Showing posts with label Autodesk Maya. Show all posts
Showing posts with label Autodesk Maya. Show all posts

Sunday, March 31, 2013

Autodesk Introduces Maya 2014.

Autodesk has announced their new software products and suites for 2014, providing modelers and animators with all kinds of new gadgets to play with to increase speed and overall performance to provide higher productivity. But that's not all we are getting, Autodesk has rebranded their complete productline and has a fresh new logo.

Check out the brand new look of all the modeling an animation software products found in their 'Enterainment Creation Suite 2014' and the official new logo of Autodesk:


Daryl Obert of the Autodesk team has been so friendly to provide us with several videos showing you what's hot and cool about Maya 2014, and how the new features can be used to create your 3D graphics with less effort and smarter ways to manage your pipeline. Some of the features might already seem familiar to you, as they' ve been available in some way in other products from the Entertainment Creation suite, such as 3ds Max or SoftImage.

What's New in Maya 2014?

The video's are three to four minutes long, with the more advanced enhancements taking up a bit more of your time, say eight minutes or so. I've put all 7 video's in a playlist below with a complete description of what's new in Maya 2014 below. So check them all out, or just pick the ones you like to watch (click the bar at the botom of the player and you'll get a list of all videos. Make sure to watch in 720p).



Accelerated Modeling Workflow.

Building on technology from the well-known NEX toolset from dRaster, Maya 2014 delivers an expanded, integrated modeling feature set that offers an accelerated workflow for modeling. A new Modeling Toolkit panel presents a streamlined environment that enables artists to access new selection, transformation,  and mesh-editing tools in one place for increased efficiency.

With topology-based Symmetry tools that enable artists to work on posed meshes, a Quad Draw tool that facilitates retopology workflows, and a Multi-Cut tool that combines both Split/Cut Faces and Insert Edge Loop tools in a single operation. A new Polygon Reduction algorithm offers a faster and more efficient method for reducing mesh complexity by removing unneeded vertices without affecting the object’s basic shape.

Scene Assembly Tools for Smarter Data.

Creating large, complex worlds is now easier in Maya 2014. Building on the Open Data platform, the Alembic open source exchange format, and File Referencing, Scene Assembly tools provide a mechanism for representing production assets in Maya as discrete elements, each with complete support for multiple representations.

Artists can easily swap between different representations for example: varying levels of detail, enabling them to select the most appropriate compromise between fidelity and performance for the task at hand. Edits can be applied, animated, or queried at any level in the scene assembly hierarchy, while overrides on Assemblies can be tracked via an improved Edits system, helping facilitate collaborative workflows across production departments. A robust API enables studios to customize the toolset to create completely proprietary solutions.
















Grease Pencil.

Most artists use Digicel's Flip book plugin for Maya, to set up some fairly simple 2D animations that can help guide them to create 3D animations accordingly in Maya. Let' s see if the new Grease Pencil can improve on that!

The Grease Pencil allows artists to draw directly into the viewport to capture poses at key frames, and view in-between transitions as cross-fades. The pencil strokes are automatically stored as an image plane sequence, enabling artists to use them as reference while creating 3D animation. In addition, directors and other stakeholders can use the Grease Pencil to mark up performances and record their input in the form of notes for their animators, without themselves requiring knowledge of the 3D application.
















New Paint Effects Surface and Volume Attributes.

Artists can now control how Paint Effects strokes react with surfaces, volumes, and each other. Surface Snap help to make sure that tubes grow from the nearest point on the surface at their base. Surface Attract causes tubes to wrap around or cling to a surface.

Surface Collide helps prevent tubes from interpenetrating surfaces, while Make Collide can be used to make Paint Effects strokes appear to be pushed by a surface. Occupation is based on a Space Colonization algorithm that helps avoid self-collisions, and can be used to cause tubes to grow over a surface or into a volume. Together, these attributes can be used to more quickly and easily create a wide range of natural effects that would be very difficult and time-consuming to create with conventional methods.
















Node Editor Enhancements.

A number of enhancements  to the Node Editor—grid display, grid snapping, custom grid and background colors, better hotkeys, and improved name display—combine  to provide an improved user experience and greater productivity.















File Path Editor.

Don't you just hate it, when you get a file from a collegue or friend and all the paths to the textures are broken? It's nice to see the guys at Autodesk finally put a stop to that.

The new File Path Editor in Maya 2014 enables artists to quickly diagnose broken file paths and to fix them in a clean and easy-to-use UI. The editor lists the nodes that use external files: textures, image planes, references, and audio files.When a file path is broken, the artist can quickly relocate the file – or search recursively for the file within a directory structure. Paths can even be set to nonexistent files, in preparation for hand off to another user who may have a different directory structure.



Joint Centering and Symmetry.

Artists can now automatically center joints in a model using the new Snap to Projected Center snapping mode. This is particularly useful for creating skeleton joints and joint chains, but it can be used when creating or manipulating any object type. In addition, new options in the Joint Tool settings enable artists to automatically create symmetric joints and joint chains.



For more information on all of Autodesk's new 2014 suites and upgraded software features, check Autodesk.com.  For more information on Maya 2014 check the Maya 2014 documentation.


Tuesday, October 2, 2012

Hyperspace Madness.

Hyperspace Madness, Autodesk Gameware, Autodesk Maya 2013, video game


Looking for more information on the latest Extension upgrade released for Maya 2013 this week, you're at the right place going through the help files (F1). It's nice to see the guys at Autodesk stuck an image of their Hyperspace Madness project up there. I just love it.

For those of you not aware, Autodesk created their own 'little' 10-minute shooter game, which was revealed at the GDC this year to showcase their Gameware products. It's a so-called proof-of-concept game, which looks somewhat like Insomniac's Ratchett & Clank and gives you all kinds of information on Autodesk's Gameware tools while playing. It looked really awesome. Check out the interview with Frank Delise below and have a look for your self.



Saturday, September 29, 2012

Autodesk Maya 2013 Extension and SP2.

Autodesk Maya 2013, Autodesk Magazine


Formerly labeled the Subscription Advantage pack (SAP) Autodesk has released extra tools and features for their latest version of Maya this week, now known as 'Maya Extension'. As usual, it's for Maya customers and Autodesk subscribers only. The extension introduces the new Maya DX11 shader, which uses Microsoft's Direct X 11 to give you real time control over shader effects within the viewport using a new API (only if you have Maya x64 installed). The extension also introduces new scene assembly tools, to more easily create and manage large scenes.

Maya's Service Pack 2, also released this week, fixes various bugs and critters. For a complete list get the PDF here. The SP2 has been included in the extension, but is also available for download seperately at the Autodesk support center. There have been a lot of complaints about the Service Packs for Maya this time around, as unlike previous years, and unlike the upgrades for 3ds Max 2013, it requires you to do a complete uninstall / reinstall procedure.

Autodesk Maya 2013, Maya extension
Maya 2013 and 3ds Max 2013 are part of the Autodesk Entertainment creation suites. To learn more about them, Autodesk has launched a new magazine! The first issue (see cover image at the top of this post) is available for download for free here.

The released extension for 3ds Max 2013 features a new particle system, known as the mParticles module. It also has an advanced data manipulation toolset, combining up to 27 different suboperations and two new cache operators allowing you to store particle flow simulations data seperately for your 3ds Max scene file for more efficiency. Check here for more on the extension for 3ds Max.

I've created a playlist containing the various clips (5) Autodesk recently released on their extentions for both Maya and Max 2013, so for more information take your pick below:


Tuesday, May 22, 2012

Maya 2013 bonus tools.





Today Autodesk provided a free collection of plug-ins and scripts for Maya 2013. When installed it will create an additional menu that features various tools and utilities, allowing for an easier workflow. The Bonus tools are available for free for Windows, Mac and Linux 32 and 64 bit systems.

There are a couple of new modifier commands, such as the drag/move tool, mirror translate/rotate and copy pivot from selected. Some extra modeling feats have also been added, such as the delete edge tool and the N-sided to quad tool.

Go to Autodesk Area for all the details on the new and tweaked bonus tool features and download links. Instructions for setting up additional Python scripts and plug-ins have been included in the 58 page PDF file that comes with the set, so make sure to check them out if needed.

Wednesday, March 28, 2012

Autodesk announces Maya 2013.

Today Autodesk introduced all new version of their major software suites. Most of them center around new versions of their flagship products like AutoCAD, AutoCAD Architecture and Revit, used around the world in industrial design, architecture and general product design. The 'Entertainment Creation Suite' centers around Maya and 3ds Max, SoftImage, Motionbuilder, and Mudbox, software used by 3D graphic artists in the creation of new and upcoming games, animations and the coolest visual effects in future Hollywood blockbuster movies!

Ever wonder how everything you see and touch is designed before it was created? From the buildings on the street, to the infrastructure of your city, to the latest gizmo's and appliances you buy in stores everywhere. All professional designers, engineers, architects and artists watch out every year this month for Autodesk to come up with an upgrade to their main software products, giving them the tools to look ahead, envision and build the world the way it'll look like in a couple of years.

Above: One of the new features is a new node editor, enabling you to rewire nodes in a more intuitive environment than the Connection Editor. It allows you to distinguish different data types through color coding.

It takes years to design, plan and create a brand new shopping mall or cruise ship to it's minute detail, but it also takes a lot of time to develop a full length animated feature or video game, or a theatrical movie. So, while Autodesk may have introduced their latest software versions today, with all new features and such, it may take some time for you to catch up with all the cool stuff people will be creating with it.

Check out the videos below and get more information on the new features in Maya 2013, part of the Autodesk 'Entertainment Creation Suite 2013' (playlist contains 5 videos).



The Autodesk Entertainment Creation Suite will be available later this year, usually in April. Here's a  complete list of all the new features found in the Maya 2013:

Maya nHair:
Create stunning, highly realistic hair and other curve-based dynamics with the new Maya nHair module for the Maya Nucleus unified simulation framework. Create complex simulations with multiple dynamic entities all working together, with the ability to interact bidirectionally with both Maya nCloth and Maya nParticles. Use a common system of fields, forces, and constraints for all Nucleus modules.

Viewport 2.0 Enhancements:
Evaluate your work in a higher fidelity interactive environment in order to make better creative decisions. Viewport 2.0 now offers a more functionally complete high-performance, high-quality viewport, featuring High-quality depth sorting, support for image planes and animation ghosting and the ability to use the same hardware rendering technology to batch render larger-than-screen-size frames, producing high-quality animatics and previsualizations in less time

New Node Editor:
Create, edit, and debug node networks more easily with the new Node Editor. Choose from three levels of detail. Rewire nodes in a more intuitive environment than the Connection Editor with drag-and-drop connection editing. Distinguish different data types at a glance through color coding.

Bullet Physics:
Simulate both soft and rigid bodies in a single system, with the high-performance, open source AMD Bullet Physics engine. Create highly realistic simulations of cloth, rope, deformable objects, and ragdoll skeletons. Take advantage of discrete and continuous 3D collision detection.

Heat Map Skinning:
Enjoy a more accurate initial binding of geometry to skeletons in Maya 2013, thanks to a new Heat Map Skinning method that is better able to assign skin to the intended bone as opposed to an adjacent but unrelated one and requires less manual refinement.

Trax Clip Matching:
Visualize how Trax clips overlap in Maya 2013 to build complete character performances from individual animations.Clip Ghosts enable you to view the start and end frames of clips as skeletal wireframes in the 3D view. Match clips with the help of these visual cues, or automatically, using a choice of options for translation and rotation.


Alembic Caching:
Read and write the Alembic open source computer graphics interchange framework format, initially developed in 2010 by teams from Sony Pictures Imageworks and Industrial Light & Magic, a division of Lucasfilm Entertainment Company Ltd. Distill complex animated and simulated data into application-independent baked geometry. Reduce the overhead and loss of interactivity associated with transferring fully editable scene data between disciplines.

ATOM Animation Transfer:
Transfer animation between characters via the new ATOM (Animation Transfer Object Model) offline file format, in order to repurpose existing animation data as new characters are created. ATOM natively supports keyframes, constraints, animation layers, and Set Driven Keys.


Monday, March 12, 2012

GDC 2012 Autodesk Masterclasses.

The Game Developers Conference 2012 is over now, but the people at Autodesk have been so kind to share some of their good stuff with us. Several presentations, demo's and a whole lot of interviews have been uploaded. Marijn Giesbertz and Paulus Bannink's presentation on the creation of Guerilla's Killzone 3 cinematic is available online here. Also, some new masterclasses by industry experts have been added for you to watch, but you will be prompted to register for a free account at Autodesk Area first.

'Facial Animation and Retargeting for Games at Behaviour'.

This masterclass by Sylvain Côté, artistic technical director at Behaviour Interactive is about alternative solutions for facial animation/expression and retargeting in Maya. Watch it here.

'Insider Tips and Tricks for creating Game environment assets'.

A masterclass by Sandra Tournemille about environment modeling and texturing for the gaming industry using 3ds Max. Her advanced demos will improve your workflow and help create quality assets quickly and efficiently. Tournemille has worked on numerous games for EA, Ubisoft and Silicon Knights. Watch it here.

'3D Math for Artists'.

Ryan Trowbridge has been working as a character TD at Naughty Dog since 2006. His main focus is on character rigging and character pipeline tools. In 2011 he was a co-author with Adam Mechtley on the book 'Maya Python for Games and Film'. Ryan has worked on all three games from the 'Uncharted' franchise.

The focus of this class is to teach artists what vectors are, how to manipulate them, and utilize 3d math within their python scripts. This class will teach you how simple it is to add, subtract and use multiplication to manipulate vectors. It also shows you how Python can access the Maya API math classes MVector and MMatrix and how these make doing matrix multiplication easier and how it closely relates to doing vector math. Watch it here.

Below right: 3D Math for artists. After taking this Master Class, artists will find it easier to dig into 3D Math. Below left: In case you were wondering, this is the awesome book Ryan wrote with Adam Mechtley last year. Mechtley is founder and director at Candlelight Interactive. Check out his blog here. By the way, Ryan's blog is over here.


Thursday, March 10, 2011

Autodesk introduces Maya 2012 !



Autodesk Maya 2012 was introduced just in time for the latest GDC conference (Game Developers Conference) in San Francisco, February 28-March 4. Autodesk Maya 3D computer animation software is the industry standard used by all the major game studio's and 3D animators, bringing the best 3D graphics, visual effects and animations. Check out their latest vids introducing all the new feats (scroll down) and read up on some Maya history.

Maya History.

Autodesk was founded in 1981 by John Walker and Dan Drake who created the Marinchip Systems 9900 computer to run Mike Riddle's program called 'Interact' which was the first CAD system running on mainstream computer hardwear, used a.o. by the ARCO oil company to plan deep dives for offshore drilling rigs. Riddle started writing it in 1977. In 1981 he rewrote the program with Drake and Walker to run on the first IBM PC and created AutoCAD. Their company, known as the 'Marinchip software partners' turned into 'Autodesk'. Want to know the skinny? Read John Walker's 'The Autodesk File' (PDF)

Silicon Graphics, Alias research and Wavefront.

In the 1990's,several companies rivaled to bring the best visual effects and computer generated Imagery (CGI) for big budget Hollywood movies.There was Alias research and Wavefront Technnologies. There was also the French TDI (Thompson Digital Image), which was founded in 1986 from the French Ina d3D and Thomson CSF. TDI had innovated in the area of NURBS modeling (Non-uniform rational B-spline) and created their main software package called 'TDI Explore'. While Wavefront bought TDI in 1993, both Alias and Wavefront were acquired by Silicon Graphics (SGI) in 1995, creating the Alias/Wavefront company. Maya 1.0 for Windows was introduced in June 1998 as a result and collected the best of the three companies' products in one package.

Alias Research.

Alias research, founded in 1983, had their 'PowerAnimator' software. It was used to create several famous effects for James Cameron's movies. The water creature in 'The Abyss' (1989) and the T2 model in 'Terminator 2: Judgement Day'. (1990) Steven Spielberg's 'Jurassic Park' (1993) is also an excellent example.

Wavefront Technologies.

Founded in 1984by Bill Kovacs, former employee of 'Robert Abel and Associates'. RA&A pioneered in computer graphics and created some of the earliest digital FX, on 'The Andromeda Strain' (1971) and the powerfull 'Tron' (1982), which won Ken Perlin an 'Academy Award for Technical Achievement' 15 years later, in 1997.

Wavefront first created graphics for television with their 'Preview' software, used a.o. by ABC on their television series 'Knight Rider'. between 1988 and 1992 Wavefront developed several new powerfull programs: the 'Personal Visualiser' rendering software, followed by the 'Data Visualiser' and 'Composer'. In the 1990's they introduced 'Kinemation' (one of the first Inverse Kinematics packages) and 'Dynamation' (creating particle systems). Wavefront's Dynamation technology was used in many movies, like 'Twister' (1996), 'Starship Troopers' (1997) and also on 'Star Trek: Voyager' (1995). 

Academy Awards.

In 1998 Bill Kovacs reveived a Scientific and Engineering Academy Award from the Academy of Motion Pictures, Arts and Science for his work on the advanced visualiser. Jim Hourihan also received an Academy Award for Technical Achievement for the creation of 'Dynamation' (which he had based on a program called 'Willy'). In 2003 the Alias/Wavefront company received an Academy Award for Scientific and Technical Achievement for their Maya software.

In 2005, Maya was bought by Autodesk for $ 197 million Dollars. Two year later, it also acquired Skymatter Inc., developers of Mudbox. Autodesk continued it's acquisition of high-end 3D developers in 2008 when it bought Avid's Softimage, co. for $ 35 million Dollars. Beside AutoCAD, Maya, Mudbox and Softimage, autodesk also develops 3D modeling and animating package 3ds Max.



Autodesk Maya 2012

Beside Maya, Autodesk has announced new versions (2012) for Mudbox, Softimage, Motion builder and 3ds Max/3ds max design. Maya 2012 will be available in English in April, while other languages will follow later this year. Check out all the cool new gadgets at the Autodesk site or hang out and watch Maya 2012's ´What´s new´ introductory videos right here: