H3D Tutorials
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This will cover modeling the hand, starting with a polyCylander. Create a 12 sided cylander and rotate 90 dgrees on Z axis. Select three faces and extrude them. Flatten and move them as shown in the .gif below until you have a cool design. Scale the front smaller so that it will look like it fit...
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The following concept overview will be covering Wrap Skinning for the purpose of actual muscle/bone deformation of the skin. The basic concept is: Skeleton Joints driving Bones driving Muscle movement/shape driving Skin deformation. Skeleton Joints>>Geometry Bones>>Geometry Muscle&...
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INTRODUCTION To execute this tutorial you must download and install CrowdMaker 0.5 (or higher). You can download the file here The "CrowdMaker 0.5.rar" contains some scripts, a text file with an installation guide and sample scenes. On the next pages you can see the procedure...
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by Bora Dayioglu for comments and suggestions; mailto:bora@animationartist.net Home Page Hi everyone, In this tutorial I tried to explain my solution to make an easy to animate leg skeleton approach. What I did is simply to create two simple leg skeletons to drive the main skeleton which ...
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We have already covered creating a skeleton optimized for real-time not only in its number of joints but also in the way the axes of each joint is oriented. We will now address creating controls for the animator to use when positioning the character. This is in essence digital puppeteering. Cr...
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In this tutorial we will be creating an IK setup, controls, and skinning for the little kitty above. The first step is to make a model. This one is in NURBS, but you can make it in subdivison surfaces instead if you want. MODELING Make some curve circles and move them around til they look...
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Stage 1: Creating the Tentacle animation Go into the side view and create a curve Rebuild the curve with more CV�s, about 30 will do. Next create a nurbs circle to the thickness you want your Tentacle to be. Select the circle then the curve and extrude a surface using the following setti...
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Adam Martinez Technical Director, GLC Productions Who are you and what is this? Hello! My name is Adam Martinez, and I am a technical director at GLC Productions in New York City (www.glc.com.) As a technical director, I get asked to do all sorts of silly things, like light shots, shade mo...
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We have already covered creating controls for the legs of our character. We now want to tackle the spine area of the character. This is a source of many headaches for setup artists. The reasoning is that the spine is not an independent joint chain like the legs are. Instead, the spine reacts to t...
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The process of getting real-time characters ready for animation involves a balance between animator, programmer and engine. Most setup artists are confronted with the issue of delivering to the animator the flexibility of movement for a character while placed within the restrictions of a run time...
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Softbody objects in Maya are actually a type of particle effect. Maya allows you to connect any particle object to any emitter. Therefore you can actually emit geometry from a point emitter. 1. Open/import a Nurbs or a polygonal object 2. Make this object a softbody with a GoalWeight of .75 3....
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some assembly may be required ;) add " Maya*glRenderView.saAccumbuffer: False " into your .Xresources file in your home directory 1) create nurbs cylinder (with end caps) 2) rotate 90 deg about Z 3) scale to 4.5 units in Y 4) create nurbs sphere with end sweep 180 5) translate 4.5 ...
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This article was printed in the 1998 siggraph issue of 3D Design magazine, for an article Alex Alvarez wrote entitled 'Organic Modeling and Animation in Maya V.1', Alex is director and instructor at Gnomon Training Center, a HIGHEND3D.COM strategic partner. Alex teaches advanced acharacter nimat...
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Edited by nathaniel adam briggs - syntheticMagic.com Ok, this tutoral on interparticle collisions (particles from the same emitter colliding) and particle - particle collisions (particles from different emitters colliding) is fairly simple. Anyone who is comfortable with using emitters and the ...
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The following concept tutorial will be covering Dynamic Constraints for sled or Star Wars pod type rigs. Anatomy of Concept: Nulls drive the translation of the spring constraints. Spring(s) contraint drives geometry movement. Steps for Creation: Geometry Construction: 2 cylinders, 1 tran...
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The following concept tutorial will be covering Surface Emitted Particles on SoftBody tenticles to create a spiraling array particle system for futuristic gun blasts or whatever. Anatomy of Concept: A central control object drives the vector and twist of the softbody goals. Particles are emitte...
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Home Page Is this a Hag or not! After seeing some posts about this subject on Highend list, I decided to write a very short tutorial about the most important things Duncan pointed out about using PFX for hair. I picked up the female nurbs head created by Jeffrey Wilson on the Design community ...
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The Following exercise is just that, an exercise in getting a little more cooperation out of After Effects using Maya. It's not really about actual Z-Depth in After Effects, but Fun With Matte Keys instead. 1- Lets start with two planets, Earth and it's satellite, the moon (two spheres w/ the app...
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1) Primitives->create nurbs->plane [] 2) Change the U patches and V patches to 20 3) Scale it 7 units in the X, Y, and Z 4) Translate it to 5 units in the Y 5) Bodies->create soft body 6) Bodies->create springs 7) Change the damping to 0.05 8) Primitives->create nurbs->sp...
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When we work on image in canvas mode one an image, often we needs to erase a part or in transparency the effect of brush which one has just pose. In this case the technique of brush by restoration of the basic image and not of the background proves to be necessary. This type of brush is on Eclip...
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Lorsque l'on travaille sur image en mode "Canvas" on a souvent besoin d'effacer une partie ou en transparence l'effet de brosse que l'on vient de poser. Dans ce cas la technique de brosse par restauration de l'image de fond et non du fond de page (background) s'av�re n�cessaire. Ce type de brosse...
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click Here for the animation in 320x240; missilesilo320x240.zip This Tutrial will Teach you how to create a Missile Trail using Maya, u will expirience The volumetric Cloud Shader, it's surface shading options, and other qualities of the volumetric cloud shader, I Think that thou I use maya 3...
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Maya expressions and dynamics is great. We can produce some cool special effects using maya. Now we are going to reproduce some of the logo effect of the film "Matrix" using maya particles and expressions.Now let us begin. First we need to create all the 26 letters ,from "a" to "z". Creat----te...
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In the service of building a trivial color suppression macro, this tutorial illustrates two really important concepts in Shake: thinking in parallel, which will influence the overall design of the macro, and variable dependencies in macros, which will come into play when we get into the imple...
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Overview While you won't be throwing out Photoshop any time soon, Shake's QuickPaint node does provide the ability to do a lot of those quick touch-up fixes that seem to be a part of just about every shot. The QuickPaint node has only the most fundamental tools, but thanks to Shake's flexi...