Popping Bubbles In Maya

This post is an update to particlesToBubble which was a script that would build nCloth bubbles from a particle system. The new version isn't finished yet but here is one of the R&D tests I just finished. This is currently only using one Alembic cache to process the 200+ bubble systems with 36 bubbles per... Continue Reading →

Working through a process

I find that a lot of people write about a final outcome, or maybe a thought, so this time I figured I'd look at a process that I went through today, which isn't dissimilar to processes that I go through everyday to make tasks in my life simpler. I just thought this was a good... Continue Reading →

It’s the little things

Sometimes when I'm working along in Maya I come across some little issue that could easily be resolved if the object was either transparent or another color, enabling me to view it against a background or objects in the scene. In this particular case I was trying to learn about xGen's hair system and applying... Continue Reading →

particleToCurve

particleToCurve was the original script to particleToBubble and particleToTube as I wanted to maintain a raw version that I could edit for future script ideas. This original version only creates the curve generated by the particles frame by frame movement in world-space. The locator has been attached with the pathAnimation command (but this could be... Continue Reading →

particleToTube

Here's another script based off particleToCurve which extrudes a tube. This script will create a curve and then create a disk with one internal face. The nice thing about the disk being created with a nurbs circle lofted, is that when the construction history is left on you have the ability to add control vertices... Continue Reading →

ParticleToBubble

This video is speed ramped to show the process of laying in a surface emitter and demonstrating the use of the script. For now the script is looking for nParticle1 which is the default name Maya gives a nParticle, I'll fix this so that its any particle selected. Life got a little tied up with... Continue Reading →

A little python: transferFiles.py

There are times in both my freelance and studio work that I've come across the problem of working locally on a workstation, trying to port the project to a server then finding that the texture files have become absolute to the local workstation directories. In most projects I have a whole lot of files to... Continue Reading →

Multipass Rendering and Compositing

Until starting at my current job I had forgotten a lot about Mental Ray but it's now back in my life again. Since 2008 I've usually had a copy of arch_and_design.pdf on the desktop of all of my workstations, but at my current job it's not that simple. There are loads of useful tips in... Continue Reading →

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