Archive for the ‘Maya’ Category


05. VFX Pipeline.

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dt

http://www.digitaltutors.com/tutorial/1158-Integrating-a-3D-Vehicle-into-Video-in-Maya-and-NUKE

http://www.digitaltutors.com/11/tutor.php?id=259562

http://vimeo.com/68259025

http://www.youtube.com/watch?v=5Cw1_Gh5KiU

What you will learn In this tutorial we will cover how to create a live action shot with 3D elements. We will learn video shooting techniques, how to add 3D objects into live footage and then animation, lighting and rendering for the project in Maya and compositing in NUKE.

First, we will start with important settings of the DSLR Camera, then we will take our footage to Maya, where we will add 3D elements on our footage. After that we’ll animate lighting and rendering in passes. We will then take these 3D passes in NUKE and start compositing.In compositing we will learn how to use 3D passes to get realistic effects. Finally, we’ll cover rotoscoping, masking, and color correction in NUKE.

Sign In or Signup to Digital Tutors to watch this Course.
Thanks and Regards
Rajiv Sharma

eclipse for maya

Install and configure Eclipse as a Maya IDE on linux

Operating system : CentOS 6.4 64bit
Software: Maya 2012 64bit
Eclipse : eclipse-SDK-4.2.2-linux-gtk-x86_64.tar.gz
Python : 2.6

download and extract Eclipse Classic 4.2.2 from http://www.eclipse.org/downloads/

Relocate Eclipse

mv /tpm/eclipse /opt

Create a Symlink
ln -s /opt/eclipse/eclipse /usr/bin/eclipse

After you can Start Eclipse from Terminal simply with:

eclipse

 

click on eclipse executable file and application will run.

(make sure in the permissions tab of eclipse Execute cliked to allow execute file as program)

 

 

 

Install pydev

In Eclipse, go to the Help – Install New Software – click on Add

eclipse_for_maya_2

in add repository window copy following
Name : pydev
Location: http://pydev.org/updates

Hit OK.

In next window just select pydev.

eclipse_for_maya_3

after installation restart the application

Install maya editor for eclipse

Download from :- http://www.creativecrash.com/maya/downloads/applications/syntax-scripting/c/eclipse-maya-editor

Setup:

1. Unzip the dowloaded file in a temp directory

2. In Eclipse, go to the Help/Install New Software page. Click on “Add” and then “Local” and navigate to the temp directory where the org.eclipse.eclipseMayaEditorProject is

3. In the “Name” section, make sure “Uncategorized” is selected and then click “Next”

4. Allow Eclipse to relaunch and once it’s back, the EclipseMaya toolbar should be visible

5. In Maya, create a new shelf button with the following code or put it in the Startup script
import maya.cmds as cmds

if cmds.commandPort(‘:7720′, q=True) !=1:

cmds.commandPort(n=’:7720′, eo = False, nr = True)
Port Number – By default, the port number has been set to 7720. It can be changed at any time. Remember to press the “Reconnect Eclipse to Maya” button. This is handy if you have more than one instance of Maya open at once.

eclipse_for_maya_4
Configure Python in Eclipse
In Eclipse, go to Windows – Preferences – Pydev – Interpreter-Python

click on New

Interpreter Name : python2.6
Interpreter Executable : /usr/bin/python2.6

eclipse_for_maya_5
Restart application.


alembic_logo

option 01

http://code.google.com/p/alembic/wiki/GettingAlembic

Alembic is:

For computer graphics professionals working with large, complex scenes;

Who need to quickly, reliably transfer CG assets between heterogeneous software tools in order to make use of the widest range of available functionality;

Alembic is an Open, Portable, Computer Graphics Storage Format;

That is able to accurately store the full range of existing CG primitives, is open and easily extensible for custom data needs, and is fully supported in all the major CG animation, rendering, and simulation tools;

Unlike FBX, which is not extensible or open, or COLLADA, which is unable to store large assets, or custom solutions using GTO, which are non-standardized and require too much implementation-specific knowledge.

if you want a really smooth translation, get Maya 2013, it has alembic export, then get Houdini 12, it has alembic import, export the whole scene to alembic and you will have the camera too in one pass, works painlessly.

Shaders cannot be exported, although fbx imports with some shaders, but that one in Houdini is not good for serious shading.

Alembic doesn’t support shaders.

workflows to send stuff to Maya for rendering from Houdini. The best way to do that is with Alembic but the problem with that is you need to have all geometry that’s going to be exported be visible at the first frame.

OBJ sequences is the option, which is kind of lame since it just static geometry across frames but it works for things like newly-spawning geometry.

option 02

Filmbox FBX

autodesk_fbx_badge_150x265

Houdini understand FBX format. you can transfer dynamics from Houdini to Maya.

You should use the fbx exporter from maya, but there are some rules to be followed:

1. use maya’s geometry cache to generate a vertex cache.
2. in geo cache’s option check double precision
3. now the tricky part, if you have any history on the polygonal surface node, fbx export will drag it with export, so the best way is to duplicate your caracter geometry(only that) with shift+d, and import the geo cache onto that, so you will end up with a clean geometry and a cache file.
4. in fbx export window you have to uncheck smoothing groups under geometry
5. also here you have to check animation and check geometry cache file and choose a historySwitchSet
6. hit export (of course give an fbx filename), and if you choose a location there should be an fbx file exported and a folder beside it which contains the cache

7. in houdini choose File->Import->Filmbox FBX..
8. in the window choose your fbx file, uncheck everything except geometry and animation
9. choose unlock geometry and deformation
10. choose import directly into /obj network
11. houdini will import your model and assign the vertex cache via CHOPs

So animate in maya then export the clean model with vertex cache via fbx and import

Option 03

PyMEL for Maya

Posted: October 31, 2012 in FX Pipeline, Linux, Maya

 

PyMEL makes python scripting in Maya work the way it should. Maya’s command module is a direct translation of MEL commands into python functions. The result is a very awkward and unpythonic syntax which does not take advantage of python’s strengths – particularly, a flexible, object-oriented design. PyMEL builds on the cmds module by organizing many of its commands into a class hierarchy, and by customizing them to operate in a more succinct and intuitive way.

 

go to : http://www.luma-pictures.com/tools/pymel/docs/1.0/index.html

 

Special thanks to those studios with the foresight to support an open-source project of this nature: Luma Pictures, Attitude Studio, and ImageMovers Digital.


Maya 2012 x64 installation in CentOS 6.3  / CentOS 7

same installation process work for Maya 2015 in CentOS 7
Step01
First, install all these is needed for CentOS, do this before the installer
(you can also do this after Maya installation, but these are required to start Maya)

– Go to terminal and paste these commands:-

yum install mesa-libGLw
yum install csh
yum install libXp libXp-devel
yum install gamin audiofile audiofile-devel e2fsprogs-libs
yum install tcsh
yum install xorg-x11-fonts-ISO8859-1-100dpi
yum install xorg-x11-fonts-ISO8859-1-75dpi
yum install liberation-mono-fonts liberation-fonts-common liberation-sans-fonts liberation-serif-fonts

Step02
Go to Maya setup files  folder (where all RPM files are contained)
(before start installation – go to maya setup folders and find “setup” file,  right click and make permissions – allow executive file must checked on)
enter in administrator mode:-

su –
cd /home/rajiv/linux/maya2012
./setup

enter serial number etc.

////maybe try to chmod the .bin files
cd /usr/autodesk/maya2012-x64/bin
chmod 777 maya
chmod 777 maya2012

maya
or
./maya
to launch

Step03 (TroubleShoot Maya 2012 Issues in Linux)

//if you get…..error while loading shared libraries: libXp.so.6: cannot open shared object file: No such file or directory
yum install libXp

problems with middle mouse button? (when you try and pan with middle mouse?)
(Maya) window->settingAndPreferences>preferences->interface
you’ll see an option to enable/disable the mouse scroll wheel.

//problems with the alt key?  (Maya Viewport is not rotating)
go to – (CentOS)system>prefs>windows too for alt key behaviour
make it “SuperUser”



problems with fonts
system>administration>add remove programs
search for these packages
xorg-x11-fonts-ISO8859-1
install them all

there will be problems with the hotkeys and shortcuts (see the apple keyboard section below)

//if there is beef with sound files
yum install audiofile-devel
// and if that doesnt work maybe?
ln -s /usr/lib/libaudiofile.so.0 /usr/lib/libaudiofile.so

_______to make a launch icon
_______copy this command into the ‘command’ part of the preferences for the icon
/usr/autodesk/maya2012-x64/bin/maya

Cheers !!
Rajiv Sharma


  1. Not Fully Grasping the Maya Architecture and How the Python API Leverages It
    If you don’t completely understanding the Maya architecture, command engine and the Dependency Graph, you will run into trouble as your tools get more complex. Take the time to learn these components as they are very different than any other animation product. Because of this complexity, it makes Maya more flexible and powerful than any other product. Check out the free Maya Python API webcast recording located here (www.autodesk.com/developmaya)
  1. Trying to live in a Bubble and Teach Yourself Everything
    There is no possible way to memorize or learn every single Maya API class, so don’t be shy to use the resources available. As they say “Be Resourceful” and learn from others successes, mistakes and questions. Maya has been around for over ten years, and there is lots of API information out there (www.autodesk.com/developmaya). Also, you can check out the new book “Maya Python for Games and Film: A Complete Reference for Maya Python and the Maya Python API” by Adam Mechtley and Ryan Trowbridge.

3.    The Reference Documentation is written for C++, but you are Using Python
If you do not know C++, at first glance the reference documentation will be very confusing!  But don’t worry; just put your eye blinders on to certain things when reading it. Because Python is a more simplified language than C++ (but none the less powerful), there are certain components in the documentation you can ignore. For example the class MString and MStringArray are not available in Python and instead you will work with strings as they are in native Python. Another example is that there is no MStatus class in Python and instead you will use standard Python error checking (try, except, catch). Try to think of this as having a mini translator going on in your brain, you see MStatus, so you just ignore it!

4.       The Reference Documentation is written for C++, but you are Using Python
If you do not know C++, at first glance the reference documentation will be very confusing!  But don’t worry; just put your eye blinders on to certain things when reading it. Because Python is a more simplified language than C++ (but none the less powerful), there are certain components in the documentation you can ignore. For example the class MString and MStringArray are not available in Python and instead you will work with strings as they are in native Python. Another example is that there is no MStatus class in Python and instead you will use standard Python error checking (try, except, catch). Try to think of this as having a mini translator going on in your brain, you see MStatus, so you just ignore it!

5.       Knowing when and how to Use MScriptUtil Class
Many of the API methods in Maya require that one or more of their parameters be passed as pointers or references (return values can be pointers or references as well). Because Python does not have the concept of references or pointers, you will need the utility class called MScriptUtil for working with those pointers and references in Python. MScriptUtil bridges this gap between Python and its underlying C++ API. When you see the characters * or & in the documentation for simple data types like integers and floats, think MScriptUtil!

6.  Your Python API Code is not Working, and you cannot find the Problem
When working with the Python API, like all humans, you will have errors or code you want to debug; but how the heck do you debug it? Unfortunately, there are no out-of-the-box tools in Maya, but there are some good solutions available. Cyrille Fauvel from Autodesk has integrated a Maya Python debugger into the Eclipse IDE. The details are available on Autodesk.com, at the Maya Developer Center page. Dean Edmonds also from Autodesk has integrated the PDB debugger into the Script Editor within Maya by overriding the stdin and stout functions. Also, if you Google “Python in Maya” group you will see other solutions

7.   Working with Multiple Versions of Maya Equals Multiple Versions of Python
If you are working on multiple versions of Maya, then you need to keep in mind that you will need to have multiple version of Python. Also if you are using PyQt, multiple versions of PyQt will need to be installed on your computer. As nice as it would be to use the same version of Python and PyQt for every version of Maya, it’s just not realistic as things are always improving in the Python and PyQt releases. Keep yourself educated in the Maya documentation for the versions that are used in each major release, and on which platform.

8.  Awareness of Potential Python API Performance Penalties
In certain situations when computation involves complex or many API calls, the Python API may take a performance penalty compared to the C++ API. This is because the Python API sits on top of the C++ API. This results in an extra level of conversion through C++ and as well as Python is an interpreted language which is slower by nature. For example if you are thinking of doing a Python API shader, C++ will be the better choice, but for most other tasks Python is perfect!

9.  Must use Autodesk Specific Version of Qt for Building PyQt
Building PyQt to work with Maya is a three step process. First you need to compile Qt using the Autodesk’s Modified Qt Source Code (new for 2012) that is located on the Autodesk.com site. Then you need to compile SIP (generates Python bindings for C++) against your built Qt libraries. Last, you need to compile PyQt against your built SIP libraries. Check the website for the correct versions or you could have some difficulties down the road in your tools

10. Python Plug-in Disclosure
You cannot hide your Python API code from users! If you’re a games developer looking to create Python plug-ins in-house and not worried about protecting your code, then feel free to code away. But it you want to protect, or commercialize and sell your hard work, you should consider using C++ to create your plug-ins.

11. Not Understanding the Difference between Python Script and Python API
Maya has four programming interfaces, two of which are using the Python language. It’s important to know the distinction between the terminology of Python Script and the Python API, because they each access different functionality within Maya (with very little overlap). The other two interfaces are Maya Embedded Language (MEL) and the C++ API