Archive for the ‘Maya’ Category

New poseLib version (now with more apple!)

January 18th, 2012 No comments

In case some of you wondered, a few days ago I have released a new version of poseLib which is now compatible with Macs. The core of the functions was recoded as a Python module. In consequence of witch applying huge poses to thousands of controls is now 3 to 4 times faster. Enjoy!

Categories: animation, Maya, MEL, python Tags:

Character pipeline

April 3rd, 2011 1 comment

I’ve been reworking the overall organization of my character pipeline, and here’s the result. On the figure below you can see the way a model is broken down into basic building blocks which are then assembled into the final puppet.

The picture below shows in more details the overall Maya folder structure of a single character (let’s say a biped). In the right-hand side is a list of MEL scripts used to assemble all the pieces together.

The great thing in following such a precise organization is that you can then follow the same rules for any character you build without having to stop and wonder where you stored this or that file.

Categories: Maya, MEL, production, update Tags:

seithWeightTools now for Maya 2011

April 2nd, 2011 1 comment

I’ve been working a lot lately on the technical side of things, all in preparation for the short. I’ll post some more tools when I get them ironed out, but for now here’s an update of my weight saving and loading tool called seithWeighTools. It’s made specifically for Maya 2011 (and up) and uses both MEL and Python code. And hopefully, it’s still very easy to use!

Update: It also works with Maya 2012!

Categories: Maya, MEL, python, update Tags:

New poseLib

October 31st, 2010 6 comments

Just a reminder that I updated poseLib yesterday (v4.5.6), so if you use Maya 2011 you should install the Service Pack 1 (available on Autodesk’s website) and try the new poseLib version. Several things have been revamped, among which the namespace system, which is now more simple and intuitive to use.

On an unrelated note, Despicable Me did quite well in the US and ended up number 10 of all time animated movies. Not bad for something that’s not a sequel nor based on an existing intellectual property!

Categories: Maya, MEL, update Tags:

Skin shader test

September 25th, 2010 2 comments

I worked a bit on an old model’s head to simplify the topology (although it’s by no means optimized yet). I also tried to find a better skin tone directly within Sandbox2. The difficult part is to get something that will hold up well enough under very different lighting conditions. During the process it became obvious that I’ll have to rework the texture maps at some point, but it’ll have to do for now…

Categories: crysis, Maya, update Tags:

seithRename: a simple tool to rename stuff.

September 18th, 2010 No comments

I know there are already several renaming scripts for Maya out there, but each time I tried one out I found its interface (or overall method) to be unintuitive at best. I just hated having to stop and think twice about how to get what I needed, so I made this tool. It’s written in Python and it’s very simple to use!

Categories: Maya, MEL, python, update Tags:

New tutorial for CryEngine2: How to build a tree!

September 18th, 2010 1 comment

I’ve just uploaded a new tutorial about building a tree for the Cryengine2. It talks about the method I follow to model a tree in Maya and then export it into Crysis. All this using of course MayaCGF! 😀

Categories: crysis, Maya, update Tags: