Transform your digital camera photos into a professionally-made coffee table book! With Pixart’s unique FREE-to-download software, you can create your own masterpiece from those unforgettable occasions like birthdays, weddings, vacations, graduations, anniversaries or the birth of your baby.
29 December 2005
pixart photo album
Transform your digital camera photos into a professionally-made coffee table book! With Pixart’s unique FREE-to-download software, you can create your own masterpiece from those unforgettable occasions like birthdays, weddings, vacations, graduations, anniversaries or the birth of your baby.
28 December 2005
matchmoving day
*image have been removed due to confidentiality issue.
lots of new stuff that I learnt
comparing maya live, boujou and matchmover.
I end up using manual track :P scene is too complicated for auto-track
not enough informations given as well.
lots of new stuff that I learnt
comparing maya live, boujou and matchmover.
I end up using manual track :P scene is too complicated for auto-track
not enough informations given as well.
23 December 2005
Merry X'mas 2005!
22 December 2005
eyes aim constraint's problem
First, I would like to thank Misterdi for helping me with hints and tips ( yeah it's fun to hunt the treasure hehe)
problem: Eyes constraint works well, but when I rotate the eyes, the aim becomes weird, it rotates by itself in it's local axis and sometimes it flips.
images:


solution:
-aim vector: the direction that the local axis of the constrained object will point at (in this case, the locator is in Z direction, so put 1 on Z)
-up vector: a vector that works with the aim vector to control the orientation of a constrained object. From the range of my knowledge, this is normally will point to the locator as well to avoid the flip. so in this case, put 1 on Z as well. because when you rotate the eye,
-world up vector: this one determines the scene's world up, which is Y, so put 1 into Y.
By default, up vector and world up vector would have the same value, meaning they'll stay aligned as close as possible. that's why when you rotate to the extreme degree, sometimes maya don't know which to calculate and give flip result, or double rotation, because of double orientation.

p.s: I don't really understand about this one, so please anyone, correct me if I'm wrong. :)
problem: Eyes constraint works well, but when I rotate the eyes, the aim becomes weird, it rotates by itself in it's local axis and sometimes it flips.
images:
solution:
-aim vector: the direction that the local axis of the constrained object will point at (in this case, the locator is in Z direction, so put 1 on Z)
-up vector: a vector that works with the aim vector to control the orientation of a constrained object. From the range of my knowledge, this is normally will point to the locator as well to avoid the flip. so in this case, put 1 on Z as well. because when you rotate the eye,
-world up vector: this one determines the scene's world up, which is Y, so put 1 into Y.
By default, up vector and world up vector would have the same value, meaning they'll stay aligned as close as possible. that's why when you rotate to the extreme degree, sometimes maya don't know which to calculate and give flip result, or double rotation, because of double orientation.
p.s: I don't really understand about this one, so please anyone, correct me if I'm wrong. :)
21 December 2005
Renderman
20 December 2005
settings for composite with footage
the first thing to consider is the render global.
create a camera, mind the resolution, and lock the aspect ratio ( for TV)

second is the camera attribute
change the focal length according to director's camera lens
set the film gate to 35mm TV projection (depending on the camera lens again)

last:
create an image plane:
name the image sequence properly with the format
imagename.###(number).ext(jpg,tif,sgi,etc)
and tick the use image sequence and fit : to size

adjust ur persp viewport to match the cam and plate.
*image removed due to confidentiality issue
create a camera, mind the resolution, and lock the aspect ratio ( for TV)
second is the camera attribute
change the focal length according to director's camera lens
set the film gate to 35mm TV projection (depending on the camera lens again)
last:
create an image plane:
name the image sequence properly with the format
imagename.###(number).ext(jpg,tif,sgi,etc)
and tick the use image sequence and fit : to size
adjust ur persp viewport to match the cam and plate.
*image removed due to confidentiality issue
BlendShape orientation
By default, Maya's blendshape editor window orientation would be vertical. However, if you want it to be horizontal when it loads up back, this is the script:
Go to your Maya's Other Scripts directory, for example, C:\Program Files\Alias\Maya6.0\scripts\others, then find the file called createBlendShapePanelMenul.mel, edit it using whatever editor you would normally use, Notepad will do, find the following line : -
string $ma[] = `menuBarLayout -q -menuArray $panelControl`;
straight after on the next line, add this line : -
blendShapeMenuCmd $panel bseMIHoriz;
That's it, when you load Maya up now, Horizontal Layout will be the default layout.
kudos for Steven J Tubbrit.
Go to your Maya's Other Scripts directory, for example, C:\Program Files\Alias\Maya6.0\scripts\others, then find the file called createBlendShapePanelMenul.mel, edit it using whatever editor you would normally use, Notepad will do, find the following line : -
string $ma[] = `menuBarLayout -q -menuArray $panelControl`;
straight after on the next line, add this line : -
blendShapeMenuCmd $panel bseMIHoriz;
That's it, when you load Maya up now, Horizontal Layout will be the default layout.
kudos for Steven J Tubbrit.
15 December 2005
main character done.
*image removed due to confidentiality issue
The character from the project I'm doin currently.
Modeled in 1 day, agency approval and changes = 2 weeks!! can u believe it?!?!
rigged in 3 days, gosh today is the most tiring day, gotta rush. I'm goin to visit my mom in Penang tomorrow. leave till sunday.
The character from the project I'm doin currently.
Modeled in 1 day, agency approval and changes = 2 weeks!! can u believe it?!?!
rigged in 3 days, gosh today is the most tiring day, gotta rush. I'm goin to visit my mom in Penang tomorrow. leave till sunday.
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