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

Tuesday, June 26, 2012

George Maestri goes back to basics.



Animation Guru George Maestri, who worked as a producer and writer on popular animated shows such as 'South Park' and 'Rocko's Modern Life' again found some time to share his insights and know-how on creating 3D graphics, working with the latest version of the Autodesk's flagship animation software Maya 2013. As a part-time instructor for the popular online video Training site Lynda.com, George created a multipart 'Essentials' series, going back to the basics and explaining everything about Maya, from getting to know the UI to creating textures and materials and exploring all the animation tools.










So far five courses of this new and up to date series have been created and uploaded at the site, so if you're ready to start learning something about 3D graphics using Maya 2013, this might be the right place for you to begin. The courses have 20 to 30 different chapters each, taking up about 1 1/2 to 2 1/2 hours per course at a regular pace, while project files are available for you to use, so you can follow along with the videos. The fifth part of his 'essentials' series (explaining everything on the 'animation tools') was just released yesterday. Make sure to keep your eye on this one, as George will be adding plenty of material soon.

Above: George covers all the polygonal modeling techniques including subdivision surfaces in the 'Maya Essentials 2' course. Below: Working with the hypershade you'll learn to add Phong and blinn materials to 3D objects to give them a lifelike appearance ('Maya Essentials 4: Creating Textures and Materials').













Monday, March 5, 2012

George Maestri Character Rigging at Lynda.

George Maestri









For those of you into 3D character animation using Autodesk Maya, Lynda.com has just introduced a new rigging course by George Maestri, writer and producer of numerous animated TV shows, such as 'South Park' and 'Rocko's Modern Life'.

After you've completed modeling and texturing your CG character, before you can start rendering out those awesome animations, your model has to be rigged, meaning you have to add various controls to it, enabling you to manipulate it any which way you want, which you've of course planned ahead carefully in your storyboards.

Your model maybe a character, a car or any other piece of geometry that has been specifically designed to move in a certain way, according to it's anatomic build. Maya comes with a complete set of tools, enabling you to create bones and set up a skeletal construct that can be skinned or bound to the character. Using Forward and Inverse Kinematics, you are the able to drive the rig, thus moving your character. This is, in essence, what rigging is about. Rigs can be created as simple or as complicated as needed and although you can go through each fase of the process yourself, as you create your own animations from scratch, in a professional studio environment, the rigging proces is mostly done by a professional rigger, as it's a process that can become a challenging task quickly.

A rig can also be linked to a bones system derived from motion capture data, and in fact have your digital character move in all sorts of ways, as you've previously recorded in a studio using human actors, eliminating the animation process for the large part. However, as the word 'animation' stems from the latin 'Animare' (meaning 'to breathe life into'), the Academy of Motion Pictures, Arts and Sciences, changed the rules of the game this year, in an attempt to keep the medium pure. Animated feature films that are created using Motion Capture data are now excluded from the Academy Award for Animated Feature Film, leaving Spielberg's 'The adventures of Tintin: The secret of the Unicorn' as the first without a nomination. So hey, if you're planning on winning an Oscar, do it 'oldschool'!



Maestri goes through the entire process of setting up a proper rig and explaing all FK and IK constraints, providing a basic model. His enthusiasm will surely get you all excited and ready to jump in there right with him to tackle some of the exercises Lynda has provided along with the video's.








Yes, Linda exists for real, she's not just a funny cartoony logo! Working with William Shatner, she was the first to use 3D computer software to previsualize a scene for a major motion picture in 1988 working on Start Trek V: The Final Frontier' (Shatner also directed). She also worked as an FX animator on 'Bill & Ted's excellent Adventure' and on Irvin Kershner's final film 'Robocop II' (Kershner also directed 'Star Wars: The Empire Strikes Back' for Lucas in 1980). Together with her husband Bruce Heavin she founded the online training site Lynda.com in 1995 in Ojai, California. It currently employs more then 200 staffmembers and 140 teachers with clients such as Disney, Google, Adobe and academic clients including Yale and Princeton University and MIT.

FK/IK and Set-driven Keys.

While Foward Kinematics provides the basic movements you would expect from a naturally working construct, using various joints to complete a task or goal, it can become a tedious task as it operates in a kind of trial and error workflow. Using Inverse Kinematics, you're able to set the goal beforehand and link the character to it, making sure it moves and rotates specifically to complete the task that was set up. Although The first method creates more smoothly and rounded movements, the second proves of course extremely timesaving, both have their place and you should of course set up your rigs so they can switch between one and the other at will. The video's George provides in this course show you how everything is setup. Using some math and expressions, he also shows you how to build a custom interface and various controls to visually take charge of your character without actually having to dive into the rig itself. Maya uses MEL or Maya Embeded Language, which is based on the scripting language from Wavefront's Dynamation (one of the three earlier 3D graphics programs that continued together as Maya).

Above left: Maestri regularly contributes as a writer to 'Computer Graphics World' magazine. This month's issue features articles on Disney's 'John Carter of Mars' and Naughty Dog's popular Playstation video game 'Uncharted: Drake's Revenge'. Right: The cover to Maestri's latest book '3ds Max at a glance' published by Sybex/Wiley.

George Maestri's 'Character Rigging in Maya' consists of 60+ video's and takes up about 4 and a half hours, excluding the time you need to to follow along and get things set up right, depending on your personal level of expertise. Maestri has provided courses on Autodesk Maya since 2005. You might also want to check out some of the courses done by Eric Keller, the author of multiple prominent books on Maya. He provided several usefull courses on lighting and rendering with Mental Ray in Maya and modeling in Zbrush.


Wednesday, October 5, 2011

Autodesk releases SP1/ SAP for Maya 2012.

Autodesk Maya 2012, Subscribers advantage pack
After Autodesk released the fourth hotfix for Maya 2012 in August, Service Pack 1 has now become available for download. As announced at the Siggraph 2011 conference, They've also released the Subscription Advantage Packs for Maya 2012, Max 3ds 2012, Mudbox 2012 and Softimage 2012. The SAP packs are Autodesk's way to add new features to their latest software before going on to release a complete new suite next year. SAP packs are for subscribers only. The new assets included in MAYA 2012 SAP are:

The open source AMD Bullet Physics engine, engineered to handle large-scale, highly realistic dynamic simulations - featuring discrete and continuous 3D collision detection, and enabling the simulation of both soft and rigid bodies in a single system while using a rich set of constraints.

Alembic point caching helps to efficiently manage complex simulated and animated data, with the ability to read and write Alembic open computer graphics interchange format, developed by Sony Pictures Imageworks in cooperation with George Lucas' Industrial Light & Magic.
There's also a new Node Editor that helps artists and technical directors to more easily work with and debug complex node network. It features drag-and-drop connections, color coding, and three levels of detail.

The Package for 3ds Max 2012 includes the same new features as Max Design, which is part of the other Suites available from Autodesk. There's a new render pass system but it also includes new ActiveShade support for the iray renderer from NVIDIA. It's also easier now to process your work in After Effects and Photoshop. Also .NET exposure of the 3ds Max SDK (software development kit) helps to extend and customize 3ds Max more effectively.


Friday, April 15, 2011

V-Ray 2.0 for Maya: Chaos Group unleashes new renderer!


Last week Autodesk released new versions of their major software titles and introduced a series of suites, bundling several of their programs needed for specific workflows, which come in three versions: Standard, Premium and Ultimate. Now Chaosgroup has announced the public beta for their new compatible V-Ray renderer, making the long awaited V-Ray 2.0 for Maya 2012 finally available at the end of this month! Autodesk released six unique suites:

· Building Design (with Revit Architecture)
· Entertainment Creation (with either Maya or 3ds Max)
· Factory Design (AutoCAD Architecture and Inventor)
· General Design (AutoCAD)
· Plant Design (AutoCAD/Plant 3D)
· Product Design (with Autodesk Inventor)


Above: The Factory Design Suite comes with AutoCAD Architecture, Inventor and 3ds Max Design.
Maya comes standard with it's integrated Mental Ray renderer, but many artists prefer using ChaosGroup's V-Ray to render out their 3D images and scenes. Mental Ray is a quality renderer, used for feature films as The Matrix Trilogy, Star Wars II (AOTC) and The Hulk, so what's the difference? The discussion has been long and hard between FX artists.The overall opinion is, that if you know what you're doing, Mental Ray is excellent. But others disagree: V-ray is faster, more powerfull and excellent for rendering fur and hair.

Mental Ray (or M-ray as some call it) was developed by Mental Images in Berlin, the company founded in 1986 by computer scientist Rolf Herken which,since December 2007 has become a subsidiary of Nvidia.

V-Ray was developed by Vladimir Koylazov and Peter Mitev (left). They started their company Chaos Group and established a CG production studio for design and animation in 1997 in Sofia, Bulgaria.

They created their V-Ray render engine in 2002 which they provide through their daughter company Chaos software.

 In June 2009 they introduced and released V-ray RT, the first interactive renderer (for 3ds Max) and also created the Pdplayer - the production orientated image sequence player and viewer for the CG Industry.

Although V-Ray 2.0 was already released for 3ds Max 2011, it will not work with the new releases by Autodesk. An upgrade is in the works and will be ready by the end of this month, along with the new V-Ray 2.0 for Maya 2012, which will have interactive rendering on CPU and GPU, Python callback for access to and modification of the translated V-ray scene before rendering and support for the newest substance textures.


Check out the beta program for all the new feats Chaos has in store for you or read up on how VFX artist Scott Metzger used V-Ray for the 'Halo Reach' spot here which won Method studios the VES Award last Februari in LA!