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Thomas M.
01-02-2009, 10:53 AM
Anybody who can share his/her experience of switching to Maya for rigging and animation and rendering everything in LW? I'm fed up about the rigging capabilities in LW and wonder how much green the grass is on the Maya side. Especially the muscle system is of interest to me to achieve more realistic deformations. Is this the promised land or just another bu**er? Does the muscle system keep the geometry from moving into itself? Does it bring some kind of self collission solution with itself? Just wonder whether it'll help or make things just as worse in a different manner.

Cheers
Thomas

Cageman
01-02-2009, 08:27 PM
A co-worker did a very neat walkcycle of a lion using the built in muscle-system in Maya. He also used Setup Machine (plugin) to aid in both rigging and skinning. I don't do much organic stuff, but the little I've done so far, LW has been the fastest way to get good results for me regarding rigging/skinning (but I havn't had the need to use muscle deformations and such).

EDIT: The reason for this is because I soley work with subpatches and they require very little work on the weighting in order to deform good for the stuff that I've done.

Maya is a totaly different application, so get yourself the PLE and get as many tutorials you can. You'll certanly notice that some things are worse in Maya, but for animation/rigging it is still on top of the hill allongside with XSI. Also get PointOven. It allows you to load LWOs directly into Maya and outputs scenes/objects/mdd-caches ready to be loaded into LW for shading/rendering.

jin choung
01-02-2009, 08:30 PM
I haven't had a chance to work with the new muscle system ( 2008second service pack) but there are videos on the feature at autodesk and it looks impressive. it does have things like collision detection and compression, sliding and other natural skin behaviors.

just be aware however that nothing is automatic and nothing is easy. most extremely impressive characters that have been created for movies were created without the benefit of muscle simulation.

that's why it is always such a nonplussr when people ask for and expect "easy" character animation and walks and stuff.

it's all hard, it all takes time, it's all invariably a joyful pain in the ***. maya has superior rigging and ease of character setup in general but though it's better at these tasks than lw, it does NOT mean it's easy.

keep in mind that you're not getting a miracle and check out the videos.

Jin

so with that in mind, check out the videos.

jasonwestmas
01-02-2009, 08:35 PM
Maya is really nice. As far as ease of use, rigging in lightwave is just starting to "feel" like Maya 7 in the rigging department. 7 was the last version of Maya I have used. I just prefer lightwave rendering like a lot of people. But yeah you will probably find maya rigging more green, especially the skinning and weights tools.

cresshead
01-02-2009, 09:42 PM
Maya is a totaly different application, so get yourself the PLE and get as many tutorials you can. .

just to let everyone know , Autodesk PULLED the ple version of maya a couple of month's back

they replaced it with the 30day demo version of maya unlimited thogh, which is actually a proper "demo" of the full app and not a limited version of maya complete.

just so you know!:thumbsup:

Cageman
01-02-2009, 09:49 PM
just to let everyone know , Autodesk PULLED the ple version of maya a couple of month's back

they replaced it with the 30day demo version of maya unlimited thogh, which is actually a proper "demo" of the full app and not a limited version of maya complete.

just so you know!:thumbsup:

Ahh... there you go... Autodesk ftw!

:thumbsdow

cresshead
01-02-2009, 09:53 PM
...okay err what does "ftw" stand for..is it a good thing or a bad thing?:)

Cougar12dk
01-02-2009, 10:39 PM
It stands for: For The Win

*EDIT* And followed by his thumbsdown, I would think he was being sarcastic. *EDIT*

Sekhar
01-02-2009, 11:13 PM
I'm pretty sure it stands for "Forschungszentrum Telekommunikation Wien" (see definition (http://www.acronymfinder.com/Information-Technology/FTW.html)). :D

Cougar12dk
01-03-2009, 12:00 AM
LOL :D Vienna Telecommunications Research Center

Good one Sekhar :)

Cageman
01-03-2009, 12:10 AM
...okay err what does "ftw" stand for..is it a good thing or a bad thing?:)

For The World...

And while it's nice of AD to have a full 30 day trial of Maya Unlimited, it's utterly crap that they've canned PLE. You don't "learn" Maya in 30 days... no way..

Cougar12dk
01-03-2009, 12:14 AM
Ah, yes. Makes more sense than for the win :)

Dodgy
01-03-2009, 01:44 AM
Better keep my install of 8ple then... That is just like AD, and why I hate them :)

cresshead
01-03-2009, 03:41 AM
yeah autodesk pulled everything relating to ple once the demo of maya unlimited came out so those with maya ple 8 should hold onto it as it's not available anywhere now for download.

now price this up in your head....
12 motherboards...and 1 complete pc...to work with
swap the m/board every month and you can have a continous demo of maya as a new version comes out every 12 months!

now price up maya unlimitied and subscription!

this gives you a continuous demo, though you could not use it for commercial work...

i actually have 5 pc's so i'd get 5 x 30days currently anyhow, that's one way to extend the 30 day demo.

Thomas M.
01-03-2009, 07:06 AM
Thanks guys, but has anybody already done muscle rigging in Maya and is this something one can do within a fair amount of time? BTW, is it harder to get used to zBrush or Maya?

Cheers
Thomas

GregMalick
01-03-2009, 10:28 AM
Anybody who can share his/her experience of switching to Maya for rigging and animation and rendering everything in LW? I'm fed up about the rigging capabilities in LW and wonder how much green the grass is on the Maya side. Especially the muscle system is of interest to me to achieve more realistic deformations. Is this the promised land or just another bu**er? Does the muscle system keep the geometry from moving into itself? Does it bring some kind of self collission solution with itself? Just wonder whether it'll help or make things just as worse in a different manner.

Cheers
Thomas

Talk with faulknermano. He uses a combo of Maya/LW everyday at his job in the Philippines for TV movies and film. His website (http://thespread.ghostoutpost.com)
He's also written some free LScripts to help in getting scenes back & forth.
You could also send him a private message if you want. Great guy, we used to chat a lot in the past.

othornton
01-03-2009, 03:12 PM
Thanks guys, but has anybody already done muscle rigging in Maya and is this something one can do within a fair amount of time? BTW, is it harder to get used to zBrush or Maya?

Cheers
Thomas

Hi Thomas,

I use Maya for rigging, and have experience with the muscle system. There are several DVDs from very reputable sources on how to rig with Maya. Since the muscle system was purchased by Autodesk and is now an official feature of Maya Unlimited, it is more than likely that someone has made a DVD covering the subject.

As Cageman pointed out before, there are automatic rigging solutions available for Maya. These range from full-on skeleton building to building your own rig and just having the ik-setup automated. I prefer to build rigs myself so I know what I'm working with.

The things is though, the muscle system is not the key draw for Maya rigging. The muscle and bone system is nice, don't get me wrong, but it draws on technology that already existed in Maya: Sub-surface Effectors. People had been using Sub-surface and other deformation abilities in Maya to sim Muscle and bone under skin for years before the muscle tool came along. Take for example the Spider-Man model, which uses no muscle system whatsoever, just a shockingly complex and accurate system of set-driven keys set up by one crazy TD to drive a wrap-deformer that fits around the character model. Maya also has a slew of other tools such as non-linear morphs, multi-stage set-driven keys, ik-splines and ribbons, lattice deformers, character sets, full nodal system, instancing, etc, etc.

The truth about the muscle system is that it can be horrendously slow. Why? Because each muscle is a system that uses IK splines for posing, and particle physics to calculate things like squash, stretch, jiggle (muscle jiggle and fat jiggle), whether skin slides or sticks to muscles and bones, etc. This can lead to very very long updates on complex systems, even if you are using a low-res proxy of your mesh to animate with. I don't remember specifically if it has collision built into the muscles, but you could always add it or fake it later as the last layer of animation/tweaking.

My PC couldn't handle using the muscles for animation in a timely manner (I could test one or two on an arm or leg, but not a whole body), so I built my own muscle system using NURBS and cluster deformers (there's a shot of it in the reel on my site). It wasn't perfect (raising the left arm too far would send the bicep into a twist.. could never lock down the up angle on the contraint for some reason).

Comparing Maya to ZBrush... I just can't. Zbrush is a sculpting and painting app, perhaps the only two things you can't really use Maya for. (You can paint in Maya... but I wouldn't recommend it). I generally find ZBrush to be needlessly complex and often limited at times, which is why I use 3D-Coat.

The Maya2LW system is easy to use and faulknermano is very helpful with any issues that come up. You can even render your characters with Motion Blur when you bring the animation back in, which was a pleasant surprise to me. You should even be able to render Fibers on them, but I haven't tried that yet.

To be more specific to your actual question: Is this something one can do within a fair amount of time?

Learning Maya rigging, yes. Learning, setting up and using the muscle system? Most likely not necessary but more time intensive than just learning rigging/animation. What kind of a time frame are you looking at?

I think the question you need to ask yourself is: Are you willing to pay $5000 just for a muscle rigging tool?

Personally I like the signs that Newtek is beginning to hear the clamor for improved CA tools, but I also understand that you don't have the time or money to wait and see if maybe, just maybe, the next version will magically have all the tools we've been dreaming of for LW, especially if you need it now. You are not alone and I think Newtek knows it.

If you have no experience with Maya and just want better rigging options, you may want to take a look at Softimage (or maybe even Messiah?). I don't know about muscles, but their app only costs $3000, so you could take the money you save and spend it on a ton of training DVDs or even a new i7 PC.

Good luck.

Cheers,

-Oliver

Thomas M.
01-03-2009, 03:29 PM
Thanks so much! Point is I spent too much time on my latest project with fixing deformations and remodel areas to achieve a more realistic look. I just thought that muscles with collision would save me a lot of time after a character is rigged, as the poses won't "break" that easily. From what I've read the "Complete" solution from Autodesk is able to handle muscles (2000$), but in the end I don't know whether it's the promised land or just a wish that thinks would work easier. Also the cloth solution of unlimited might be an interesting extra as LW FX, especially ClothFX can only be considered as a bad joke if you need to tweak the settings for a special look. Never mind the exploding objects while calculations are going on.

I'd say LW is great for all hard surface stuff and the texturing (nodal) is superb, but I feel it might be time to go further for generating meshes.

Thanks so far to all of you.
Thomas

cresshead
01-03-2009, 03:59 PM
you don't have to shell out for maya unlimited to get the muscle system btw..
maya complete has it...much cheaper at $1999

http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=7635770

Autodesk® Maya® Complete software, a comprehensive suite of tools for 3D modeling, animation, and rendering within a single, production-proven workflow, is the choice of award-winning digital artists and animators.

Intuitive User Interface
Data and Scene Management Tools
Polygon Modeling
NURBS Modeling
Subdivision Surface Modeling and Polygon Proxy Modeling
General Animation
Character Animation
Muscle and Skin System
Deformers
Rigid and Soft Body Dynamics
Particles and Fields


Maya Paint Effects
Toon Shader
Maya Artisan
3D Paint
Multiple Rendering Options
Rendering Controls and Effects
Integrated Scripting
OpenMaya API/SDK
Japanese Localization
Connectivity and Integration
CAD Data Transfer
Plug-ins

othornton
01-03-2009, 04:14 PM
Glad to hear the info was useful. I didn't know Complete now included cloth and skin, that's great news for entry-level animators or cheap bastards like meself who need to upgrade. I'm taking a moment to write some feature requests to Newtek about CA tools though, I'd be much happier doing my animation in the same app I model and render in.

cresshead
01-03-2009, 06:47 PM
Glad to hear the info was useful. I didn't know Complete now included cloth and skin, that's great news for entry-level animators or cheap bastards like meself who need to upgrade. I'm taking a moment to write some feature requests to Newtek about CA tools though, I'd be much happier doing my animation in the same app I model and render in.

just so your quite clear, maya complete as listed above in my reply does have the skin and muscles, however is does NOT have "maya cloth" as you can see from reading that list...that's still for maya unlimited or you can use a plugin cloth or indeed softbodies for some sims.:)

silviotoledo
01-05-2009, 01:56 PM
I've done a few tests with maya muscles. Maya muscles is really easy to setup and it's so powerfull. For me, it's the best muscle system I've seen. Yes, It does what you want and also collisions between muscles, if necessary, but sometimes the muscle job requires too much setup and the realistic deformatons inside does not make the character more realistic than a Cg whatever one.

Take a lok at a DIGITAL TUTOR VIDEO about Maya Muscle. It's amazing!

I also used Maya N-cloth that can be combined with muscles to get an amazing skin.

The complex side of maya is really easy to work with, but the basic ones are extremelly hard. For basic things lightwave is more direct and time saving. Lightwave is better for the basics but you need to make the basic in Maya in order to use the advanced. This is the root of your problems.

On my vision, Maya is not done to be used by ONE GUY. It's a bit more complex than lightwave and requires a team. The interface is also more difficult to use. The techniques to solve mesh deformations is totally diferent once it has cool tools that lightwave doesn't.

Lightwave subpatch tech is, for me, millions of times better than the Maya one, but we can say Maya have dynamics and deformers that works together. Lightwave softbodies sounds like a joke near Maya ones.

I got several problems trying to transfer my endomorphs to Maya. I forced a new morph in maya, but generally got some errors. The reason is that modeling in maya for me is so difficult to learn once I'm a lightwave user wich have a more intuitive modeling process.
The Lightwave rig does not work in Maya and you need to rig in Maya in order to get muscles working.

The endomorph process in lightwave is easier. We have the blend shapes inside, and on Maya it's hard. We need to dupicate the model several times besides.


At the end try POINT OVEN and MAYA2LW free plugin and also LW FBX EXPORT ( some times, I said sometimes, it works ).

I will not try to work with Maya and lightwave again without a team of specialists.

silviotoledo
01-05-2009, 02:04 PM
Maya have several different ways to make softbodies. You don't need Cloth and N-Cloth to get it! Maya also accept whatever you modelate as an object deformer. So it means you also don't need Maya Muscle module to make a muscle.

Anyway N-cloth and Maya muscle are technologies to make the job so easy and there's no similar solution that works so good as it in the market.

silviotoledo
01-05-2009, 02:06 PM
MUSCLE SYSTEMS:

MAYA MUSCLE

http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=10797415




Muskeelar -> realtime Maya muscles exportable to games

http://www.youtube.com/watch?v=x0akFtKiayo


Maya Muscle

http://www.youtube.com/watch?v=46D6MX4QzXU
http://www.youtube.com/watch?v=vZsnzZ_9ZCo
http://www.youtube.com/watch?v=sfIXPlcIwPM
http://www.youtube.com/watch?v=vHrIq5SdakQ
http://www.youtube.com/watch?v=RKzskyb4LO8


N-Cloth SKIN + Maya Muscles

http://www.youtube.com/watch?v=3dVvzCezDnw&feature=related


N-Cloth ralistic simulation


http://www.youtube.com/watch?v=USYgc46J3LQ&feature=related
http://www.youtube.com/watch?v=XqXGtfI0Z4g&feature=related
http://www.youtube.com/watch?v=1qZODcJGmpo

http://www.youtube.com/watch?v=6GaP4fhiRPk


Houdini Muscles
http://www.youtube.com/watch?v=h0szMFeJDu4&feature=related
http://www.youtube.com/watch?v=XlEy4h7DY_8

Maya Hard Fx
http://www.youtube.com/watch?v=zOxUufdfKXM&feature=related

Dynamic skin
http://www.youtube.com/watch?v=IaULP9y1HUs

silviotoledo
01-05-2009, 02:14 PM
Also see this interesting thread:

http://forums.cgsociety.org/showthread.php?p=5595456#post5595456

jin choung
01-05-2009, 02:15 PM
On my vision, Maya is not done to be used by ONE GUY. It's a bit more complex than lightwave and requires a team. The interface is also more difficult to use.

you're entitled to your opinion of course but this is something that gets said a lot...

and as a person who has used maya in a setting where we had 4 maya operators, each maya operator having a copy of after effects too, and every such desk basically being an encapsulated, 1 man production facility, i have to say that in my professional opinion, this is not at all true.

it IS true that for lots of reasons maya is more amenable to large teams. but this is NOT the same thing as saying that you NEED a large team to use it - the converse notion ends up not being true.

maya has more depth - there's more to it than lw. but if you wanted to use maya at the level that you use lw, you could. one person. no problem.

and it's not just me. there are countless people from professionals to students who do just that.

by far, the biggest barrier that maya presents to an individual user is not in its surpassing rocket science requirements... it's in the price to purchase and more - the price to MAINTAIN.

jin

MrWyatt
01-05-2009, 02:23 PM
you're entitled to your opinion of course but this is something that gets said a lot...

and as a person who has used maya in a setting where we had 4 maya operators, each maya operator having a copy of after effects too, and every such desk basically being an encapsulated, 1 man production facility, i have to say that in my professional opinion, this is not at all true.

it IS true that for lots of reasons maya is more amenable to large teams. but this is NOT the same thing as saying that you NEED a large team to use it - the converse notion ends up not being true.

maya has more depth - there's more to it than lw. but if you wanted to use maya at the level that you use lw, you could. one person. no problem.

and it's not just me. there are countless people from professionals to students who do just that.

by far, the biggest barrier that maya presents to an individual user is not in its surpassing rocket science requirements... it's in the price to purchase and more - the price to MAINTAIN.

jin

quoted for agreement

jasonwestmas
01-05-2009, 02:30 PM
you're entitled to your opinion of course but this is something that gets said a lot...

and as a person who has used maya in a setting where we had 4 maya operators, each maya operator having a copy of after effects too, and every such desk basically being an encapsulated, 1 man production facility, i have to say that in my professional opinion, this is not at all true.

it IS true that for lots of reasons maya is more amenable to large teams. but this is NOT the same thing as saying that you NEED a large team to use it - the converse notion ends up not being true.

maya has more depth - there's more to it than lw. but if you wanted to use maya at the level that you use lw, you could. one person. no problem.

and it's not just me. there are countless people from professionals to students who do just that.

by far, the biggest barrier that maya presents to an individual user is not in its surpassing rocket science requirements... it's in the price to purchase and more - the price to MAINTAIN.

jin

The rendering part with Mental ray is not something I would like to get into by myself, but animation for characters is no different, in fact it's easier in maya during the early LW 9.x series. I haven't really tested the new LW9.5 tools that much.

silviotoledo
01-05-2009, 02:51 PM
I know it's possible, but in my case, I don't know any guy in person that can MODEL, ANIMATE, RIG, TEXTURE, SHADE, LIGHTNING, SIMULATE ( cloth, hair and soft fx ) in Maya. Of course there's too many at USA and Canadian Schools and companies, but not here in Brazil.

I've teached some people to use lightwave and they were able to learn and do it on a few weeks althought they're not so talented people.

I studied Maya ( alone ) for two entire months and still didn't get a basic character working, although I can simulate complex things like fire, jelly, skin sliding over muscles, and so on.

I will learn it very well if I will study at GNOMON :) for sure, but I learned lightwave alone and in less than 1 month I did characters with all that levels I mentioned.

I think the Maya problem is not only the hard price. Lightwave have a kind of VIRUS that puts you in the lightwave jall :). You know somewhere in your mind that " Lightwave could... in a perfect world... be a perfect solution ". So when you see the EVIL Autodesk it makes harder to work on maya area for me, he he.

That's the reason I think moving between two softwares as pipeline requires minimal two guys that understands well each. Specially if you want to make muscles and other advanced simulations.

The only thing I can do is to SCREAM in the forum untill they add muscles for lightwave or until I get cured by Autodesk's 3 head beasts. Max Maya and XSI :).

IMI
01-05-2009, 02:55 PM
I downloaded the new fully functional 30 day Maya 2009 demo, but haven't installed it yet. I just stare at it, terrified.
I mean, where the hell am I supposed to start? I'm not even a one-man show here. ;)

jasonwestmas
01-05-2009, 02:57 PM
I downloaded the new fully functional 30 day Maya 2009 demo, but haven't installed it yet. I just stare at it, terrified.
I mean, where the hell am I supposed to start? I'm not even a one-man show here. ;)

LOL! What does it look like?

IMI
01-05-2009, 03:00 PM
LOL! What does it look like?

Strangely enough, it looks like an installer icon. ;)

silviotoledo
01-05-2009, 03:11 PM
Well. If I would be able to setup correctly skin and muscles on maya ( this mean that previoully I did a good job on the basics ). I would render it on Mental Ray :) and would not use ligtwave anymore :).

But once lightwave rendering licence is free for 1500 nodes it's a cheap solution if you need a renderfarm. So use POINT OVEN. It seems it works very well when LW9.X native FBX import crashes a lot.

Never used LW2Maya but it also seems it works very well.


We really can't animate with our rig on lightwave and apply softbodies on Maya. Throught FBX I've exported the bones to Maya, but with several errors and the mesh deform is not the same 'cause Maya recalculated the weights and does not recognize the weights comming from Lightwave. Also Maya does not allow superimposed weightmaps like on lightwave.

Intuition
01-06-2009, 01:02 AM
-cut for post brevity-

and it's not just me. there are countless people from professionals to students who do just that.

-edit--

jin

I will Epic Agree with Jin here.

Maya is certain to look scary to LW users at first for the usual reasons (new unfamiliar interface and navigation) but its really not difficult to get into it. I would say that is true for any app. XSi, modo, 3dsmax, etc.

They all have their own way of handling

1.UI navigation
2.modeling
3.uvmapping
4.texturing/shading
5.animating/keyframing
6.dynamics
7.particles
8.rigging/CA tools
9.render engine settings

etc.

Once you get into each app and memorize your way around the usuals its amazing how quickly the hugeness of the app quickly becomes deflated.

I will say that when I first got into LW it was at version 4.0 and didn't have half of the features it has now. With each new release a few new features would come out and all the community could all learn these things together. Every app seemed to get certain feature together. Particles were all the rave for awhile then each app eventually got its own GI engine, etc.

Now days I think about how this may be really cumbersome to people jumping in now. Yet at the same time there is so much free learning material on each app for free that its easy to learn any of them in no time.

I have been self taught on all the apps I use and often, though I couldn't find the old video tuts I learned maya in here are some I quickly found browsing the web searching for maya dynamics.

http://www.youtube.com/watch?v=_wmYmEb4_KA

Pooby posted a video for XSi dynamics here 2-3 years ago and it is a similar vid

There are so many free tutorials on all the apps that all you really need is time to do them.... and determination.... and you'll learn them quick.

Whats the point of learning all these apps you ask? Well for myself, each one had a feature or approach I needed for a given task that was both quicker at the task and provided better results. Yet each new app I learned never made my previously known apps useless. They only extended the toolset. Any questions about any of the apps in particular I'll do my best to answer.

Personally my fav Char animation package is XSi but I would never ever tell someone not to learn maya as it is more widely used so the jobs available are more numerous with maya even though XSi jobs are getting more and more common these days.

jin choung
01-06-2009, 01:22 AM
I downloaded the new fully functional 30 day Maya 2009 demo, but haven't installed it yet. I just stare at it, terrified.
I mean, where the hell am I supposed to start? I'm not even a one-man show here. ;)

haha...

actually, after you install it and start it up for the first time, they have a friendly little pop up screen that asks if you want to see the intro movies.

if you go through those, you'll probably feel pretty comfortable... not YOUR house yet but a friend's house.

and then hit F1 and you have all the docs attractively organized and searchable.

best way to learn apps i've found is "identify WHAT you want to do"... then find out.

as long as you know WHAT you want to do at any given time, and since you're a lw user and grounded in the fundamental concepts, all you gotta do is look it up and the rest is cake.

only thing is if it's worth it for you to exert the effort to learn the app or not. for me, maya was a given because of work. rhino and zbrush were worth it for things lw didn't have and affordability. blender is worth it because it's got a great and compelling future (and of course, free is free).

but for now, houdini and xsi are NOT worth it for me. too much i would have to exchange for no compelling current reason. (and if it needs to be said - NOT AT ALL because those apps aren't awesome and worth knowing. they are! but i just don't need them currently, they're out of my budget too and i am as productive if not more in lw, maya).

i will if/when i need to. you can always learn.

but the big question is it worth it for you right now?

answer really could be "no".

jin

p.s. if you do end up learning maya, you can always ask your maya using lw friends if you need a quick answer to something. that's one nice thing about having multi-app users in the lw forums... not that we're trying to promote other apps... but it would have helped a lot if i could have asked a fellow lw user about certain maya things. there are concepts that may be a bit different that could be easily bridged and explained if someone had knowledge of both.

akademus
01-06-2009, 01:40 AM
I.ve been using it for some character animation stuff for a while and it has awesome graph editor, very powerful in ability to manually control curves!

it's much more advanced than most of the other packages.

IMI
01-06-2009, 05:21 AM
Thanks for the advice there, jin. :)
I think I'm gonna give it a shot starting maybe today or tomorrow. I was waiting until after the holidays so as to have more time to dedicate to it. I can technically get 3 months out of it, since I have three PCs capable of running it.
As for the "what", I want to try it largely with ZB. All of the Digital Tutors ZB videos I have use Maya also, and I bought a Gnomonology video too which also uses ZB with Maya. So I suppose that would be a good start.
I'd also like to dig into the dynamics - cloth and liquids - if that's included fully in the demo - I'm really not sure. That and the mental ray SSS looks pretty good from what I've seen.

EDIT:
I just installed it and yes, it does have all the ncloth, fluids, muscle, fur and hair. At least I guess it's all there, as it's the "Unlimited" version. Says that vector renders are only supported in preview mode... whatever that means. ;)

Bog
01-08-2009, 09:29 AM
I think that means you can only have a wireframe view in OpenGL. I might be wrong.

cresshead
01-08-2009, 09:59 AM
Thanks for the advice there, jin. :)
I think I'm gonna give it a shot starting maybe today or tomorrow. I was waiting until after the holidays so as to have more time to dedicate to it. I can technically get 3 months out of it, since I have three PCs capable of running it.
As for the "what", I want to try it largely with ZB. All of the Digital Tutors ZB videos I have use Maya also, and I bought a Gnomonology video too which also uses ZB with Maya. So I suppose that would be a good start.
I'd also like to dig into the dynamics - cloth and liquids - if that's included fully in the demo - I'm really not sure. That and the mental ray SSS looks pretty good from what I've seen.

EDIT:
I just installed it and yes, it does have all the ncloth, fluids, muscle, fur and hair. At least I guess it's all there, as it's the "Unlimited" version. Says that vector renders are only supported in preview mode... whatever that means. ;)

if you want to learn all your way around it then i'd highly reccomend the 3dbuzz fundamentals video training pak which is 85 hours long..yeah 85 not 8.5!
they do a brillaint job of it too with it being project's based with them also goin off on small tangents when needed and white board work to fully explain the why and how stuff works throughout the whole agamut of maya at the end of the course you'd be set to have a fundamental understanding of maya...and by "fundamental" i DO NOT mean"basic" but rather the knowledge gained will see you right to tackle most any job needed from modeling, rigging, animation, shader, forces and fields with special fx work including particles sytems and softbodies and for $99 you won't find better and deeper valued training anywhere on planet earth!:thumbsup:

i've been thru the 3dsmax fundamentals video course already and have glanced thru the maya set, but now with being "redundant" i'm schedualing time in 2009 per week to go thru that course too..and i have maya PLE so wont be forced into compressing my training into 30 days or more likely 30days x by my 6 computers!

here's the link>>

www.3dbuzz.com

http://www.3dbuzz.com/xcart/images/MYF_main.gif

maya fund training page>>
http://www.3dbuzz.com/xcart/product.php?productid=32&cat=9&page=1

Bog
01-08-2009, 10:01 AM
Mmph. I'm off to Gnomon for their uber-hyper-celerated 1-week "Introduction to Maya" (actually 10 weeks for normal people, but as someone with a pre-existing condition of being an animator, I thought I'd go for the Special High-Intensity Training) in a week and a bit. I'll report back here on it, shall I?

Thomas M.
01-13-2009, 01:29 PM
Please.

Intuition
01-13-2009, 04:21 PM
Mmph. I'm off to Gnomon for their uber-hyper-celerated 1-week "Introduction to Maya" (actually 10 weeks for normal people, but as someone with a pre-existing condition of being an animator, I thought I'd go for the Special High-Intensity Training) in a week and a bit. I'll report back here on it, shall I?

I remember you mention in an email you may try this out.

Sounds like your committed to the idea now.

Gnomon isn't far from where I live in Hollywood. Also, its strategically located near the Cat and the Fiddle British pub sos...beer for all. :D

Bog
01-13-2009, 04:46 PM
Check yer email, KC! ;) And the beer's on me anytime after the 25th!