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	<title>CGTalk - Maya Dynamics</title>
	<link>http://forums.cgsociety.org</link>
	<description>CGTalk, the CGSociety's official forum for digital artists</description>
	<ttl>120</ttl>
	<language>en-us</language>
	<item>
		<title><![CDATA[maya fluid cache compression]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1112051</link>
		<description><![CDATA[Forum: Maya Dynamics<br>
Posted By: nitishChavan<br>
Post Time: 06-17-2013 at 08:17 AM<br>
Text:<br>
<br>
Hi guys , iam working on a short with lots of fluids in it . i have to cache all the fluids before render , <br />
<br />
'BUT' the cache files are gigantic , can i use any compression for this files so that i don't have to loose my HDD space <br />
<br />
&quot;CAN ANYBODY HELP ME WITH IT ????&quot; <img src="images/smilies/cry.gif" border="0" alt="" title="" class="inlineimg" />]]></description>
		<pubDate>Mon, 17 Jun 2013 03:17:31 +0000</pubDate>
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		<title><![CDATA[Passiv Rigid Body Problems]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1111571</link>
		<description><![CDATA[Forum: Maya Dynamics<br>
Posted By: de3p<br>
Post Time: 06-13-2013 at 10:44 PM<br>
Text:<br>
<br>
Hi guys, after modeling the heart and finally solving it, I now had an Idea for a little scene. But I have a strange passiv rigid body problem. <br />
  <br />
  I apply it to the heart, but the heart is &quot;jumping&quot;. I tried to set it to 0 0 0, one time it jumped right when the ball hit it, but now it seems to work. its only that mesh. Please look yourself.<br />
  <br />
  <a href="http://tinypic.com/r/2nthgl1/5" target="_blank">Video here</a><br />
  <br />
  Would apprecciate every kind of help.<br />
  <br />
  Thanks in advance.<br />
  <br />
  Regards<br />
 <br />
 Edit:<br />
 It doesn't happen with standart objects like a plane.<br />
Edit: Also, when I add gravity to multiple obejcts which shall hit that heart, die multiple obejcts doesn't fall... Are Maya dynamics really that buggy or is it just me=]]></description>
		<pubDate>Thu, 13 Jun 2013 17:44:08 +0000</pubDate>
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		<title><![CDATA[Maya joints - the body doesn't move]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1111417</link>
		<description><![CDATA[Forum: Maya Dynamics<br>
Posted By: Henry90<br>
Post Time: 06-12-2013 at 08:26 PM<br>
Text:<br>
<br>
Hi guys.. I am a newbie in Maya but I am following few tutorials in order to create a simple character. Now I have to face with a new problem and I hope you will help me  <img src="images/smilies/rolleyes.gif" border="0" alt="" title="" class="inlineimg" />  The problem is that I just created the backbone of my body using joints. I oriented them. Then I attached each one of them to the body. The problem is that I don't manage to move the body to the sides but only foward and backwards. I did a video and posted it on youtube in order to show you what I mean. Sorry for my bad English  <img src="images/smilies/blush.gif" border="0" alt="" title="" class="inlineimg" /> Here it is the link of the video:<br />
<br />
<a href="http://www.youtube.com/watch?v=8DkQzkFTqHI&amp;feature=youtu.be" target="_blank">http://www.youtube.com/watch?v=8DkQ...eature=youtu.be</a><br />
<br />
If you want to see the orientation of my joints I did another video in order to show you them. Here it is the link:<br />
<br />
<a href="http://www.youtube.com/watch?v=fmf73SPueEQ&amp;feature=youtu.be" target="_blank">http://www.youtube.com/watch?v=fmf7...eature=youtu.be</a><br />
<br />
Thank you for your help  <img src="images/smilies/thumbsup.gif" border="0" alt="" title="" class="inlineimg" />]]></description>
		<pubDate>Wed, 12 Jun 2013 15:26:12 +0000</pubDate>
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		<title><![CDATA[more realisitc shatter]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1111382</link>
		<description><![CDATA[Forum: Maya Dynamics<br>
Posted By: rochre26<br>
Post Time: 06-12-2013 at 04:14 PM<br>
Text:<br>
<br>
In looking at most shatter option I find that they all use voronoi but it looks really obvious to me when I see it. Pulldownit has some nice shard options that give things a more splintered look but I can't afford it and would like to have a way to achieve this look. Any thoughts on a way around this here problem?]]></description>
		<pubDate>Wed, 12 Jun 2013 11:14:20 +0000</pubDate>
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		<title><![CDATA[&quot;nHair detaching when i animate the model&quot;]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1111211</link>
		<description><![CDATA[Forum: Maya Dynamics<br>
Posted By: ready4lol<br>
Post Time: 06-11-2013 at 12:17 PM<br>
Text:<br>
<br>
Forgive me if the answer is simple but this problem torments me for days.<br />
  <br />
  I have a problem with the nHair, in particular when i create eyebrows and eyelashes with a brush of Paint effect.<br />
  Until the 2013 version I used Shave 7.0 to create the lashes and more, but the 2014 version of maya ... shave is no longer compatible, and I'm learning a new workflow... with many problems<br />
  <br />
  I summarize below for clarity:<br />
  - Create the eyelashes or a strand of hair from a brush &quot;paint effect&quot;<br />
  - Convert paint effect to curves<br />
  - I select curves and polygon on which to attack the hairs<br />
  - &quot;Make selected curves dynamic&quot; (attack curves and curves are checked)<br />
  <br />
  at this time, when I do the tests of the simulation, if I try to move the character or animate the character, the hair move, BUT detach from the surface, as if it had a different pivot point. If i go back to the origin point the hair return correct, but as soon as I move the vertices that also influence the follicles or move the character ...hair begin to give the same error.<br />
  <br />
  The UV map is correct. <br />
  <br />
  <br />
  For testing I also created a new project as in the picture, an object, one curve, to minimize the error but the problem remains!<br />
  while if I use the curves made by hand from the EP curves tool, the problem does not arise!<br />
 I noticed that the problem appears even when I duplicate the EP curves to create mirrored lashes.<br />
  <br />
  <br />
  <b>I can not create hundreds of lines manually so complex, as a brush of paint effects!  </b><b><a href="http://forums.cgsociety.org/misc.php?do=getsmilies&amp;wysiwyg=1&amp;forumid=0#" target="_blank"><img src="images/smilies/banghead.gif" border="0" alt="" title="" class="inlineimg" /></a>      <img src="images/smilies/banghead.gif" border="0" alt="" title="" class="inlineimg" /></b><br />
  <br />
  Do you have solutions?<br />
  <br />
  <br />
  <br />
  <br />
  <img src="http://forums.autodesk.com/t5/image/serverpage/image-id/54028iD91904FDED7012F3/image-size/original?v=mpbl-1&amp;px=-1" border="0" alt="" />]]></description>
		<pubDate>Tue, 11 Jun 2013 07:17:14 +0000</pubDate>
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		<title><![CDATA[Maya fluids smoke issue]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1111029</link>
		<description><![CDATA[Forum: Maya Dynamics<br>
Posted By: ashita<br>
Post Time: 06-10-2013 at 12:24 PM<br>
Text:<br>
<br>
Hi Friends,<br />
I have been facing an issue as I try to create a smoke trail just like the one in Harry potter. My issue is that either my trail looks boxy with less base resolution(100) else when I increase the base resolution(400) the simulation takes forever to move in the viewport I have to batch render each time i want to see my simulation. That means batch rendering every time I make a change. Can anyone help me out with this issue?<br />
<br />
Also would like to mention my system configuration in case thats the issue.<br />
Dell Precision T5600 Chassis, 635W<br />
Intel Xeon Processor E5-2620 (Six Core, 2.00GHz Turbo, 15MB, 7.2 GT/s)<br />
16GB (4x4GB) DDR3 RDIMM Memory, 1600MHz, ECC<br />
1TB 7200RPM 3.5'' 512e/4K Hard Drive 1<br />
Graphics : 1 GB NVIDIA Quadro 2000 (2DP &amp; 1DVI-I) (1DP-DVI &amp; 1DVI-VGA adapter) (MRGA17L)<br />
Windows(R) 7 Professional 64 bit (English)<br />
<br />
Thanks in advance.<br />
Ashita Reuben.]]></description>
		<pubDate>Mon, 10 Jun 2013 07:24:20 +0000</pubDate>
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		<title><![CDATA[A couple of bullet questions]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1111010</link>
		<description><![CDATA[Forum: Maya Dynamics<br>
Posted By: Ekenryd<br>
Post Time: 06-10-2013 at 10:01 AM<br>
Text:<br>
<br>
Hello,<br />
<br />
A couple of maya 2014 bullet questions:<br />
<br />
My dynamic objects are floating a few mm above the collider plane instead of making direct contact. How can I prevent this? In nDynamics there are parameters for this, but I can't find any similar in bullet. Of course I can parent a copy of the objects and scale them a bit until they make contact, but if the dynamic mesh is more complex than a cube it would be problematic. So, is there any solution?<br />
<br />
Question two: if a bullet mesh is rotating, it looks alright in the viewport, but when baking the sim and looking at the graph editor, the curves makes extreme jumps in rotation. This makes motionblur useless with bullet because when rendering there will be random motionblur explosions. Is there a way to fix this? Seems like a serious problem.<br />
<br />
Thanks]]></description>
		<pubDate>Mon, 10 Jun 2013 05:01:58 +0000</pubDate>
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		<title><![CDATA[Cached instanced particle not visible in a rendered image!!!]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1110999</link>
		<description><![CDATA[Forum: Maya Dynamics<br>
Posted By: Sreekant<br>
Post Time: 06-10-2013 at 08:24 AM<br>
Text:<br>
<br>
Hey guys,<br />
 I have a scene where confetti is falling from a flying object. The scene has been done using particle instancer and working well with no issues. The viewport is showing exactly how the cached particles were supposed to work but when i kept it for batch rendering or even a preview render of first few frames doesn't show any instanced particles in there. In the render output the particles start becoming visible after few frames while in the viewport it is already there.<br />
 Any guess why is it happening?<br />
 <br />
 To top it off, in my other pc it works all fine but I can't use that pc as rendering in there would mean more days to render.The scene is over 500 frames.<br />
 <br />
 Is it something to do with the hardware??<br />
 <br />
 Thanks in advance.]]></description>
		<pubDate>Mon, 10 Jun 2013 03:24:38 +0000</pubDate>
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		<title><![CDATA[Maya Visor-Meteor animate]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1110865</link>
		<description><![CDATA[Forum: Maya Dynamics<br>
Posted By: santoshdhayapulay812<br>
Post Time: 06-09-2013 at 07:49 AM<br>
Text:<br>
<br>
Hi friends,<br />
  <br />
  Please help me with this..<br />
  <br />
  The project scene I am working contains Meteor (Not meteorautosize) from visor. so there is an object(Fireball) that has animated keyframes and I want this meteor to follow fireball object that crashes the ground. <br />
  <br />
  the problem which I face is ..<br />
  <br />
  <font color="Orange"><b>1. if I parent the meteor to object it creates scaling problem with scene scale that is large enough. <br />
  2. if I manually keyframe the fluid emitters along the path of Fireball object the meteor will not emit the smoke properly.</b></font><br />
  Please give me some advise on this]]></description>
		<pubDate>Sun, 09 Jun 2013 02:49:17 +0000</pubDate>
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		<title><![CDATA[Approximate low poly mesh of a hi res many meshes]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1110656</link>
		<description><![CDATA[Forum: Maya Dynamics<br>
Posted By: benio33<br>
Post Time: 06-07-2013 at 02:55 PM<br>
Text:<br>
<br>
Hi there,<br />
<br />
Anyone found a nice way to achieve an approximate (convex-like) low-poly mesh of multiple meshes one on another? I've got a character consisting of multiple meshes aroung it (shirt, belt, etc) and I need to make sort of a shrnik foiled version of all the meshes combined together arround him. I tried membrane node, SOuP scatted with bounding volume, and scripting nearest point on mesh, but neither one gives me a nice looking (evenly distributed) mesh.<br />
<br />
How would you guys achieve the effect?<br />
<br />
Thanks,<br />
M.]]></description>
		<pubDate>Fri, 07 Jun 2013 09:55:09 +0000</pubDate>
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		<title><![CDATA[plugin for breaking objects in maya!]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1110647</link>
		<description><![CDATA[Forum: Maya Dynamics<br>
Posted By: anshul01<br>
Post Time: 06-07-2013 at 12:23 PM<br>
Text:<br>
<br>
please can anyone suggest me a 'good' plugin for breaking the objects in maya 2011 or 2013 <img src="images/smilies/tongue.gif" border="0" alt="" title="" class="inlineimg" />]]></description>
		<pubDate>Fri, 07 Jun 2013 07:23:30 +0000</pubDate>
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		<title><![CDATA[Help!!! Asap!!!]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1110595</link>
		<description><![CDATA[Forum: Maya Dynamics<br>
Posted By: RideOn<br>
Post Time: 06-07-2013 at 01:42 AM<br>
Text:<br>
<br>
I am having an issue with my ncloth simulation for my final capstone project. I have a dress that is skinned to a character rig, which works fine in the referenced file. In the main shot I have attached a nCloth Sim to the dress and It doesn't seem to be working. I deleted the nCloth, but now there are two versions of the dress and I can't get rid of either one of them . If anyone would elaborate on this problem as soon a possible. I have render by this next week.  It is due by next Thursday. Thank you all!]]></description>
		<pubDate>Thu, 06 Jun 2013 20:42:04 +0000</pubDate>
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		<title><![CDATA[Bird Poop]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1110590</link>
		<description><![CDATA[Forum: Maya Dynamics<br>
Posted By: joshjunk20<br>
Post Time: 06-07-2013 at 01:00 AM<br>
Text:<br>
<br>
So dont let the title fool you, this is serious shit (pun intended).<br />
<br />
I am trying to make bird poo. All i need is for it to source from out of shot, and fall onto an object, landing on it and slowly rolling down.<br />
<br />
I thought this would be fairly simple to set up using fluids, but after several hours it gave me the shits. <img src="images/smilies/suspicious.gif" border="0" alt="" title="" class="inlineimg" /> <br />
<br />
I setup a simple 3D fluids container, used mostly default settings, negative buoyancy, and surface rendering to create a sort of tap like effect. This worked great until i started playing with the emission. When i animated the emission rate, to only emit for say 5 frames to create a small burst, the fluids start disappearing. I though that it might have been the dissipation attr, but that is set the default 0.<br />
<br />
Is there something i am missing? Is there another way to go about this?<br />
Any help would be greatly appreciated, help me finish this crappy  <img src="images/smilies/suspicious.gif" border="0" alt="" title="" class="inlineimg" /> job]]></description>
		<pubDate>Thu, 06 Jun 2013 20:00:54 +0000</pubDate>
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		<title><![CDATA[Maya vortex-like fluids]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1110497</link>
		<description><![CDATA[Forum: Maya Dynamics<br>
Posted By: tejvirs1<br>
Post Time: 06-06-2013 at 03:02 PM<br>
Text:<br>
<br>
Would like to get a deep fluids setup like in the picture below:<br />
<br />
<a href="http://hectorsalva.com/wp-content/uploads/2012/08/in-our-dreams-dreams-1600x1200.jpg" target="_blank">http://hectorsalva.com/wp-content/u...s-1600x1200.jpg</a><br />
<br />
We would like the cloud like formation to be revolving. We are new to fluids having done fire mainly and are not sure how to proceed for such large scale effect.<br />
<br />
Any help is deeply appreciated.<br />
<br />
<br />
Best Regards<br />
-tejvirs1]]></description>
		<pubDate>Thu, 06 Jun 2013 10:02:19 +0000</pubDate>
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		<title><![CDATA[Maya pp hidden attributes]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1109929</link>
		<description><![CDATA[Forum: Maya Dynamics<br>
Posted By: lovemaya<br>
Post Time: 06-03-2013 at 11:07 AM<br>
Text:<br>
<br>
May i know about the hidden attributes of Maya classical particles.like<br />
<br />
1.Collision time <br />
2.Collision Position<br />
3.Angular Velocity<br />
4.Collision friction cfr<br />
5.Collision Resilience crr<br />
<br />
i would like to give thanks in advance if anyone could help me in getting these with at least a little bit explanatory so that we can more knowledge sharing. <img src="images/smilies/thumbsup.gif" border="0" alt="" title="" class="inlineimg" /> <br />
<br />
<br />
Sir Duncan pls help me...........]]></description>
		<pubDate>Mon, 03 Jun 2013 06:07:08 +0000</pubDate>
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