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  • maya "export all" window blocks my plugins script UI

    - by Hinchy
    I'm writing a custom File Translator for Maya which can export only (I have only declared the writer function). Currently having a problem with the MEL script which defines the plugin's options as a GUI. Currently I have a blank Maya scene, go to "file-export all". This creates the "File Export All" dialog, I then select my plugin exporter which runs my MEL script to create the bespoke options window. This new window is created behind the "File Export All" dialog and is not selectable! Do I have to place my export plugin specific options within the export all dialog rather than placing them in a separate window? Thanks for any links, tips or pointers you can provide.

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  • Debugging Maya plug-ins: can't get output or debugger to engage

    - by brainjam
    I'm not a total beginner at Maya, but this is my first time trying to write a plug-in for it. I've downloaded the 30-day eval version of Maya2011 (32bit version on 64bit Windows 7), and have tried building a couple of plug-ins with VC 2008 Express. The first one is helloWorldCmd from the sample directory ..\devkit\plug-ins, and it basically doesn't work until you convert the line cout<<"Hello World"<<endl; to cerr<<"Hello World"<<endl;, but I can live with that. The second one is the SelectRingContext2 example from David Gould's book. The plug-in works as advertised, but I cannot get any debugging output from it. I've tried putting cout, cerr,printf, and MGlobal::displayInfo into the doIt() method, and can't get a peep. I also haven't figured out how to run the plug-in in a debugger. I'm afraid I'm missing something easy but slightly obscure, like a flag somewhere. Anybody out there have any hints? Edit: Turns out the action is happening in the redoIt() method. So I can get MGlobal::displayInfo and cerr producing output. Still don't know why cout and printf don't work, and I'm not sure how to run in the debugger. When I run maya -d (which some of the online advice says I should do) it just shows the output window but never loads the rest.

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  • maya export to flash 10

    - by madmik3
    Adobe released flash 10 with 3d support but I can't seem to find any good information on how best to export a model from Maya to Flash. Is there a tutorial on how to do this? thanks!

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  • IECore - installation in maya python

    - by knishua
    I have downloaded IECore from this link http://code.google.com/p/cortex-vfx/ Following page suggests how to run it. http://code.google.com/p/cortex-vfx/wiki/DomeBuilderExample At this point error occurs saying No module named _IECore No module named _IECoreMaya import IECore < --------------- import IECoreMaya import maya.cmds How is it possible to get a positive output when running it. Brgds, kNish , Ashok

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  • super function doesn't work inside a maya python module

    - by sfjedi
    Somehow, this works fine in the Maya/Python script editor, but fails when it's inside of my module code. Anyone have any ideas? class ControlShape(object): def __init__(self, *args, **kwargs): print 'Inside ControlShape...' class Cross(ControlShape): def __init__(self, *args, **kwargs): print 'Entering Cross...' super(Cross, self).__init__(*args, **kwargs) print 'Leaving Cross...' x = Cross() This gives me a TypeError: super(type, obj): obj must be an instance or subtype of type.

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  • resolve maya crash

    - by knishua
    Hi, I have a file which is crashing while rendering. File contains 50+ reference nodes. polycount : (lks)2,59,49,150; textures : (ths)2,628. It is being rendered in mental ray. All textures are .map. The attached image has the machine cofiguration with page file. here is the log file when the file crashes. what is the line in the log file mean. How to solve this. Exception code: C0000006: IN_PAGE_ERROR Fault address: 7814E420 in C:\WINDOWS\WinSxS\amd64_Microsoft.VC80.CRT_1fc8b3b 9a1e18e3b_8.0.50727.762_x-ww_9D1C6CE0\MSVCR80.dll what does the above mean. how to resolve this. Brgds, kNish

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  • Learning resource for 3d modeling

    - by Maik Klein
    I want to start learning 3d modeling. I already have experience with maya and 3dsmax but I made a long pause (2 years) Now I have free access to maya, 3dsmax and blender (I am a student). I know that all tools are very powerful so I thought I just pick the one with the best learning materials. The best site that I found is http://www.digitaltutors.com/11/index.php and it has over 7600 videos for maya. Maybe you can recommend me some other learning sites that are as good as digitaltutors?

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  • In MAYA 2009, is it possible to capture the cube rotate event?

    - by Rahul2047
    I need to call a function ( Maya-Python ) based on cube rotationX. For that I have to capture the event, programmatically. I tried using while loop but It stucks in the loop, Nothing can be done in that time. I tried theading (python), still same. Can it be done this or other way? If yes, How? Maya 2009 in Windows XP Some failed code references: import maya.cmds as cmds while (count < 90): lock = cmds.getAttr('pCube1.rotateX',lock=False) print lock count = count + 1 Here Python wise: #!/usr/bin/python import thread import time # Define a function for the thread def cubeRotateX( threadName, delay): count = 0 while count < 5: time.sleep(delay) count += 1 try: thread.start_new_thread( cubeRotateX, ("Thread-1", 2, ) ) except: print "Error: unable to start thread" while 1: pass

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  • Choosing 3D modeling software Maya or 3D max?

    - by Kenneth J
    I've am a developer whose has spent most of my programming life developing web and business applications. I want to try my hand at something more challenging (but stay in the comfort of Visual Studio) ...perhaps XNA. Want 3D modeling software would be best for someone developing XNA? I have played with 3d MAX and Maya but never really did anything too involved. What are the pros and cons between them (in terms of game development)? Does one win out over the other for game development? Or is it pretty much just preference? I am new to game development and just trying to figure out the best tools to use before I really started. Any advice or other suggections would be greatly appreciated.

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  • Request Multiple Maya Floating Server Licenses for extra Satellite clients

    - by Rob
    Hello all: I am currently setting up a 'render farm' for Maya 2008 Unlimited. One Maya workstation license comes with the ability to render on eight satellite nodes. It works perfect, the remote rendering works like a charm. However, we have additional boxes to set up as satellite rendering nodes, and we have extra Maya workstation licenses. Ideally, the workstation can take two licenses and thus render on 16 nodes, but I haven't been able to figure it out, or determine if it is actually possible. It's a big project, where rendering the entire thing is in the scope of weeks, so the speed up would be worth it. Any thoughts?

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  • Linux Mint Maya Freezes

    - by timuçin
    Linux Mint freezes after a couple of seconds the desktop loads, in a way that I have to shut the power in order to reboot; the mouse doesn't move, ctrl+alt+f1 doesn't do anything and I think even the hard disk stops. This doesn't happen every start but when it does happen, I have to start recovery mode and run the option "dpkg", the description is "repair broken packages" or something like that. If I don't do that and start the system normally the samething happens again. I have some clues that might help: The first time I installed Mint I had to install my wireless driver manualy. The system didn't freeze before this but since I installed the driver immediately after the Mint installation that might just easily be a coincidence. Even so after I discovered the dpkg trick, for the first couple of times I did it, I found my wireless driver uninstalled and I had to reinstall it. The thing is I can't be sure that the problem is my wireless driver because the relation is not direct enough. Still letting you know what my wireless apapter might help: Realtek L 8723 The next thing I am going to do is to wait until it happens again and post the system log here.

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  • Car Modelling for race game

    - by Mert Toka
    I am taking Computer Graphics course this semester and we have a video game competition. I am making racing game with simulated dynamics. Our professor told us that we don't have to do much of a modelling but since we haven't started the gaming part and since I have free time I want to model the car. My question is firstly which software do you recommend to design game components? I know Maya right now. Secondly, if I design the car or any other part, what should its polygon count in order to run game smoothly? I can design pretty much everything but I assume that it is hard to design low-poly models.

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  • Convert rotation from Right handed System to left handed

    - by Hector Llanos
    I have Euler angles from a right handed system that I am trying to convert to a left handed system. All the information that I have read online says that to convert it simply multiply the axis and the angle in the correct order and it should work. In other words, Z * Y * X. When I do this what I see in Maya, and in engine still do not match up. This is what I have so far: static Quaternion ConvertToRightHand(Vector3 Euler) { Quaternion x = Quaternion.AngleAxis(-Euler.x, Vector3.right); Quaternion y = Quaternion.AngleAxis(Euler.y, Vector3.up); Quaternion z = Quaternion.AngleAxis(Euler.z, Vector3.forward); return (z * y * x); } Keeping the -Euler.x helps keep the object pointing up correctly, but when I pass ( 0,0,0) to face in the -z, it faces in the +z. Help :/

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  • Why do game engines convert models to triangles compared to keeping it as four side polygon

    - by Grant
    I've worked using maya for animation and more film orientated projects however I am also focusing on my studies on video game development (eventually want to be either programmer or some sort of TD with programming and 3D skills). Anyways, I was talking with one of my professor and we couldn't figure out why all game engines (that I know of) convert to triangles. Anyone happen to know why game engines convert to triangles compared to leaving the models as four sided polygons? Also what are the pros and cons (if any) of doing this? Thanks in advance.

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  • Autodesk Maya et Qt : la version 2011 est la première à se baser sur Qt, uniquement pour le meilleur

    Autodesk vient de lancer une nouvelle version d'un de ses produits phare, Maya 2011. Cette version est un peu spéciale : elle est sortie en 2010, certes, mais c'est aussi la toute première version de Maya à se baser sur Qt ! Dans tous les derniers films d'animation, jeux vidéo, et tout ce qui se fait en trois dimensions, il est plus que très probable que des parties ont été créées à l'aide d'Autodesk Maya, un des logiciels de modélisation 3D les plus répandus et les plus avancés depuis une dizaine d'années. Ce logiciel, compatible avec les trois plateformes principales, Windows, Linux et Mac OS X, est à même d'animer les rêves les plus fous de n'importe quel studio d'animation. Si, auparavant, quelques plug-ins étaient réalisés avec Qt afin d'être compatible...

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  • Python Vector Class

    - by sfjedi
    I'm coming from a C# background where this stuff is super easy—trying to translate into Python for Maya. There's gotta' be a better way to do this. Basically, I'm looking to create a Vector class that will simply have x, y and z coordinates, but it would be ideal if this class returned a tuple with all 3 coordinates and if you could edit the values of this tuple through x, y and z properties, somehow. This is what I have so far, but there must be a better way to do this than using an exec statement, right? I hate using exec statements. class Vector(object): '''Creates a Maya vector/triple, having x, y and z coordinates as float values''' def __init__(self, x=0, y=0, z=0): self.x, self.y, self.z = x, y, z def attrsetter(attr): def set_float(self, value): setattr(self, attr, float(value)) return set_float for xyz in 'xyz': exec("%s = property(fget=attrgetter('_%s'), fset=attrsetter('_%s'))" % (xyz, xyz, xyz))

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  • Unexplained file not found for an existing file

    - by knishua
    Following is the error that occurs in this part of the code. Although the path is valid, a RuntimeError occurs—strange. What is happening, and how can I get this to work? for root,dirs,files in os.walk(self.path): for f in files : if (f.split('.')[1] == "mb"): z = utils.executeInMainThreadWithResult(self.contains,(f.split('.')[0])) if not (isinstance(z,NoneType)): cmds.symbolButton(self.arSubCategory + f.split('.')[0], image=(z[1].replace("\\","/")), width = 35,height = 70, c = "h.imp_file(" + "\"" + root.replace("\\","/") + "/" + f + "\"" + ")") def contains(self,imageName): print 'imageName : ',imageName,'\n' for root, dirs, files in os.walk(self.path+"images"): for g in files: x = re.search(imageName,g) if not (isinstance(x, NoneType)): print 'g ',root+"/"+g.replace("\\","/"),'\n' return (1,(root+"/"+g)) Error: # z is (1, 'T:/Reference_Library/Reference_work/Char_models/Workfiles/images\\rboxdisk1\\female\\highpoly/granny01_highpoly.jpg') Error: File not found: T:/Reference_Library/Reference_work/Char_models/Workfiles/images/rboxdisk1/female/highpoly/granny01_highpoly.jpg Traceback (most recent call last): File "<maya console>", line 115, in <module> File "<maya console>", line 65, in showWindowanimLibrary RuntimeError: File not found: T:/Reference_Library/Reference_work/Char_models/Workfiles/images/rboxdisk1/female/highpoly/granny01_highpoly.jpg

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  • How do I install libtiff.so.3?

    - by Osama Ahmaro
    I installed Maya 2011 on Ubuntu 10.04 many times and it was always working, Recently i upgraded my Ubuntu from 10.04 to 11.04, and when i tried to install Maya 2011 on it i wasn’t able to get it working. After installing Maya 2011 on Ubuntu 11.04 i try to run Maya from the terminal and this is what i get : error while loading shared libraries: libtiff.so.3: cannot open shared object file: No such file or directory. Please help. Note : Maya is a 3d software.

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  • maya2008 win32api 64 bit python

    - by knishua
    how is it possible to run import win32api successfully on a 64bit maya version 2008 following error occurs Error: No module named win32api Traceback (most recent call last): File "", line 1, in ImportError: No module named win32api # I need to get mouse cursor position in python so that i can place window exactly in that position. Is there any other way to get it Brgds, kNish

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  • PySide using Style Sheets to change QtoolBox

    - by efi_ex
    I'm Wondering if somebody knows a better reference than the QT one for style sheets. I try to change the background of the content from a QToolBox but background-color only changes the header of the toolbox and the background of the content it reveals is left in a standard color. I then tried to change the bg of QWidget which worked but left me with problems now at Radiobuttons and Checkboxes, i also think changing QWidget isn't a good solution. The first picture is with Qt standard colors (this is a maya tool) the second when i change QWidget http://i.imgur.com/MNlSedx.png?1 http://i.imgur.com/wuplpmw.png?1

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  • Suffix if statement

    - by Aardschok
    I was looking for a way to add a suffix to jointchain in Maya. The jointchain has specific naming so I create a list with the names they need to be. The first chain has "_1" as suffix, result: R_Clavicle_1|R_UpperArm_1|R_UnderArm_1|R_Wrist_1 When I create the second this is the result: R_Clavicle_2|R_UpperArm_1|R_UnderArm_1|R_Wrist_1 The code: DRClavPos = cmds.xform ('DRClavicle', q=True, ws=True, t=True) DRUpArmPos = cmds.xform ('DRUpperArm', q=True, ws=True, t=True) DRUnArmPos = cmds.xform ('DRUnderArm', q=True, ws=True, t=True) DRWristPos = cmds.xform ('DRWrist', q=True, ws=True, t=True), cmds.xform('DRWrist', q=True, os=True, ro=True) suffix = 1 jntsA = cmds.ls(type="joint", long=True) while True: jntname = ["R_Clavicle_"+str(suffix),"R_UpperArm_"+str(suffix),"R_UnderArm_"+str(suffix),"R_Wrist_"+str(suffix)] if jntname not in jntsA: cmds.select (d=True) cmds.joint ( p=(DRClavPos)) cmds.joint ( p=(DRUpArmPos)) cmds.joint ( 'joint1', e=True, zso=True, oj='xyz', radius=0.5, n=jntname[0]) cmds.joint ( p=(DRUnArmPos)) cmds.joint ( 'joint2', e=True, zso=True, oj='xyz', radius=0.5, n=jntname[1]) cmds.joint ( p=(DRWristPos[0])) cmds.joint ( 'joint3', e=True, zso=True, oj='xyz', radius=0.5, n=jntname[2]) cmds.rename ('joint4', jntname[3]) cmds.select ( cl=True) break else: suffix + 1 I tried adding +1 in jntname which resulted in a good second chain but the third chain had "_2" after R_Clavicle_3 The code, in my eyes should work. Can anybody point me in the correct direction :)

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  • What arguments do I send a function being called by a button in python?

    - by Jared
    I have a UI, in that UI is 4 text fields and 1 int field, then I have a function that calls to another function based on what's inside of the text fields, this function has (self, *args). My function that is being called to takes five arguments and I don't know what to put in it to make it actually work with my UI because python button's send an argument of their own. I have tried self and *args, but it doesn't work. Here is my code, didn't include most of the UI code since it is self explanatory: def crBC(self, IKJoint, FKJoint, bindJoint, xQuan, switch): ''' You should have a controller with an attribute 'ikFkBlend' - The name can be changed after the script executes. Controller should contain an enum - FK/DYN(0), IK(1). Specify the IK joint, then either the dynamic or FK joint, then the bind joint. Then a quantity of joints to pass through and connect. Tested currently on 600 joints (200 x 3), executed in less than a second. Returns nothing. Please open your script editor for details. ''' import itertools # gets children joints of the selected joint chHipIK = cmds.listRelatives(IKJoint, ad = True, type = 'joint') chHipFK = cmds.listRelatives(FKJoint, ad = True, type = 'joint') chHipBind = cmds.listRelatives(bindJoint, ad = True, type = 'joint') # list is built backwards, this reverses the list chHipIK.reverse() chHipFK.reverse() chHipBind.reverse() # appends the initial joint to the list chHipIK.append(IKJoint) chHipFK.append(FKJoint) chHipBind.append(bindJoint) # puts the last joint at the start of the list because the initial joint # was added to the end chHipIK.insert(0, chHipIK.pop()) chHipFK.insert(0, chHipFK.pop()) chHipBind.insert(0, chHipBind.pop()) # pops off the remaining joints in the list the user does not wish to be blended chHipBind[xQuan:] = [] chHipIK[xQuan:] = [] chHipFK[xQuan:] = [] # goes through the bind joints, makes a blend colors for each one, connects # the switch to the blender for a, b, c in itertools.izip(chHipBind, chHipIK, chHipFK): rotBC = cmds.shadingNode('blendColors', asUtility = True, n = a + 'rotate_BC') tranBC = cmds.shadingNode('blendColors', asUtility = True, n = a + 'tran_BC') scaleBC = cmds.shadingNode('blendColors', asUtility = True, n = a + 'scale_BC') cmds.connectAttr(switch + '.ikFkSwitch', rotBC + '.blender') cmds.connectAttr(switch + '.ikFkSwitch', tranBC + '.blender') cmds.connectAttr(switch + '.ikFkSwitch', scaleBC + '.blender') # goes through the ik joints, connects to the blend colors cmds.connectAttr(b + '.rotate', rotBC + '.color1', force = True) cmds.connectAttr(b + '.translate', tranBC + '.color1', force = True) cmds.connectAttr(b + '.scale', scaleBC + '.color1', force = True) # connects FK joints to the blend colors cmds.connectAttr(c + '.rotate', rotBC + '.color2') cmds.connectAttr(c + '.translate', tranBC + '.color2') cmds.connectAttr(c + '.scale', scaleBC + '.color2') # connects blend colors to bind joints cmds.connectAttr(rotBC + '.output', a + '.rotate') cmds.connectAttr(tranBC + '.output', a + '.translate') cmds.connectAttr(scaleBC + '.output', a + '.scale') ------------------- def execCrBC(self, *args): g.crBC(cmds.textField(self.ikJBC, q = True, tx = True), cmds.textField(self.fkJBC, q = True, tx = True), cmds.textField(self.bindJBC, q = True, tx = True), cmds.intField(self.bQBC, q = True, v = True), cmds.textField(self.sCBC, q = True, tx = True)) ------------------- self.bQBC = cmds.intField() cmds.text(l = '') self.sCBC = cmds.textField() cmds.text(l = '') cmds.button(l = 'Help Docs', c = self.crBC.__doc__) cmds.setParent('..') cmds.button(l = 'Create', c = self.execCrBC) Here is the code causing the problem as requested: import maya.cmds as cmds import jtRigUI.createDummyRig as dum import jtRigUI.createSkeleton as sk import jtRigUI.generalUtilities as gu import jtRigUI.createLegRig as lr import jtRigUI.createArmRig as ar class RUI(dum.Dict, dum.Dummy, sk.Skel, sk.FiSkel, lr.LeanLocs, lr.LegRig, ar.ArmRig, gu.Gutils): def __init__(self, charNameUI, gScaleUI, fingButtonGrp, thumbCheckBox, spineButtonGrp, neckButtonGrp, ikJBC, fkJBC, bindJBC, bQBC, sCBC): rigUI = 'rigUI' if cmds.window(rigUI, exists = True): cmds.deleteUI(rigUI) rigUI = cmds.window(rigUI, t = 'JT Rigging UI', sizeable = False, tb = True, mnb = False, mxb = False, menuBar = True, tlb = True, nm = 5) form = cmds.formLayout() tabs = cmds.tabLayout(innerMarginWidth = 1, innerMarginHeight = 1) rigUIMenu = cmds.menu('Help', hm = True) aboutMenu = cmds.menuItem('about') cmds.popupMenu('about', button = 1) deleteUIMenu = cmds.menu('Delete', hm = True) cmds.menuItem('dummySkeleton') cmds.formLayout(form, edit = True, attachForm = ((tabs, 'top', 0), (tabs, 'left', 0), (tabs, 'bottom', 0), (tabs, 'right', 0)), w = 30) tab1 = cmds.rowColumnLayout('Dummy') #cmds.columnLayout(rowSpacing = 10) #cmds.setParent('..') cmds.frameLayout(l = 'A: Dummy Skeleton Setup', w = 400) self.charNameUI = cmds.textFieldGrp (label="Optional Character Name:", ann="Insert a name for the character or leave empty.", tx = '', w = 1) fingJUI = cmds.frameLayout(l = 'B: Number of Fingers', w = 10) cmds.text('\n', h = 5) self.fingButtonGrp = cmds.radioButtonGrp('fingRadio', p = fingJUI, l = 'Fingers: ', sl = 4, w = 1, numberOfRadioButtons = 4, labelArray4 = ['One', 'Two', 'Three', 'Four'], ct2 = ('left', 'left'), cw5 = [60,60,60,60,60]) self.thumbCheckBox = cmds.checkBoxGrp(l = 'Thumb: ', v1 = True) cmds.text('\n', h = 5) spineJUI = cmds.frameLayout(l = 'C: Number of Spine Joints') cmds.text('\n', h = 5) self.spineButtonGrp = cmds.radioButtonGrp('spineRadio', p = spineJUI, l = 'Spine Joints: ', sl = 2, w = 1, numberOfRadioButtons = 3, labelArray3 = ['Three', 'Five', 'Ten'], ct2 = ('left', 'left'), cw4 = [95,95,95,95]) cmds.text('\n', h = 5) neckJUI = cmds.frameLayout(l = 'D: Number of Neck Joints') cmds.text('\n', h = 5) self.neckButtonGrp = cmds.radioButtonGrp('neckRadio', p = neckJUI, l = 'Neck Joints: ', sl = 0, w = 1, numberOfRadioButtons = 3, labelArray3 = ['Two', 'Three', 'Four'], ct2 = ('left', 'left'), cw4 = [95,95,95,95]) cmds.text('\n', h = 5) cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') cmds.frameLayout('E: Creation') cmds.text('SAVE FIRST: CAN NOT UNDO', bgc = (0.2,0.2,0.2)) cmds.button(l = '\nCreate Dummy Skeleton\n', c = self.build) # also have it make char name field grey cmds.text('Elbows and Knees must have bend.', bgc = (0.2,0.2,0.2)) cmds.columnLayout() cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') tab2 = cmds.rowColumnLayout('Skeleton') cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'A: Skeleton Setup') cmds.text('SAVE FIRST: CAN NOT UNDO', bgc = (0.2,0.2,0.2)) cmds.button(l = '\nConvert to Skeleton - Orient - Set LRA\n', c = self.buildSkel) self.gScaleUI = cmds.textFieldGrp (label="Scale Multiplier:", ann="Scale multipler of Character: basis for all further base controllers", tx = '1.0', w = 1, ed = False, en = False, visible = True) cmds.frameLayout('B: Manual Orientation') cmds.text('You must manually check finger, thumb, leg, foot orientation specifically.\nConfirm rest of joints.\nSpine: X aim, Y point backwards from spine, Z to the side.\nFingers: X is aim, Y points upwards, Z to the side - Spread on Y, curl on Z.\nFoot: Pivots on Y, rolls on Z, leans on X.') cmds.columnLayout() cmds.setParent('..') cmds.frameLayout('C: Finalize Creation of Skeleton') cmds.button(l = '\nFinalize Skeleton\n', c = self.finishS) cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') tab3 = cmds.rowColumnLayout('Legs') cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'A: Leg Rig Setup') cmds.button(l = '\nGenerate Foot Lean Locators\n', c = self.makeLean) cmds.text('Place on either side of the foot.\nDo not rotate: Automatic orientation in place.') cmds.frameLayout(l = 'B: Rig Legs') cmds.button(l = '\nRig Legs\n', c = self.makeLegs) cmds.setParent('..') cmds.setParent('..') cmds.setParent('..') tab4 = cmds.rowColumnLayout('Arms') cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'A: Arm Rig Setup') cmds.button(l = '\nA: Rig Arms\n', c = self.makeArms) cmds.setParent('..') cmds.setParent('..') tab5 = cmds.rowColumnLayout('Spine and Head') cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'Spine Rig Setup') cmds.setParent('..') cmds.setParent('..') tab6 = cmds.rowColumnLayout('Stretchy IK') cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'Stretchy Setup') cmds.setParent('..') cmds.setParent('..') tab6 = cmds.rowColumnLayout('Extras') cmds.scrollLayout(saw = 600, sah = 600, cr = True) cmds.columnLayout(columnAttach = ('both', 5), rowSpacing = 10, columnWidth = 150) cmds.setParent('..') cmds.frameLayout(l = 'General Utitlities') cmds.text('\nHere are all my general utilities for various things') cmds.frameLayout(l = 'Automatic Blend Colors Creation and Connection') cmds.rowColumnLayout(nc = 5, w = 10) cmds.text('IK Joint:') cmds.text(l = '') cmds.text('FK/Dyn Joint:') cmds.text(l = '') cmds.text('Bind Joint:') self.ikJBC = cmds.textField() cmds.text(l = '') self.fkJBC = cmds.textField() cmds.text(l = '') self.bindJBC = cmds.textField() cmds.text(' \nBlend Quantity:') cmds.text(l = '') cmds.text(' \nSwitch Control:') cmds.text(l = '') cmds.text(l = '') self.bQBC = cmds.intField() cmds.text(l = '') self.sCBC = cmds.textField() cmds.text(l = '') cmds.button(l = 'Help Docs', c = self.crBC.__doc__) cmds.setParent('..') cmds.button(l = 'Create', c = self.execCrBC) cmds.text(l = '') cmds.setParent('..') cmds.frameLayout(l = 'Make Spline IK Curve Stretch And Squash') cmds.rowColumnLayout(nc = 5, w = 10) cmds.text('Curve Name:') cmds.text(l = '') cmds.text('Setup Name:') cmds.text(l = '') cmds.text('Joint Quantity:') self.ikJBC = cmds.textField() cmds.text(l = '') self.fkJBC = cmds.textField() cmds.text(l = '') self.bindJBC = cmds.textField() cmds.text(' \nSwitch Control:') cmds.text(l = '') cmds.text(' \nGlobal Control:') cmds.text(l = '') cmds.text(l = '') self.bQBC = cmds.intField() cmds.text(l = '') self.sCBC = cmds.textField() cmds.text(l = '') cmds.button(l = 'Help Docs', c = self.crBC.__doc__) cmds.setParent('..') cmds.button(l = 'Create', c = self.execCrBC) cmds.setParent('..') cmds.showWindow(rigUI) r = RUI('charNameUI', 'gScaleUI', 'fingButtonGrp', 'thumbCheckBox', 'spineButtonGrp', 'neckButtonGrp', 'ikJBC', 'fkJBC', 'bindJBC', 'bQBC', 'sCBC') # last modified at 6.20 pm 29th June 2011

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  • How RPG characters are made

    - by user365314
    If RPG with the ability to change armors and clothes are made, how is it done? I mean the 3d side mostly If i make normal character, that has flat clothes, it would be easy, just change textures, but question is about armors, which have totally different models. So are only armor models recreated or character model with armor? How is it imported into game engine, only armor or character model with new armor? If person changes armor in game, will game swap the hole model or only the armor part? if only the armor part, then how the movement animations are done, are armor models animated on characters in 3d programs or what... :D

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  • From a Maya scene to a WebGL animation, where to start?

    - by Tower
    Hi, I've got some time, and I really would like to learn to get my Maya animated scenes into WebGL. I'm not sure where to start really. It would be amazing if I could make a Canvas element and place a Maya scene into it so that it's animating. Does anyone got a tutorial or some hints? PS. Answers about 3ds Max are also welcome!

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  • Classcastexception occurs randomly

    - by kjhari02
    Hi, I've an application in the market and many users have reported that the app is crashing a lot randomly. I'm trying to fix this but cannot fully understand the logs. Here's a extract from the log, 04-16 13:16:32.407 E/AndroidRuntime( 9237): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.maya.mobile.chiki/com.maya.mobile.chiki.tabview.Tabs3}: java.lang.RuntimeException: Unable to start activity ComponentInfo{com.maya.mobile.chiki/com.maya.mobile.chiki.featured.FeaturedView}: java.lang.ClassCastException: android.view.AbsSavedState$1 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2496) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2512) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.app.ActivityThread.access$2200(ActivityThread.java:119) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1863) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.os.Handler.dispatchMessage(Handler.java:99) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.os.Looper.loop(Looper.java:123) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.app.ActivityThread.main(ActivityThread.java:4363) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at java.lang.reflect.Method.invokeNative(Native Method) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at java.lang.reflect.Method.invoke(Method.java:521) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:860) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:618) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at dalvik.system.NativeStart.main(Native Method) 04-16 13:16:32.407 E/AndroidRuntime( 9237): Caused by: java.lang.RuntimeException: Unable to start activity ComponentInfo{com.maya.mobile.chiki/com.maya.mobile.chiki.featured.FeaturedView}: java.lang.ClassCastException: android.view.AbsSavedState$1 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2496) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.app.ActivityThread.startActivityNow(ActivityThread.java:2335) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.app.LocalActivityManager.moveToState(LocalActivityManager.java:127) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.app.LocalActivityManager.startActivity(LocalActivityManager.java:339) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.widget.TabHost$IntentContentStrategy.getContentView(TabHost.java:648) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.widget.TabHost.setCurrentTab(TabHost.java:320) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at com.maya.mobile.chiki.tabview.CustomTabHost.setCurrentTab(CustomTabHost.java:43) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.widget.TabHost.addTab(TabHost.java:213) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at com.maya.mobile.chiki.tabview.Tabs3.doCreateTabs(Tabs3.java:180) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at com.maya.mobile.chiki.tabview.Tabs3.onCreate(Tabs3.java:149) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1047) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2459) 04-16 13:16:32.407 E/AndroidRuntime( 9237): ... 11 more 04-16 13:16:32.407 E/AndroidRuntime( 9237): Caused by: java.lang.ClassCastException: android.view.AbsSavedState$1 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.widget.AbsSpinner.onRestoreInstanceState(AbsSpinner.java:440) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.view.View.dispatchRestoreInstanceState(View.java:5940) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.view.ViewGroup.dispatchThawSelfOnly(ViewGroup.java:1140) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.widget.AdapterView.dispatchRestoreInstanceState(AdapterView.java:767) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.view.ViewGroup.dispatchRestoreInstanceState(ViewGroup.java:1127) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.view.ViewGroup.dispatchRestoreInstanceState(ViewGroup.java:1127) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.view.ViewGroup.dispatchRestoreInstanceState(ViewGroup.java:1127) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.view.ViewGroup.dispatchRestoreInstanceState(ViewGroup.java:1127) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.view.View.restoreHierarchyState(View.java:5919) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at com.android.internal.policy.impl.PhoneWindow.restoreHierarchyState(PhoneWindow.java:1454) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.app.Activity.onRestoreInstanceState(Activity.java:835) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.app.Activity.performRestoreInstanceState(Activity.java:807) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.app.Instrumentation.callActivityOnRestoreInstanceState(Instrumentation.java:1096) 04-16 13:16:32.407 E/AndroidRuntime( 9237): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2473) 04-16 13:16:32.407 E/AndroidRuntime( 9237): ... 22 more I got this log from one of my users. Any help on this would be very very helpful. Regards, Hari

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