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Maya Learning Channel
Registrace 23. 06. 2010
Autodesk Maya is an industry leading 3D digital content creation software used extensively by movie, game, and FX studios both big and small. It features a wide range of tools for every step of the creation process, including (but not limited to) modeling, rigging, animation, FX, rendering, motion graphics, and more.
On this channel, you can find tutorials in each one of these subject areas to get you up to speed in producing your own digital content! To try Maya for FREE, visit: www.autodesk.com/products/maya/free-trial.
About the author:
Matthew Chan is a 10 year veteran at Autodesk's CXD learning team.
On this channel, you can find tutorials in each one of these subject areas to get you up to speed in producing your own digital content! To try Maya for FREE, visit: www.autodesk.com/products/maya/free-trial.
About the author:
Matthew Chan is a 10 year veteran at Autodesk's CXD learning team.
LookdevX for Maya: Introduction to MaterialX Data Model
The recent release of LookdevX 1.3 has introduced the MaterialX data model. In this tutorial, Yingying will walk you through the MaterialX workflow and show you some of the new UI features.
LookdevX is a material authoring plugin for Maya. It allows you to graph shading networks and create materials in both USD and MaterialX data model. With LookdevX, you can efficiently build materials that work across multiple renderers.
The asset used in this tutorial were created by:
Dusan Kovic (Surfacing) and Armando Sepulveda (Modeling)
Link to the scene file and textures:
areadownloads.autodesk.com/wdm/maya/files_for_MaterialX_data_model.zip
LookdevX is a material authoring plugin for Maya. It allows you to graph shading networks and create materials in both USD and MaterialX data model. With LookdevX, you can efficiently build materials that work across multiple renderers.
The asset used in this tutorial were created by:
Dusan Kovic (Surfacing) and Armando Sepulveda (Modeling)
Link to the scene file and textures:
areadownloads.autodesk.com/wdm/maya/files_for_MaterialX_data_model.zip
zhlédnutí: 6 215
Video
Create abstract architectural patterns using Bifrost point cubes
zhlédnutí 4,3KPřed 5 měsíci
In this tutorial, Lee Griggs shows you how to use procedurally generated cubes and Arnold toon shader to create some very modern-looking patterns using Bifrost For some inspiration about what you can do with this, check out leegriggs.com/bifrost-cubes Skill level: Intermediate Table of Contents 00:00 - Intro 00:24 - Initial graph creation 02:04 - Randomizing cube size and position 02:35 - Addin...
Maya Quick Tip: Investigating scene slowdown with the Profiler
zhlédnutí 7KPřed 8 měsíci
In this quick tip, I show you how to diagnose a scene using the Profiler to root out slow operations and other bottlenecks. Locating Animation Bottlenecks: help.autodesk.com/view/MAYAUL/2023/ENU/?guid=GUID-B1D67D2A-1283-488D-90EB-B7F16E26A118 Common profile examples: help.autodesk.com/view/MAYAUL/2023/ENU/?guid=GUID-0FF1BA78-0493-463F-8E66-8014FB0F47BC Skill level: Beginner Table of Contents 00...
Bifrost Bootcamp 10.3 - Wrapping up
zhlédnutí 2,1KPřed 8 měsíci
In this last video of the series, Jason adds the finishing touches to the tool and gives some parting advice. Part of a 10-lesson workshop for aspiring technical artists. Expand this description for download links and more. 00:00 - Intro 00:07 - Building the seed generator 01:05 - Using a custom compound - prime_sequence 02:30 - Setting up the seeds 07:10 - Outputs 09:00 - Maya output 23:00 - U...
Bifrost Bootcamp 10.2 - Developing and polishing tools for artists
zhlédnutí 1KPřed 8 měsíci
Continuing from the previous video, Jason adds some polish to the tool and adapts it for artists who don't use the Bifrost graph. Part of a 10-lesson workshop for aspiring technical artists. Expand this description for download links and more. 00:00 - Intro 00:07 - Building the inputs 00:30 - Curve inputs 02:00 - Adding inputs in Maya 02:30 - Using the node editor 03:30 - Array inputs 06:00 - C...
Bifrost Bootcamp 10.1 - Building tools for 3D pipelines
zhlédnutí 1,7KPřed 8 měsíci
In the last week of videos for this series Jason pulls together the topics covered so far, using Bifrost for Autodesk Maya to build a tool that other artists can use. Part of a 10-lesson workshop for aspiring technical artists. Expand this description for download links and more. 00:00 - Intro 00:07 - Making Maya tools in Bifrost 01:20 - Graph overview begins 01:45 - Using and downloading exter...
Bifrost Bootcamp 9.3 - USD tips and traps
zhlédnutí 866Před 8 měsíci
Jason demonstrates some of the current limitations of USD for game workflows, and shows how to avoid some of the common pitfalls. Part of a 10-lesson workshop for aspiring technical artists. Expand this description for download links and more. 00:00 - Intro 00:07 - What's a bridge anyways? 00:50 - Import recap 21:10 - Loose output system/Output recap 27:35 - PBR texture transfer overview 29:40 ...
Procedural Workflow for LookdevX (Part 2): Random Material Assignment
zhlédnutí 1,2KPřed 8 měsíci
This is the second video of a 2-part series that introduces the procedural workflow for creating materials in LookdevX. This tutorial focuses on how to efficiently create various looks for a number of instances. Continuing from the stage created in part 1, Yingying will teach you how to create USD instances of the lamp, and how to automate the process of random material assignment. LookdevX is ...
Bifrost Bootcamp 9.2 - USD for game animation
zhlédnutí 859Před 8 měsíci
Jason shows how to use USD to import animated meshes into the Unreal Engine. Part of a 10-lesson workshop for aspiring technical artists. Expand this description for download links and more. 00:00 - Intro 00:07 - Animated USD and game engines 01:20 - Building the flag 01:30 - How loop_cache works 05:30 - Some ideas on tool creation for tech artists 08:50 - New Zealand represent! 09:15 - Vertex ...
Bifrost Bootcamp 8.5 - Defining materials with Bifrost-USD
zhlédnutí 738Před 8 měsíci
Bifrost Bootcamp 8.5 - Defining materials with Bifrost-USD
Bifrost Bootcamp 8.4 - Instancing variants with Bifrost-USD
zhlédnutí 661Před 8 měsíci
Bifrost Bootcamp 8.4 - Instancing variants with Bifrost-USD
Bifrost Bootcamp 8.3 - USD attributes and primvars
zhlédnutí 629Před 8 měsíci
Bifrost Bootcamp 8.3 - USD attributes and primvars
Bifrost Bootcamp 8.2 - USD variants for games
zhlédnutí 597Před 8 měsíci
Bifrost Bootcamp 8.2 - USD variants for games
Bifrost Bootcamp 8.1 - A detailed look at USD
zhlédnutí 1KPřed 8 měsíci
Bifrost Bootcamp 8.1 - A detailed look at USD
Bifrost Bootcamp 7.5 - Exporting MPM cloth to games
zhlédnutí 961Před 8 měsíci
Bifrost Bootcamp 7.5 - Exporting MPM cloth to games
Bifrost Bootcamp 7.4 - Simulating cloth with MPM
zhlédnutí 1,5KPřed 9 měsíci
Bifrost Bootcamp 7.4 - Simulating cloth with MPM
Bifrost Bootcamp 7.3 - Simulating snow with MPM
zhlédnutí 1,5KPřed 9 měsíci
Bifrost Bootcamp 7.3 - Simulating snow with MPM
Procedural Workflow for LookdevX (Part 1): Creating Materials for a Paper Lamp
zhlédnutí 2,3KPřed 9 měsíci
Procedural Workflow for LookdevX (Part 1): Creating Materials for a Paper Lamp
Bifrost Bootcamp 7.2 - Simulating sand with MPM
zhlédnutí 2,3KPřed 9 měsíci
Bifrost Bootcamp 7.2 - Simulating sand with MPM
Bifrost Bootcamp 7.1 - Introducing MPM
zhlédnutí 1,1KPřed 9 měsíci
Bifrost Bootcamp 7.1 - Introducing MPM
Build procedural pipes, tentacles, and towers using Bifrost
zhlédnutí 7KPřed 9 měsíci
Build procedural pipes, tentacles, and towers using Bifrost
Bifrost Bootcamp 6.4 - Explosions in games via USD
zhlédnutí 1KPřed 9 měsíci
Bifrost Bootcamp 6.4 - Explosions in games via USD
Bifrost Bootcamp 6.3 - Rendering sprites for explosions in games
zhlédnutí 1,1KPřed 9 měsíci
Bifrost Bootcamp 6.3 - Rendering sprites for explosions in games
Bifrost Bootcamp 6.2 - Advecting particles using volumes
zhlédnutí 951Před 9 měsíci
Bifrost Bootcamp 6.2 - Advecting particles using volumes
Bifrost Bootcamp 6.1 - Simulating explosions
zhlédnutí 1,9KPřed 9 měsíci
Bifrost Bootcamp 6.1 - Simulating explosions
Create procedural bead patterns using Bifrost point spheres, fields, and Arnold
zhlédnutí 4,3KPřed 9 měsíci
Create procedural bead patterns using Bifrost point spheres, fields, and Arnold
Bifrost Bootcamp 5.4 - Combustion: simulating fire and explosions
zhlédnutí 1,1KPřed 9 měsíci
Bifrost Bootcamp 5.4 - Combustion: simulating fire and explosions
Bifrost Bootcamp 5.3 - Aero simulations for smoke and mist
zhlédnutí 1,1KPřed 9 měsíci
Bifrost Bootcamp 5.3 - Aero simulations for smoke and mist
Bifrost Bootcamp 5.2 - Basics of particle simulation
zhlédnutí 1,9KPřed 9 měsíci
Bifrost Bootcamp 5.2 - Basics of particle simulation
great series, thank you for sharing
this is old but thanks, all my icons were faded and i was stressed as hell lmao.
Is it possible to nest variants/variants sets? how? lets imagine i have geometry variat "main" and under a variantSet "geometries" and when selected that varian i need another variant set to appear "lod" with variants as "low", "high"
What’s the difference between union and combine?
I think it's better to use Houdini. What's the point of learning Bifrost?
Why make a twist 1 for the thigh? Why not just paint the current thigh bone?
Do you know where Are the Arnold Material presets lokated ? There is no * any more .. and how to Load them.. thx
in my case it stayed the same no change on low res. why
These videos got a bit harder to follow for me, requiring multiple viewings towards the end. I didn't love that I had to wait until after the shoulder video to find out how to organize the arm group.
6:22 base vertices are not fixed... what should I do??
I'm having allot of trouble with mirroring the right arm? Would it be possible to make a video for that?
Now I know this is Brad Pebbler instructing. Brad will you ever come back to Modo or is it a part of your past and you've moved on?
Brad Pebbler is this you instructing?
G G
What's the benefit of using the new pbr standard surface instead of the arnold standard surface, if rendering with Arnold?
tysm for this!🥺🥺
Very helpful. Thanks!
Sorry. But so hard to follow. I did the first part, but in the second instances don't appear in outliner and viewport, though I follow second by second this tutorial. Have to skip.
Wow Justin is a legend. Great to hear him again after so long.
Thank you, your videos are excellent, how to you create objects with real measure ? Thanks for your answer,
Hello, it was very interesting, what's the next playlist to continue to learn Maya, Thank you for your answer et merci beaucoup, A passionate and more,
Thank you Jon Snow!
Thanks, Maya just stopped working, deleting the prefs solved the issue.
How do you control how many edgeloops the Sweep Mesh has?
SORCERY! I remember using maya 2012 for work back in the day and you had to cry then manually retopo a model (in that order) and now you have these sort of techniques now? My mouth was wide open the whole time watching this
How can I open the LookdevX Graph Editor?
Cool! Maya USD import now has the option of “Payload” or “Reference”, what is the difference? I did not find this in the 2024 manual.
I was having trouble connecting inverseMatrix to the bindPreMatrix. It would break the rotation of the control and was not undoable. I looked at your example head and it looks like worldInverseMatrix is what you had connected to the 2nd skinCluster. I tried that in my test ant it seems to work. I'm not sure if I am missing something. But thank you very much for this tutorial, the implications of this are immensely useful!!
After testing out some more, I think this doesn't work in all situations. I have a few joints in the middle of the character, I want them to follow the squash and stretch. But when I create the UV pins with the mesh and joints selected, the uvPin locators are created in undesirable locations on the mesh. I imagine this is because the pivots aren't close to the surface, so the uvPin is looking for the easiest spot to hook on to. I also tried making a uvPin on a more desirable area on the mesh and hooked that up with everything instead. But when it came time to connect the inverseMatrix (I also tried woldInverseMatrix), the mesh would deform. If you had a way to get around this that would be incredible. Thanks again for the video.
Can smart extrude be made default?
Was literally having a mental breakdown about figuring this out. Can't believe it was a simple button press. Thank you!
Hello, thank you for the fantastic video. I have one question, is there any way to have the head with basic movement included. Such as the jaw move up and down and the eyes move? Thanks again.
I'm wondering if we could have parent constrained the pole vector to the leg and turned that off via attributes to achieve this dual no flip solution?
is it possible to nest variant sets? geometry: main -> lod: low/high
maya is better than blender due to its lack shorcuts and more on gui
anyone else finds this topic very confusing and complicated? for the past 10 years ive never fully understood what this is doing. ask anyone, im sure every person will tell you a different thing, when to do what.
Is there a way to not use the result joints? Because the orient joints and such are parented under the fk layer so all the functionality is happening in the fk joints. I just realized I connected everything together before creating the orient joints and now I can't add the orient joints in without the result joints zeroing out
Like, for example, if I make a group over my joints, and it does not break the location of the joints under that group. And they have a pivot and orientation of the joint above. I can move the pivot to the result joint underneath, and make set driven keys on these groups to create curl and spread controls. Instead of the orient joints. Is there a benefit to orient joints instead of this approach or will this approach break with later parts in the series?
Amazing video
Is there really no way to mirror some of functionality? Can I not just create a new Ik control for the foot and hand or something?
What might be the solution for mmb in magic mouse…. While using graph curves
Yes!
No mirroring is unfortunately very demoralizing. There was no point building one side first.
WARNING: He is not clear about this until you actually get to the point in the video, but you CANNOT HAVE YOUR MODEL IN A-POSE!! It will get reset to Tpose and deform weirdly when you unlock skeleton definition. He should've been clearer with this
I really appreciate this helpful content! After watching this last video about the use of the Offset Parent Matrix before doing the full playlist, it feels a lot more difficult to decide whether or not to follow this tutorial from the beginning. I understand that the real-time creature rigging playlist here on @Autodesk_Maya channel does use the Offset Parent Matrix, but perhaps doesn't include as many features as this playlist creating the Emma rig. I am trying to decide where to start. I have lots of experience rigging in 3ds Max, so would like to dive in and learn as much about advanced Maya rigging as possible, but am not sure I want to commit to this or the other with the intention of eventually doing both. So with the understanding that I am possibly only choosing one, do you think that if I understand the Offset Parent Matrix while going through this (Custom Rigging for animation (film / tv / shorts), that I will be able to apply the fixes using the Offset Parent Matrix as I go? If not, that's not really a dealbreaker, as my goal is to learn the more robust rig. Any suggestions? Thanks so much!
Hi, nice tutorial but I have a question: I have the character and the skeleton in A pose, how I prevent it go in T pose when I unlock the definition?
I'm having the same issue
Hi i am trying to move the floor boards to be fully aligned with the base but it all keeps moving as one object? what can i do to stop that happening please and keep the shapes seperate?
What was the purpose of not zeroing the ik arm control before constraining? 8:59
I belive this dosent work anymore with Unreal 5.3
Wish you explained the Arnold shader to Unreal shader in more detail. I want to set up my models as usd/Bifrost hybrids using Arnold shaders into Unreal automatically.
If you can't find strands_around_strands it is because thee Bifrost isn't updated. You get it through their site from AutoDesk.
I am not able to export material X for Unreal, please advise