Wednesday 27 August 2014

on Leave a Comment

Geometry Caching

You can save your Polygon mesh, NURBS (including curves) surface, and Subdivision Surface deformations (skin and non-skin) to a server or local hard drive by caching your object’s deformations to a geometry cache. 

Geometry caches are special Maya files that store vertex transformation data. They are useful when you want to reduce the number of calculations Maya performs when playing back or rendering scenes that contain many deforming objects, and they allow you to easily mix and edit your object’s deformations in an intuitive, nonlinear manner. With geometry caches, you can also exchange point data through the Autodesk® FBX® plug-in with other supported software packages. Cache Blend Shapes so that you can further modify their deformations by replacing or deleting geometry cache frames. Cache a character’s high resolution skin with many deformations to speed up the playback or rendering of its scene. You can create geometry caches for your objects from the Geometry Caching.

Wednesday 13 August 2014

on Leave a Comment

Redirect

Makes the current character set redirectable. When a character set is redirectable, this mean that you can now change the translation and orientation of already established (motion capture) animation.

Rotation and Translation Creates a rotation and translation control for the current character set.

 Rotation Only

Creates a rotation redirection control for the current character set. The rotation redirection control appears at the origin of the current character. The rotation redirection control is useful if you want to change the orientation of your character set’s pivot. For example, you can manipulate a rotation redirection control to get a character to turn 90 degrees (around a corner perhaps) halfway through its walk cycle.

Translation Only

Creates a translation redirection control for the current character set. The rotation redirection control appears at the origin of the current character.


The translation redirection control is useful if you want to change the translation of the point around which your object pivots. For example, you can manipulate the translation redirection control to change the place at which a character lands from a jump.
Powered by Blogger.