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How would you do this in Maya?

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Thomas Rydberg
How would you do this in Maya?
on Apr 14, 2005 at 2:22:05 pm

Take a look at:
http://www.logitech.com/index.cfm/products/demo/US/EN,crid=2146,contentid=9508,sh=1

To get Maya to render something out like this, could you animate clipping planes cutting through the modeled parts to achieve this effect? How would you do this?

Thank you,

- Tom


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Thomas Rydberg
Re: How would you do this in Maya?
on Apr 14, 2005 at 2:29:34 pm

For some reason, COW only made a link out of part of the web address above.

Try this:
Logitech 3D Flash

- Tom


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Sean Fennell
Re: How would you do this in Maya?
on Apr 14, 2005 at 3:45:40 pm

You might be able to do it with animated booleans, as long as the booleans solve properly and create the geometry. Unfortunately, Maya doesn't have animatable object clipping planes (I've requested them in the past to no avail). If you have access to renderman, you can acheive it easily in renderman.


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Steve Sayer
Re: How would you do this in Maya?
on Apr 14, 2005 at 3:55:13 pm

A related strategy to the 'animated booleans' Sean mentioned is the animated extrusion. It works best with simple shapes, though; I don't know about some of those complex hole-filled solids. Tricky.

-Steve


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Chad Briggs
Re: How would you do this in Maya?
on Apr 14, 2005 at 4:24:59 pm

I'm not entirely sure this would work, but if none of the objects have a transparncey map, you could assign one and use a side mounted projection on the texture, and use a ramp to control the transparency. This wouldn't work if you have UV's on the object that you've laid out, but if the objects are just solid colors, it would work. Heres a way to test a basic implmentation. Make a poly cylinder. asign a UV projection based on a side camera. Asign a ramp to the transpanrency, but you don't want any smoothing or interpolation on the gradient. Use black and white swatches on the ramp to control the animation of the transparency.
hope that makes sense.
-chad


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Sean Fennell
Re: How would you do this in Maya?
on Apr 14, 2005 at 4:43:29 pm

ah but you could you projection maps to control the transparency, then it wouldn't matter if there are UV's or not. It would be a dozen or so projection maps separately controlled, but kudos Chad for a relatively simplistic solution that we all overlooked.


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Chad Briggs
Re: How would you do this in Maya?
on Apr 14, 2005 at 4:50:43 pm

You'd also need to make sure you have the geometry set to render double sided, otherwise you'd never see the inside (that is if thats what your looking for.
-chad


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Chad Briggs
Re: How would you do this in Maya?
on Apr 14, 2005 at 4:51:57 pm

Sean-
couldn't you link multiple geometrys to one projection map, like you link one file texture to multiple atributes on a shader?
-chad


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Sean Fennell
Re: How would you do this in Maya?
on Apr 14, 2005 at 5:16:10 pm

yeah you can, but then all of the surfaces will build at once, in the example that was shown, multiple parts build at different rates and start and end times. The only way to do that is to have independant projection and texture nodes.


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Thomas Rydberg
Re: How would you do this in Maya?
on Apr 14, 2005 at 9:00:01 pm

Hey, great answers everyone! I'll have to explore this a bit.

Thanks for your help,

- Tom


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Jason Brummett
Re: How would you do this in Maya?
on Apr 15, 2005 at 2:40:18 pm

My guess is that it was done in MAX using a plugin called ScalpelMAX. It allows for quick and complex animated slices. Used to use it for same type of thing in Design Visualization. Wish there was something like that for Maya though.

http://www.cebas.com/products/products.php?UD=10-7888-33-788&PID=6

Jason Brummett
Studio Z Inc.


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Sean Fennell
Re: How would you do this in Maya?
on Apr 15, 2005 at 3:56:07 pm

the cut faces tool has an option to delete one side of the cut, so you could animate the cut position if your object was polygons. It'd have to be hi-res polygons which would be slow, or subdiv-surfaces with a polycage and I'm unsure how well that would render.


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Jason Brummett
Re: How would you do this in Maya?
on Apr 15, 2005 at 8:29:24 pm

Yeah you could do it that way, advantage to Scalpel MAX is that it does an amazing job of capping the cut geometry and in MAX you can group or select tons of objects and assign Scalpel MAX to all of them at once and it will cut and cap each object with unique materials assigned and not destroy UV info. It's pretty slick actually.

Jason Brummett
Studio Z Inc.


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Jon W.
Re: How would you do this in Maya?
on Apr 17, 2005 at 3:30:39 am

Ah, that animated cut faces is pretty cool... never realized you could keyframe that. Is there any work-a-round or script to cap it off like that Scalpel MAX plugin?


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Sean Fennell
Re: How would you do this in Maya?
on Apr 17, 2005 at 6:39:44 am

you can keyframe anything that shows in the channel box (even if its on a shape node or a history node). There's stuff that you can keyframe that isn't in the channel box by default also.

As for being able to cap the end YES you can. If you perform the cut faces tool. Then immediately after you apply Edit Polygons->Fill hole it will cap the cut you just made. You can animate the cut faces tool and the geometry will always be capped where the cut is made. Thats the beauty of maya's history stack.


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Sean Fennell
Re: How would you do this in Maya?
on Apr 17, 2005 at 6:43:54 am

one more tip. If you click the cutFaces history in the channel box so it opens all the controls for it and the press 't' to enter the show manipulator tool, you get a manipulator with an icon representing the plane of the cut. Makes it very easy to manipulate and animate your cuts.


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Jason Brummett
Re: How would you do this in Maya?
on Apr 17, 2005 at 10:35:46 pm

Don't know why I didn't think of that. Works great. Thanks for that nifty idear Sean.

Jason Brummett
Studio Z Inc.


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