Category Archives: Animation

Using movies as animated textures in maya

Preparation

The best way to use a movie-file in maya is to convert it into single frames.

  1. Open the Videofile in Photoshop CS 5
  2. File > Export > Render Video
  3. Select Image Sequence and a lossless format (Tiff or targa)
  4. Press Render

Animated texture in Maya

  1. Create a PolyPlane with the dimensions of the Videofile (e.g. 640×480 > Width = 0.64, Height = 0.48) you can then uniformly modify the scale values to fit your needs
  2. Assign a new material and connect to the color attribute a file node
  3. Select in the Filebrowser the first frame of the Animation and activate “Use Image Sequence”
  4. Pressing 6 allows you to preview the texture, you can play the animation by pressing play in the Timeline

How to make Newton’s Cradle

  1. Create 5 touching Nurbs spheres (apparently with Poly spheres the dynamics-simulation screws up)
  2. Convert the 5 spheres to active Rigid Bodies (Bounciness 1, Static Friction 0, Dynamic Friction, 0)
  3. Add a Gravity Field to the Spheres
  4. For the first sphere add an “Initial Impulse” of 10 in the direction of the other spheres
  5. Create for each sphere two nail constraints
  6. Create the frame (CV-Curve with Extrude)
  7. Create the cables for the balls and parent them to their spheres

Destruction with DMM Plug-In

A limited licence of the The Digital Molecular Matter (DMM) plugin is included in Maya 2012.

To activate the Plugin: (Window > Setting and Preferences > Plugin-Manager) dmm_cinematic.dll check Loaded and Autoload. A new Shelf and Menuset is added to the Maya Interface.

To use DMM, Maya Objects must be converted into DMM-Objects.

  1. Create UV-Mapping and Finalize the Object before you destroy it.
  2. Select the Surface-Object that is going to be destroyed.
  3. DMM Asset (Options) > Target Face Count 10-50 (This setting can be adjusted later on, for now it is a low value to keep the simulation running smoothly)

I will be destroying a wooden fence with a cannon. Why? because Cannons destroy stuff.

Set the Shelf to “DMM

DMM_Shelf

Create a DMM-Sphere – (DMM Objects cannot be animated directly – but they can be constrained to other Maya Objects when the DMM object is set to passive)

Select the Sphere, Open the DMM Asset Manager and activate “DMM Passive

Create a locator (Create > Locator)

Switch to the “Animation Menu” and first select the locator (as the parent) and then the DMM-Sphere Constrain > Parent

Create a curve for a motion path animation:

dmm_cannon_motion Path

Set the Range Slider to 80. Select the Locator and the Curve and Animate > Attach to Motion Path

Switch the Menu to the DMM-Menu

Playback the animation and try to figure out which part of the fence gets hit and select those parts

DMM_Hit_Selection

Go to DMM Asset > DMM Object starting with AutoCage (Options) – keep the Target Face Count at a low Value of 10.0 (Later on it can be adjusted for more shards)

DMM_AutoCage_Options

In the DMM-Asset Manager Deactivate “Driven Tet Mesh” for every Object.

Deactivate Tet Mesh

Playback the Animation. You can see that for the DMM objects automatically gravity is applied and the Objects are falling through the floor. To stop this happening parts of the objects need a Passive Region to disable the simulation on that part of the object.

Create a Passive Region (DMM-Asset > Add new DMM Region to DMM Object > Passive Region) – a DMM-Box is created and can be scaled and positioned to define a Region. This has to be repeated with every single object to fixate them and prevent them of falling/breaking prematurely.

DMM_Passive Regions

When playing the Animation the fence still cannot hold it up on itself and the Material does not break like wood. This can be changed by applying a DMM-Material.

Select the parts of the fence that are going to be blasted into bits. DMM Material > Assign new DMM-Material> wood. To select the Node click on the Shelf for “Select Connected Material Node”.

By increasing the Youngs(Stiffness) by a factor of e.g 10 or 100 the fence stands up on its own.

Now the main Animation looks proper, so you can increase the Target Face Count (100.0 or higher). Open the DMM-Asset Manager (Shelf)

The shards are now falling through the floor, you can add a DMM-Cube, set it to “DMM Passive” scale it to be the floor and then add it to a new Layer and set it to Transparent.

Add some final touches like, Lighting, Camera Movement. And you get something like this:

Further Resources:

http://area.autodesk.com/blogs/cory/breaking_pillars_with_dmm_in_maya_2012

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Maya: Dynamic Rope

Hier ist ein Tutorial zu einem dynamischen Seil > http://www.learning-maya.com/index.php?article_id=259

Nachdem es teilweise etwas schwieriger zu verstehen ist habe ich es mal zu einem Video gemacht. (und einige Schritte abgeändert)

  1. 7 Cubes erstellen: das macht man am Besten indem man einen Poly Cube erstellt und diesen dann Dupliziert Strg-D danach Bewegt und dann mit “Duplicate Transform” Shift-D die weiteren Cubes erstellt.
  2. Den Mittleren 5 Cubes fügt man über Soft/Rigid Bodies > Active Rigid Bodys hinzu.
  3. Den Cubes am Ende fügt man über Soft/Rigid Bodies > Passive Rigid Bodys hinzu.
  4. Jeweils zwischen zwei Cubes fügt man ein Soft/Rigid Bodies > Create Spring Constraint mit den Werten Spring Stiffness 50, Spring Dampening 50, Spring Rest Lenght <Max Abstand zwischen zwei Cubes>) (Am Ende hat man dementsprechend 6 Constraints)
  5. Den Mittleren 5 Cubes fügt man Fields > Gravity hinzu. *Wichtig, nur die Cubes selektieren nicht die Constraints*
  6. Mit dem CV-Curve Tool (Create > CV-Curve Tool)  setzt man einen CV Point jeweils in die Mitte von jedem Cube.
  7. Jeden CV-Point der Curve gibt man einen Cluster (Findet man im Modul Animation)  Create Deformer > Cluster
  8. Die einzelnen Cluster an den Entsprechenden Cube binden (Erst Cluster selektieren, dann Cube und dann P für Parent)
  9. Einen Nurbs Circle erzeugen
  10. Mit dem Circle und der Curve kann man nun ein Extrude machen. (Surfaces > Extrude)
  11. Den Kreis kann man jetzt nochmal modifizieren um die dicke des Seils zu bestimmen.