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Maya Dynamics | Forum profile

Forum profile page for Maya Dynamics on http://forums.cgsociety.org. This report page is the aggregated overview from a single forum: Maya Dynamics, located on the Message Board at http://forums.cgsociety.org. This forum profile page summarizes the general forum statistics such as: Users Activity, Forum Activity, and Top Authors, which are reported in either a table or graph below for a given reporting time period. Additional forum profile information for "Maya Dynamics" on the Message Board at http://forums.cgsociety.org is also shown in the following ways:

1) Latest Active Threads
2) Hot Threads for Last Week

Warning: These statistics are generated using 'best efforts' and can experience delays and reporting errors at times. Please note that such statistics do not constitute a forum's popularity and/or exact posting volumes at any given reporting period.

Site: CGSociety - Society of Digital Artists - Maya Dynamics (site profile, domain info cgsociety.org)
Title: Maya Dynamics
Url: http://forums.cgsociety.org/forumdisplay.php?s=...
Users activity: 23 posts per thread
Forum activity: 76 active threads during last week
 

Posting activity on Maya Dynamics:

  Week Month 3 Months
Threads: 76 294 654
Post: 169 625 1,511
 

Maya Dynamics Posting activity graph:

Posts by:  day  week  month 

Top authors during last week:

Name
Posts
Aikiman
12
user's latest post:
Free: (minor) Adjusted...
Published (2010-02-05 03:02:00)
I got sick of using the normal Expression Editor mainly because of the lack of real estate for expressions so I made part of the UI collapsable. All I did was copy and paste some of the existing code further down the mel script so no major rehaul. Copy the file into your default Maya Application > Scripts > Others and replace file. Make a copy of your original first. http://www.megaupload.com/?d=T9V5GJRU
HowardM
11
user's latest post:
Chain with nCloth - prevent it...
Published (2010-02-05 15:44:00)
its easy i did kinda what john wrote. load the scene, and unhide the cloth object, which is simply a flat poly with 6 edges, for each link... duplicated and combined to make one object. same for the actual render links which are wrapped to the cloth. its pretty straightforward... just mess around and take a look at everything.
netsu
8
user's latest post:
CGTalk - Fluid Effects vs Fume FX
Published (2010-02-04 17:16:00)
Quote: Originally Posted by ruchitinfushion Ok,i got good ramp ..thnx netsu But still problem in turbulence.I tried with turbulence field,but after this it start to sit down.... For turbulence I would use a volume axis field with away from center set to zero. Use the turbulence in the volume axis field to create the kinds of effect you are looking for. Very low values though like start at .1
Duncan
7
user's latest post:
WOW like effect emit particles...
Published (2010-02-03 23:20:00)
I think your problem is that non-shading evaluation of textures does not support shading network and utility connections, like remap value and such. (outside of placement nodes) This includes mapping texture attributes with other textures. A workaround can be to convert to file textures, but it is a pain for animated effects. Duncan
=LuxX=
6
user's latest post:
Chain with nCloth - prevent it...
Published (2010-02-05 15:27:00)
I 'm trying to make the same thing with chains .. I now kinda made it with a hair curve and it looks nice. but i realy want to know how you do this? im not that in to Ncloth so could some one plz put down some steps how i can make the chain with N cloth? ( i tested the file and it looked realy nice but dont realy know how you did that.)
destruct007
6
user's latest post:
CGTalk - Fluid Effects vs Fume FX
Published (2010-02-03 21:54:00)
you guys crack me up. This thread still going? I'm sure it will keep going, Lets talk bottom line . Most companies use Linux to base their pipeline on. Max doesn't and won't have a lunix build. There for it will be extra hard to get it into a pipeline and building tools around windows OS. Sure it might be able to squeeze in there, but for the most part it's a no. Believe it or not Max is dieing as a Film/Game tool....
VTeixeira
6
user's latest post:
CGTalk - Fluid Effects vs Fume FX
Published (2010-02-04 18:56:00)
Continuing the discussion above. I'm still a student and after July I'll be thrown to the lions in a matter of speaking. Here in Portugal I've been told a lot that investing in the area of Fx is a waste of time. Unfortunately all the market here is dedicated to architectural visualization but I don't get it because this market is in a huge crises. During my studies I made two internships in two different companies and...
viki164
6
user's latest post:
Maya 2010 Fluid Collision bug!
Published (2010-02-02 05:27:00)
Surprisingly fluid collision with friction works fine in 2d fluid & also works well in spring mesh solver mode. I also tried here at work on linux vesrion Maya 2009 64 bit. It still crashes in same manner as in Windows 7/vista x64 bit machines. hope it gets fixed soon! Best Vik
mickna
5
user's latest post:
particles along curve field and...
Published (2010-02-05 15:00:00)
Funny... just talkin' to myself here. But I keep myself up to date. Maybe there is someone else also interested in using goalPP - The first problem seams to be: If I only use one goal and use goalweightNPP I get the result from above. I added another goal and initialized it in the creation expression with an value greater than zero all seams to work! Also I think all Values play together: goalPP * Goal Weight[0] (Attribute) *...
tpalamar
5
user's latest post:
Chain drop
Published (2010-02-05 12:51:00)
In the hair follicle there is an attribute for Point Lock. You can set this to Both to lock both ends of the hair curve. You could also constraint the tip of the hair to a hair Transform constraint. The constraint is more flexible because you can key frame it into position.
 

Latest active threads on Maya Dynamics::

CGSociety - Society of Digital Artists
Started 4 days, 12 hours ago (2010-02-05 16:56:00)  by tomtennant
Please can someone help with my problem, I am trying to create a trail of instanced particles that rotate randomly on there own axis. I also need the radius to shrink to match there lifespan. I am no good with expressions but if anyone could help that would be great! Thanks in advance.
Thread:  Show this thread (3 posts)   Thread info: Instanced Particle Trail Size: 316 bytes
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CGSociety - Society of Digital Artists
Started 4 days, 10 hours ago (2010-02-05 19:06:00)  by Cainor
Currently I'm running some simulations at or over 1 million particles. When I proceed to cache them, anything above 1.1 million will fail. Now I could always reduce the simulation into halves/quarters and simulate at 900k each. Is there a way to allocate more RAM to cache particles/fluids? Or is cacheing strictly CPU based? When I look at the machine that is cacheing the particles, one of the...
Thread:  Show this thread (1 post)   Thread info: nParticle Cacheing - 1 million + Size: 567 bytes
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CGSociety - Society of Digital Artists
Started 1 week, 4 days ago (2010-01-29 11:17:00)  by musi
Hi, I need to simulate a metal chain doing different things, like being pulled on, being rolled onto the winch and being unrolled from it. I choose to use nCloth instead of simple rigging or hair dynamics because all shots are to be very detailed and individual links of the chain should behave as individual links, as well as parts of the whole chain. They are to shifting a little when ...
Thread:  Show this thread (14 posts)   Thread info: Chain with nCloth - prevent it from breaking Size: 1,115 bytes
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CGSociety - Society of Digital Artists
Started 11 months ago (2009-03-14 16:46:00)  by spurv
There is any chance of doing this king of flames in Maya Fluid Effects? http://www.vimeo.com/1276541 http://www.vimeo.com/2546383 http://www.vimeo.com/1354006 If yes, any idea how this can be achieved? I'm not talking about the examples that come with Maya, that are pretty good, but the ones I see with Fume FX are really better.
Thread:  Show this thread (518 posts)   Thread info: Fluid Effects vs Fume FX Size: 615 bytes
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CGSociety - Society of Digital Artists
Started 6 days, 11 hours ago (2010-02-03 17:26:00)  by mickna
Hello, may anybody can advice me to the right direction... I've read the suggestion from Duncan in this post: http://forums.cgsociety.org/showthr...p?f=86&t=746 197 Basically I wanna have particles follow a curve and after that way, they should straight go to their position on a goal. - Set up the curve field - emit particle and they follow the curve - I have a goal (geometry, poly,...
Thread:  Show this thread (5 posts)   Thread info: particles along curve field and then to goal Size: 1,246 bytes
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CGSociety - Society of Digital Artists
Started 5 days, 14 hours ago (2010-02-04 15:09:00)  by =LuxX=
Hi all, I got a problem with animating a chain... this isnt a common chain buta a realy large and heavy one. ( used in Offhore) Ill explain what i want and what i tried. I want this chain to be lowered and when the first end of the chain hits the ground it is connected to a pile. ( the black dots on the drawing) Then the rest of the chain moves to the right and will be lowered also...
Thread:  Show this thread (8 posts)   Thread info: Chain drop Size: 1,445 bytes
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CGSociety - Society of Digital Artists
Started 5 days, 16 hours ago (2010-02-04 13:12:00)  by antany
I am going to buy a better PC,cause i need to work with Maya and RealFlow (particles in high numbers) My old PC is not supporting So can anyone suggest me What is today's best PC configuration? Thanks in advance
Thread:  Show this thread (3 posts)   Thread info: PC configuration Size: 286 bytes
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CGSociety - Society of Digital Artists
Started 4 days, 19 hours ago (2010-02-05 10:06:00)  by Kinematics
Hey guys, Been trying to cover a massive surface with instanced grass. I can't always do this painting thing manually using the particle creation tool. Is there a way to either coat a surface with particles using scripts? The other alternative I have was to create a grid of particles. Run turbulence and then save their positions which are just above the surface. Then, here is where I am...
Thread:  Show this thread (2 posts)   Thread info: Coating surface with layer of Particles Size: 639 bytes
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CGSociety - Society of Digital Artists
Started 4 days, 20 hours ago (2010-02-05 08:56:00)  by Vectorhead
Is it possible to change the resolution on a nparticle fill after the fact? Many Thanks!
Thread:  Show this thread (1 post)   Thread info: Nparticles Fill Size: 116 bytes
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CGSociety - Society of Digital Artists
Started 1 year, 10 months ago (2008-03-20 00:38:00)  by phildog
Hi All, Ive started making some fx tutorials in written form and video for use in the film and tv industry. Some are free like the one listed below but the rest will cost you a small once off fee. check them out, Ill be adding heaps more and constantly updating, so get in while its still early days (and cheap ) Cos when its up and running at full capacity ...
Thread:  Show this thread (91 post)   Thread info: New Maya FX tutorials Size: 1,345 bytes
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Hot threads for last week on Maya Dynamics::

Maya Dynamics
Started 11 months ago (2009-03-14 16:46:00)  by spurv
There is any chance of doing this king of flames in Maya Fluid Effects? http://www.vimeo.com/1276541 http://www.vimeo.com/2546383 http://www.vimeo.com/1354006 If yes, any idea how this can be achieved? I'm not talking about the examples that come with Maya, that are pretty good, but the ones I see with Fume FX are really better.
Thread:  Show this thread (518 posts)   Thread info: Fluid Effects vs Fume FX Size: 615 bytes
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Maya Dynamics
Started 1 week, 4 days ago (2010-01-29 11:17:00)  by musi
Hi, I need to simulate a metal chain doing different things, like being pulled on, being rolled onto the winch and being unrolled from it. I choose to use nCloth instead of simple rigging or hair dynamics because all shots are to be very detailed and individual links of the chain should behave as individual links, as well as parts of the whole chain. They are to shifting a little when ...
Thread:  Show this thread (14 posts)   Thread info: Chain with nCloth - prevent it from breaking Size: 1,115 bytes
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Maya Dynamics
Chain drop - 8 new posts
Started 5 days, 14 hours ago (2010-02-04 15:09:00)  by =LuxX=
Hi all, I got a problem with animating a chain... this isnt a common chain buta a realy large and heavy one. ( used in Offhore) Ill explain what i want and what i tried. I want this chain to be lowered and when the first end of the chain hits the ground it is connected to a pile. ( the black dots on the drawing) Then the rest of the chain moves to the right and will be lowered also...
Thread:  Show this thread (8 posts)   Thread info: Chain drop Size: 1,445 bytes
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Maya Dynamics
Started 1 week, 2 days ago (2010-01-31 19:24:00)  by viki164
Ok guys, Here`s what I am confident of saying maya crashes unexpectedly when I try to set a collision with fluid in maya 2010 & on the other hand it works fine on maya 2009 So in order to reproduce the crash I request fellow user to try these simple step 1> create a default fluid with emitter 2> create a poly plane & make collide with fluid 3> change fluid surface shading from ...
Thread:  Show this thread (9 posts)   Thread info: Maya 2010 Fluid Collision bug! Size: 839 bytes
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Maya Dynamics
Started 2 weeks, 4 days ago (2010-01-22 22:58:00)  by lacluna
Hello. I have instanced some geometry to nParticles. I have set the aim direction to velocity which is great because it aims where it should. I could call the shot done except for: the rotation is popping! instead of rotating smoothly, it is aiming one direction and the next frame is aiming another. Is there a fix for this? please help.
Thread:  Show this thread (10 posts)   Thread info: Fluid rotation for instanced geometry to nParticles Size: 351 bytes
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Maya Dynamics
Started 6 days, 11 hours ago (2010-02-03 17:26:00)  by mickna
Hello, may anybody can advice me to the right direction... I've read the suggestion from Duncan in this post: http://forums.cgsociety.org/showthr...p?f=86&t=746 197 Basically I wanna have particles follow a curve and after that way, they should straight go to their position on a goal. - Set up the curve field - emit particle and they follow the curve - I have a goal (geometry, poly,...
Thread:  Show this thread (5 posts)   Thread info: particles along curve field and then to goal Size: 1,246 bytes
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Maya Dynamics
Started 1 week, 5 days ago (2010-01-28 13:05:00)  by djhush
Hey guys. I have noticed that when I simulate in maya Fluids with high-speed velocities, it dissipates fast without having any dissipation on at all, does anybody know how to deal with this? Higher resolution? More density? Higher subsampling? I have tried all these, but what works best for me is different approaches from different times/simulations. Just wanted to hear your thoughts on...
Thread:  Show this thread (7 posts)   Thread info: Fluid dissipates with high-speed velocities Size: 542 bytes
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Maya Dynamics
Started 1 week, 4 days ago (2010-01-30 00:20:00)  by destruct007
another discovery, I think I'll have to do a video tutorial on, but to let anyone know initially. I've been trying for some time to get more amplitude on the turbulence in the fluid emitter. Meaning more contrast in the turbulence. I found earlier using 2 emitters one positive and one negative emission with different frequencies you can get some cool looks and break up the shapes... well I found...
Thread:  Show this thread (11 posts)   Thread info: fluidEmitter Negative turbulence = opposite! Size: 800 bytes
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Maya Dynamics
Started 5 days, 20 hours ago (2010-02-04 08:50:00)  by Aikiman
Using a nparticle as an emitter for another nParticle seems to generate some unusual behaviour. Firstly one has to turn off collisions on one of the shapes otherwise you get this worming type effect from the lead particle. This is slightly annoying as you might want both paticle shapes to collide with a surface. Secondly and this one I cant figure out yet is that the lead particle seems to ...
Thread:  Show this thread (4 posts)   Thread info: nParticles as emitter probs Size: 601 bytes
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Maya Dynamics
Started 3 weeks, 4 days ago (2010-01-15 14:52:00)  by fantastic
Hi guys, I have a very basic question. How can I randomize particle instances. For example, I got 4 cubes that I am using as instances. Right now it looks like a pattern because they re just getting repeated. How can they be randomized? The CycleStartObject is set to particleID. Thanks in advance
Thread:  Show this thread (8 posts)   Thread info: How to randomize instances? Size: 361 bytes
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