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15 Ways To Supercharge Your Maya Workflow - 3D Artist Mag
15 Ways To Supercharge Your Maya Workflow - 3D Artist Mag
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02 – Create a camera and lock it off You want to set up your camera
straight away, else you will waste time animating stuff that the audience
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15 ways to supercharge your Maya workflow | 3D Artist - Animation, Models, Inspiration & Advice | 3DArtist Magazine 17/7/17 1:44
03 – Relax your rig Almost all animation rigs are designed in the T
pose, which is stiff and formal, so you need to relax it. At frame 0, relax
your character. Bend the knees, bend the arms, give the face an expression.
Offset the feet a little. Save this pose on frame 0, outside your timeline, so
you can come back to it when you need new poses.
04 – Block out everything from the start You should add eyebrows,
eyes, fingers and facial expressions on all your poses. Offset the symmetry,
make each key pose expressive. Facial expressions will help to sell your
shot. Don’t think ‘I’ll do the facial expressions later’. Do them now.
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15 ways to supercharge your Maya workflow | 3D Artist - Animation, Models, Inspiration & Advice | 3DArtist Magazine 17/7/17 1:44
through various colours, such as black, grey and blue gradient to mention
just a few.
11 – MEL and Python For some, the words MEL and Python may send a
shudder down your FK/IK spine. It’s possible to go about your work
without having to do any scripting, but you should embrace it. Repetitive
tasks will be done in minutes, freeing you up to be more productive.
If you don’t know where to start, jump into the Script Editor. Better still,
enable History>Echo All Commands to really get a clearer insight into
what Maya is doing under the hood.
14 – Use selection sets layers How many times have you selected a
series of objects and then accidently clicked away? No worries, simply
undo, right? Okay, how many times have you had to go back and make the
exact same selection again half an hour later or maybe a day or two later?
To overcome this simple but annoying matter, we can use Quick Select Sets
(Create>Sets). Usually, when I skin a character, I select all the joints and
pop them into a Quick Select Set. That way, if I need to skin a different
character with the same skeleton, I can do so easily and then transfer the
skin weights in a jiffy. Once you have a Quick Select Set created, you can
also drag and drop extra objects/nodes into the set in the Outliner.
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