Friday, March 26, 2010

Body Language - found @

I'm posting this as it was written by JD in his blog:

I'm a total nerd and I love gadgets. So I'm an avid reader of Today a picture was featured that showed Steve Jobs and Eric Schmidt talking to each other. The press is reporting a feud between Apple and Google, so everybody is all over this picture. Me too, but more from a pose point of view. When I first saw it I thought Schmidt's pose is very submissive. It's like a school boy who's in trouble and who's sitting in front of the principle. :)

Gizmodo has an analysis by Janine Driver who's a body linguistic expert, in case you want to know more and see more comparison images.Here's the main the pic that started it all:

Blog's New Look

Today I received an email saying that Blogger has a new tool, a Blogger Template Designer. Well I decided to play around and I liked this style because it kind of goes with my website... I hope it's not too dark =oD hehe.

I think it's cleaner.

** Well I updated it again... whatever... haha

Wednesday, March 24, 2010

How To Transfer UVs After Rigging

I was trying to transfer UVs and it was a complete failure until I found this on Gabnation's blog, I'm copying it exactly as it appears in that blog. Thanks gabnation's blog for that helpful post.

I think this is a common problem in 3D production, but somehow or another, I couldn’t find a proper solution after hours of Googling. You’ve rigged your character, attached facial blendshapes, and now you need to transfer new UV maps to your current character. Maya’s transfer mesh attributes seems like an easy solution, but wait! You can’t delete the node after the operation, and neither can you delete the geometry that you transferred the UVs from. What do you do?

TheCrone has the answer. Taken from his blog:

Every object has a “shape orig” node which represents what an object was before it was deformed. We can apply a UV transfer to this no problem which will also transfer up the stack to your rigged object.

I access it like this:

1. Select your rigged object, in the hypergraph hit options/display/ hidden nodes & shape nodes
2. You’ll see a hidden node which is your Orig node, or what your object was before rigging.
3. In the orig node’s attribute editor under object display, uncheck ‘intermediate object’
4. Your Orig node is now accessible.
5. Apply your UV transfer attributes to it – then delete it’s history.

There you go – you’ve applied your transfer to your object via it’s history object. Maya sees it that you performed this operation before rigging. Now why Autodesk hasn’t made a tool for this….who knows.

Thank you so very much my clever friend. You are a lifesaver. Considering how difficult this information was to come by, I’m doing my part in disseminating it. Here’s to helping future victims of merciless Maya.

Thursday, March 11, 2010

How to Cheat in Maya by Eric Luhta

This a great book I just received in the mail. It shows you a lot of stuff about maya from an animator point of view, that's right, from someone like most of us.

Eric explains everything in a simple way and give you a new rig named Goon which is a mix between Norman and Bishop's rig, in other words, Norman with steroids ;o).

I totally recommend this book and the rig to play around!