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Month: January 2018

Season 01 – Episode 11 – Component Live Guide

Component Live Guide

I have to admit this stream came out better than I expected. I quite like what it came to and the subject, Live Guide, is important to me.

The long story short about it is that we want to add guides to our components, but instead of the run-once or build approach we show how to create Live, dynamic Guide layers that can tweak a built component on the fly.

During the Stream, in a discussion about visualising simple data in Maya, I mentioned Cesar Saez’s work, You can find it here:
http://www.cesarsaez.me/2016/07/mscreen.html

On a related note: Someone else mentioned something and in context it sounded like it was a tool/plugin (MUIDrawManager). I only realised later, when I my brain was less crowded by talking about what I was doing, that they were referring to the Maya API object dealing with view draw. Nothing there that you won’t get from your Maya SDK Documentation.

Enjoy,

Season 01 – Episode 10 – IK UpVector and Pop Limit

IK UpVector and Pop Limit

We explain how to introduce an UpVector in our custom IK solver. Following that we take a look at the numbers and reasons behind the classic IK over extension “pop”.

Some nodelling, some applied maths, some maths theory…
It’s a slow but, hopefully, interesting mixed bag this episode

Enjoy,

Season 01 – Episode 09 – Custom IK Integration in Leg Component

Custom IK Integration in Leg Component

Here we finally start on the leg component proper.
We take our simple solver (in expression form) from the previous day’s sketch and integrate it into a proper component.

We didn’t quite get to where I wanted to; that would have included adding up vectoring, but we progressed well with the interface and encapsulation side of things.

This is mostly a nodelling heavy session.

Enjoy,

Season 01 – Episode 08 – IK Explained

IK Mechanics Explained

On overwhelming popular vote we take a break from nodelling and, before moving to work on the leg proper, we spend some time explaining how IK actually works, and how you can bake your own.

I don’t know if I would call it a math heavy video, probably not, but I do like the picture it draws of practical application, and how some things (IK in this case) are often much simpler to reproduce than they are assumed to be.

Enjoy,

Season 01 – Episode 07 – Component-ising Leg and Foot

Component-ising the Foot and Removing the Sketch

More nodeling again, but this time to extract and consolidate a Component.
This time around we identify and finish extracting and encapsulating all the front-loaded work for the “global” leg, and then isolate and clean up to cannibalise the sketch and remove dependencies on it where we can

Enjoy,