The official learning channel for Autodesk® Maya® software, the 3D animation software offers a comprehensive creative feature set for 3D computer animation, modeling, simulation, rendering, and compositing on a highly extensible production platform. The Autodesk® Maya® Learning Channel provides tuto…
This movie shows you some techniques to speed up your interactions with the Toolbox in Maya.
This movie shows you how to access some of the lesser known menus in Maya.
This movie shows you how to using Maya's sculpting tools to create jacket patterns, stitches, wrinkles, and creases that you can then output to a normal map for use on a lower resolution model.
This movie shows you how to using Maya's sculpting tools to create clothing wrinkles and creases that you can then output to a normal map for use on a lower resolution model.
This movie shows you how to create a quick UV mesh and then extrude to create thickness.
This movie shows you how to use the various tools in the Modeling Toolkit to clean up a jacket's topology.
This movie shows you how to use the Modeling Toolkit's Quad Draw tool to build the shoulder portion of a jacket mesh.
This movie shows you how to create and retopologize a jacket mesh for our Detective Emma character, starting by using the Shrink Wrap Tool to create a sleeve and torso.
This movie shows you how to use XGen to create a series of primitive cubes, then adjust their heights and color via ptex map to create interesting works of art.
This movie shows you how to realistically light a pair of scenes in Maya using mental ray's Indirect Lighting features.
This movie shows you how to use Maya's Color Management Preferences to support a linear workflow for accurate lighting from various sources.
This movie shows you how to use a primitive as a Bifrost emitter and accelerator to create a liquid simulation of a fire truck spraying water.
This movie shows you how to use an object as both an emitter and accelerator to create a tidal wave effect, then uses user and alembic caches to reduce the performance impact on your scene.
This movie shows you how to use a texture deformer to act as an accelerator on a Bifrost liquid simulation.
This movie shows you how to use Bifrost to create a basic water simulation.
This movie shows you how to color XGen hair from root to tip using a ramp node as well as how to color specific regions using ptex map.
This movie shows you how to use an Anim Wire modifier to animate XGen hair with greater customization.
This movie shows you how to use XGen in conjunction with Maya nHair to animate XGen primitives.
This movie shows you how to create a long hair style, and includes aspects such as increasing Guide CV counts, painting region maps and masks, and applying multiple modifiers.
This movie shows you how to create a new XGen description on top of an existing description, as well as how to use many of XGen's utilities and modifiers to create a mohawk hairstyle. It then shows you how to use groomable splines to create a beard.
This movie shows you how to use a spline/guide approach to create basic hair using the XGen arbitrary primitive generator.
In this movie we show you how to add a control to toggle squash and stretch on and off for the legs, arms, and torso.
This movie shows you how to match the automatic no-flip IK knee to the result leg.
This movie shows you how to match the IK/FK legs to the result leg joints (minus the automatic no-flip IK knee).
This movie shows you how to match the IK/FK arm lengths to the result arm, including both uniform and non-uniform stretching.
This movie shows you how to extend the theories developed in the previous movie to snap the IK arm to the FK arm's position.
This movie shows you the theory behind IK FK snapping and how to begin developing a script to add it to your rig.
This movie shows you some of the important factors to consider when mirroring one side of your rig to the other.
This movie shows you how to create a length attribute for the fingers, connect the hand to the arm, and clean up the rig.
This movie shows you how to set up custom palm attributes for palm raising, lowering, and side-to-side movement.
This movie shows you how to create attribute-driven controls for the fingers, to drive compound movements.
This movie shows you how to set up the joints and FK controls for a hand.
This movie shows you how to hook the arm up to the rest of the body, incorporate it into the global transform space, and clean it up according to our rigging checklist.
This movie shows you how to create a simple translation-based shoulder rig.
This movie shows you how to create an IK elbow with an FK poseable forearm.
This movie shows you how to create an elbow control with snapping.
This movie shows you how to create stretchable IK and FK arms based on the principles learned when building the leg.
This movie shows you how to create a basic twisty arm using principles you learned when building the torso.
This movie shows you how to create additional foot controls to widen the range of movement for your foot.
This movie shows you how to create a smarter foot rig that's easier to animate with.
This movie shows you how to create a reverse foot rig for the generic IK foot, which will provide you with control over the necessary pivot points.
This movie shows you how to clean up the rest of the leg rig.
This movie shows you how to allow the upper and lower portions of the no-flip leg to scale non-uniformly, as well as how to ensure that only the pertinent controls appear when in IK and FK modes respectively.
This movie shows you how to create a snappable knee for planting in place like an IK control.
This movie shows you how to alter a no-flip leg into a combo no-flip / pole vector leg solution.