can have the fish rotate as it moves

along the path by animating the X rotation channel in the

Channel Box.

To see how to animate using Flow's Object option, complete

the How to animate with Flow (Object) lesson.

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/animation/flow_curve/index.html (4 of 4) [3/7/2000 13:42:26]

Image 425

Image 426

Image 427

Image 428

Image 429

Image 430

Image 431

Image 432

Image 433

Image 434

Image 435

Image 436

Image 437

Image 438

Image 439

Image 440

Image 441

Image 442

Image 443

Assistant Online - Maya/How Tos/Character/Soft Bodies

Alias|Wavefront / Assistant Online / Maya / How Tos / Character / Soft Bodies

CREATING SOFTBODIES IN

by Tom Kluyskens

CHARACTER ANIMATION

MAYA Complete

Character

This lesson will demonstrate

how to use softbodies for

character animation purposes.

You will also learn to use a lot of

other tools and Maya features,

too.

The purpose of this project is to

explore Maya's possibilities to

automate subtle secondary skin

and body motion on animated

Click to view larger image

characters. We'll also see how to

control this motion.

Play Movie (2.3Mb)

The three parts of the lesson include:

SoftBody IK Splines

SoftBodies and their goal weight

Spline IK

SoftBody Spline

How to control the SoftBody Spline

Clusters

BlendShapes

Collisions and forces

SoftBody Skin

How to convert

The lag problem

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/character/soft_body/index.html (1 of 2) [3/7/2000 13:42:39]

Image 444

Image 445

Image 446

Image 447

Image 448

Image 449

Assistant Online - Maya/How Tos/Character/Soft Bodies

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/character/soft_body/index.html (2 of 2) [3/7/2000 13:42:39]

Image 450

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/character/soft_body/img/GLKstill1.jpg http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/character/soft_body/img/GLKstill1.jpg [3/7/2000 13:42:43]

Image 451

Image 452

Image 453

Image 454

Image 455

Image 456

Image 457

Image 458

Image 459

Image 460

Image 461

Image 462

Image 463

Image 464

Image 465

Image 466

Image 467

Image 468

Image 469

Image 470

Assistant Online - Maya/How Tos/Character/Soft Bodies

Alias|Wavefront / Assistant Online / Maya / How Tos / Character / Soft Bodies

PART ONE: SoftBody IK Splines

by Tom Kluyskens

MAYA Complete

Character

The challenge with SoftBodies, and

Dynamics in general, is to keep a

high level of control over them. Often

the Dynamic elements in the scene

are totally at mercy of the forces that

act on that scene.

Particles have a life of their own,

which is partly what we want, because they create natural

looking motion. The question now is how to keep the SoftBody

Particles under control, while keeping their natural motion

intact.

STEP ONE

Click on

softanimTut.zip (NT),

or softanimTut.tar (IRIX) to get the scenes for the whole

tutorial.

or

Click on AWIC1.mb to get the scene for this part only

Play Movie (188k)

Select GLK's body, and select

Bodies -> Create Soft Body (option box). Press Reset, enable

Goal Weight (0.5), disable Hide Original Geometry and press Create.

This function creates a duplicate geometry, and converts that

duplicate to a SoftBody, which is attracted to the original

geometry.

A SoftBody is a piece of geometry in which the CVs are

replaced by Particles, which are dynamic objects influenced by

forces like gravity, wind and inertia.

The original geometry and its CVs are the Target Geometry of

the SoftBody and its particles. Each particle is attracted to the

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/character/soft_body/part_1.html (1 of 4) [3/7/2000 13:43:37]

Image 471

Image 472

Image 473

Image 474

Image 475

Assistant Online - Maya/How Tos/Character/Soft Bodies

corresponding CV of the original object. You can easily check

this by transforming (moving, deforming,...) the original

geometry, and hitting play. Try also to animate the original

geometry.

Modify the goal weight and conserve attributes of the SoftBody

to see the effect those parameters have. Conserve is the

degree to which the SoftBody Particles keep their speed (their

inertia). You will notice that a goal weight of 1 makes the

SoftBody follow the original without lag, while a goal weight of 0

makes the particles really lazy...

STEP TWO

How to make the head softer than

the rest of the body :

Set the goal weight to 1.

Hide the original geometry.

Select the particles of the head. You

can select particles by pressing F8,

and setting the selection mask to

Play Movie (640k)

particles only.

Open the Attribute editor, then do goalPP (with RMB) ->

Component Editor.

Set Component Value on .5, and Set Attribute.

Hit play. Now the head lags behind, while the body sticks to the

original object.

STEP THREE

Download AWIC1end.mb to get the

finalized scene for this part.

Now set the goal weight on .5 and

hit play.

Now the head and the body lag

again, but the head more than the

body.

Play Movie (620k)

Note: The softBody goal weight is actually

a multiplication factor to the individual particle goal weights. In the above example, the resulting goal weight of the body is 1 * .5, and that of the

head .5 * .5 = .25 .

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/character/soft_body/part_1.html (2 of 4) [3/7/2000 13:43:37]

Image 476

Image 477

Image 478

Assistant Online - Maya/How Tos/Character/Soft Bodies

STEP FOUR

Download AWIC2.mb to get the

scene for this part

This GLK model is already entirely

skinned, and has handles on the

hands and elbows. The handles are

grouped to a neck bone, so the arms

follow the deformations of the spine.

The eye is parented to a head bone.

Select

Shading -> Shade Options -> X-Ray mode.

Select

Skeletons -> IK Spline Handle Tool.

Press

Reset Tool, disable Auto Simplify Curve and

Auto Parent Curve. Click on the root joint, then on a

neck joint.

The Spline curve is created through all the bones. Simplifying

the curve with the Auto Simplify option reduces the amount of

CVs to the number indicated, but may move your joints at

creation.

Moving the curve, will now move all the joints connected to it.

Because (in this example) the curve also controls the root joint,

moving the curve will move the whole body with it. That's also

the reason why we did not use the Auto Parent Curve.

Deforming the curve will now deform the spine. Try moving

some CVs of the curve. We will see more ways to deform and

control the spine curve later on.

Select the Spline IK Handle, and try out some parameters, like

Offset Roll and Twist. All these parameters can have their use

in an animation, but especially Twist is a 'natural' deformation of

the spine, and very useful in animation. You can set the type of

twist in the Attribute Editor.

Watch how arms and eye rotate with the body. Also watch how

the head follows the motion of the neck joint at the end of the

spine curve.

STEP FIVE

Download AWIC3.mb to get the

scene for this part .

The translation of the spline curve

has been animated in this scene.

This also animates the global body

movement, because the root joint is

controlled by the spline curve.

Now, we want to combine both tools explained above : Spline

IK and SoftBodies:

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/character/soft_body/part_1.html (3 of 4) [3/7/2000 13:43:37]

Image 479

Image 480

Image 481

Image 482

Image 483

Image 484

Image 485

Assistant Online - Maya/How Tos/Character/Soft Bodies

Using the same SoftBody options as above, convert the spline

curve to a SoftBody. The joints are now controlled by the

SoftBody curve ('SoftBody Spline'), which is in turn attracted to

(and thus controlled by) the original, still animated spline curve.

Play and watch how the whole body lags behind the original

spline curve, and 'wobbles' around it.

It is now possible to set the individual particle goal weights to

make some parts of the spine 'looser' than others. Typically,

leave the base particles on weight 1, so they follow the root

joint perfectly, and lower the upper goal weights : the closer to

the head, the lower the goal weight (to a minimum of .4 or so).

Download AWIC3end.mb to get the finalized scene for this part

To learn how to control the SoftBody spline, continue to Part 2

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/character/soft_body/part_1.html (4 of 4) [3/7/2000 13:43:37]

Image 486

Image 487

Image 488

Image 489

Image 490

Image 491

Image 492

Image 493

Image 494

Image 495

Image 496

Image 497

Image 498

Image 499

Image 500

Image 501

Image 502

Image 503

Image 504

Image 505

Image 506

Assistant Online - Maya/How Tos/Character/Soft Bodies

Alias|Wavefront / Assistant Online / Maya / How Tos / Character / Soft Bodies

PART TWO: How to Control the

by Tom Kluyskens

SoftBody Spline

MAYA Complete

Character

Goal Weight is a first level control

over these particles, which we

discussed earlier.

Three second-level techniques will

be discussed here

Clusters

Blend Shapes

Forces and Collisions

The latter technique acts directly on the particles, while the two

first methods act on the SoftBody's original target geometry.

STEP ONE

Download AWIC4.mb to get the

scene for this part

Toggle Show -> Joints and

Surfaces OFF, so that you can

concentrate on the spline. The curve

you see is the original curve, not the

SoftBody curve.

Go into Component Mode (F8), and select a CV of the spline

curve. Then select Deformations ->Cluster. A cluster is

created on the CV of the curve. Do the same on all CVs. You

can take groups of CVs, if you don't want as much control

clusters as there are CVs.

Move one or more clusters, hit play, and watch the body

update as the SoftBody and skeleton take the form of the

deformed spline curve. The clusters can be animated, and offer

a much easier control than through the CVs themselves.

Download AWIC4end.mb to get the finalized scene for this part.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/character/soft_body/part_2.html (1 of 5) [3/7/2000 13:49:12]

Image 507

Image 508

Image 509

Image 510

Assistant Online - Maya/How Tos/Character/Soft Bodies

STEP TWO

Select the spline curve, then select

Edit -> Duplicate -> Reset and

Duplicate. Move the duplicated

curve away from the body.

Select the duplicated curve and the

spline curve, and select

Deformations -> Blend Shape ->

Reset and Create. This duplicated curve is now a target to the

spline curve (which is in turn a target to the SoftBody Spline).

This technique makes sense only if you deform the duplicated

curve. If you select Window -> Animation Editors -> Blend

Shapes, you will see a slider controlling the degree to which

the spline blends into the duplicated curve. You can also control

this attribute in the Channel Box when the spline curve is

selected. Animate this blend value to convey the deformation to

the actual spine and body of GLK.

STEP THREE

Download AWIC4endB.mb

You can 'cascade' these blenders to

have a whole database of spine

positions, like can be seen in this

finalized file.

In this file, select the black cross

behind GLK. This will pop up the custom controls in the

Channel Box

Main Body Blend

F, B, L, R Bow

Custom Spine.

On the far left of GLK you can see the five first-level target

curves for GLK's spine : F, B, L and R, and a fifth custom' curve which you can freely deform to put the spine in positions that

cannot be achieved using a combination of F, B, L or R. These five curves serve as targets for the one curve right to them.

In its turn, this curve is a target to the actual spine of GLK. It's a

visual aid, because the actual spine curve is hidden in GLK's

body. The Main Body Blend controls the blend factor between

these two curves.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/character/soft_body/part_2.html (2 of 5) [3/7/2000 13:49:12]

Image 511

Image 512

Assistant Online - Maya/How Tos/Character/Soft Bodies

STEP FOUR

Download AWIC5.mb to get the

scene for this part

This scene contains a further

developed GLK, with SoftBody

Splines in his 'legs', too. It also

contains objects (floor, ball) which

will control GLK's body through

collision with the SoftBody Particles on the splines. Hit play to

get an idea of the motion.

Hide the skeleton, by selecting Show -> Joints, and go into

X-Ray mode. You should now see some blown-up square

particles (of the SoftBody Splines) along the 'legs' and spine.

We want to make those particles collide with objects of GLK's

environment.

First, make the plane a collision object. Select it, and then

select Particles -> Add Collisions, with Resilience on 0 and Friction .5. Resilience is the normal velocity change of a particle bouncing on the surface, Friction is the velocity reduction factor

tangent to the surface.

In the Outliner, select

RMB -> Show Shapes, and open

up the sphere geometry. You will find a cube parented to

it.

Select

Particles -> Add Collisions, with Resilience on 0

and Friction .5 . We will use that cube (which is slightly

bigger than the sphere) as actual collision object for the

sphere, so that at collision with the neck particles, the ball

doesn't penetrate the neck geometry.

STEP FIVE

Download AWIC5end.mb to get the finalized scene for this part

Now we still have to tell Maya which particles are going to

collide with which objects. That's exactly the functionality of the

Window -> Animation Editors -> Dynamic Relationships

panel.

In the panel's left side, open the all_SoftSplines transform, and

select the body_Spline. Check Collisions on at the right side.

You should see the planet and the cube geometry. Click on the

cube only to enable collision, as we won't collide the spine with

the planet floor. Do the same for the Foot and tail splines, but

this time connect them to the planet, not to the sphere. The

message is to avoid enabling unneeded collisions, because

they will slow down the scene playback and rendering.

Playback, and see how the collisions affect GLK's body

geometry in a natural way.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/character/soft_body/part_2.html (3 of 5) [3/7/2000 13:49:12]

Image 513

Image 514

Image 515

Assistant Online - Maya/How Tos/Character/Soft Bodies

STEP SIX

Download AWIC5endB.mb to get

the finalized scene for this part

Play this file until frame 60 or so,

delete the ball, select

all_HardSplines in the Outliner,

and remove the animation on it.

Select the Rotate channels in the

Channel Box, and then

select

RMB -> Break

Connections.

And then

Settings -> Initial

State -> Set for all

Dynamic.

This will freeze the particles in

their current position. You can

now rewind.

Select the little black cross behind

GLK. Custom added attributes will appear in the Channel Box.

The

Stiffness attributes control the Goal Weights of the

spine and 'feet' of the SoftBody Splines

The

Twist controls the spine's twisting motion

The Gravity Pull is connected to the Magnitude of a

previously created Gravity Field.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/character/soft_body/part_2.html (4 of 5) [3/7/2000 13:49:12]

Image 516

Image 517

Image 518

Image 519

Image 520

Image 521

Image 522

Assistant Online - Maya/How Tos/Character/Soft Bodies

This gravity force is connected to the 'feet' of GLK. Set the

Gravity Pull to 200, and play. See how the lifted feet come

down a little, because of the gravity pulling on them. The

resulting position is an equilibrium between two forces: gravity,

and goal weight. Lower the Feet Stiffness (the goal weight of

the feet particles), and the feet will come down even more.

Try connecting the gravity to the spine particles too, to see the

effect.

To learn about the SoftBody Skin, continue to Part 3

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/character/soft_body/part_2.html (5 of 5) [3/7/2000 13:49:12]

Image 523

Image 524

Image 525

Image 526

Image 527

Image 528

Image 529

Image 530

Image 531

Image 532

Image 533

Image 534

Image 535

Image 536

Image 537

Image 538

Image 539

Image 540

Image 541

Image 542

Assistant Online - Maya/How Tos/Character/Soft Bodies

Alias|Wavefront / Assistant Online / Maya / How Tos / Character / Soft Bodies

PART THREE: SoftBody Skin

by Tom Kluyskens

MAYA Complete

Character

The above techniques never

converted actual skin to SoftBody,

but rather were a SoftBody

conversion of underlying curves,

with relatively very few CVs or

vertices. This makes the dynamic

SoftBody simulation and playback

relatively faster. In some situations however, effects can only

be achieved by converting the skin itself, or a part of it, to a

SoftBody.

STEP ONE

Download AWIC6.mb to get the

scene for this part.

In this scene, the eye is a particle

collision object. Play to see the

animation.

Select

GLK's skin, and make it

a SoftBody with goal weight .5,

hiding the original target

geometry.

In the

Dynamic Relationship

panel, connect the SoftBody

particles to the eye collision

object. Play it to see the effect

(it may be slow).

Animate the spine curve to see the effect of the whole SoftBody

on GLK's body motion. Again, you can edit the individual

particle goal weights (manually or with Artisan) to stiffen or

loosen parts of the body skin. Adding Springs to the SoftBody

may make the effect even more realistic and interesting (but

slower).

Download AWIC6end.mb to get the finalized scene for this part

.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/character/soft_body/part_3.html (1 of 2) [3/7/2000 13:59:35]

Image 543

Image 544

Image 545

Image 546

Image 547

Image 548

Image 549

Image 550

Image 551

Image 552

Assistant Online - Maya/How Tos/Character/Soft Bodies

STEP TWO

Download AWIC7.mb to get the scene for this part.

This file contains GLK with a combination of both above

techniques : a SoftBody Spline, and a SoftBody skin.

Look how the skin 'lags' one frame behind, even when both

goal weights are 1. That is because the SoftBody skin is

controlled by a SoftBody spline. The dynamics solver calculates

only one layer of SoftBody animation per frame.

You will notice the same problem in the final file, too, where a

layered SoftBody Spline was used for the head. In some

situations (where the animation is too fast, for example),

layered softbodies will become unusable. A workaround is to

bake the first layer of Softbodies with the bakeSoft.mel script.

This seems to be solved in Maya 2.0

CONCLUSION

Download AWICfinal.mb to get the

finalized scene with animation

and

shading.

Click here for the final animation.

(shift-click to save it on disk)

Play Movie (2.3 Mb)

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/character/soft_body/part_3.html (2 of 2) [3/7/2000 13:59:35]

Image 553

http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/character/soft_body/img/GLKstill4.jpg http://www.aw.sgi.com/assistant_online/entertain/maya/how_tos/character/soft_body/img/GLKstill4.jpg (1 of 2) [3/7/2000 13:59:44]