Anyone testing the new Maya plugin?


#1

everything is working fine except i cant seem to attach hair to any mesh with a messiah connection. Am i doing something wrong? Do i have to bake it or something?

also, im digging the maya navigation style in messiah, but im not digging that my navigation changes only apply to the world view! what about the motion graph??? This makes it worse imo, because naturally i try to use maya navigation on my graph editor and inevtiably end up making keys.


#2

Some observations:

  1. I noticed that there is no obvious way to disconnect items from host? i was expecting to find them in the messiah menu in maya… hmm, makes things kinda hard to manage, maybe im missing something?

  2. Problem, pretty big one. I have props that I parent to my skeleton rig, when i connect xform to maya - items that are parented to my rig instead of being displaced stay in their SETUP position!

  3. Items that are driven by the messiah plugin have conflicts with things like hair, since their channels become locked??? So my idea was to use an xform connected object to constrain a surface for hair. unfortunatelly items that are xformed by my rig, just hang in their original setup position or are offset by the position as they move in space…

never mind i got the hair to start painting after creating a uv texture (weird i though i had one??? do they get transferred through the connection?) anyway maya crashed promptly after starting to paint follicles.

Are uvs transferred through the connection?


#3

ok i confirmed it. no uv information is transferred to maya! thats a big problem since hair likes uv info. So the only solution here is a transform connection and use a maya hair base. I managed to get around the uv limitation by using a wrap deformer to drive a mesh in maya with the messiah connected shape. it runs very slowly though and still has some issuesl… I think we need uv support at the very least. The transform connection needs a bit more tweaking imo.

Im also counting on the transform connections to attempt an intermediate rig in maya, that would capture transformed nulls to base the skeleton movement on. that way i could drive a skeleton in maya using messiahs transform info. My goal is to have the keys i create in messiah, show up in maya. A different approach to the transform connection would be to write the keys you create in messiah directly into the corresponding channels of the object in maya? I dont know how feasible this would be, but maya also has the unit based coordinate system so the math should work out right?

One benefit for an intermediate rig would also result in your ability to use the same animation in messiah to drive characters with different proportions… etc. blah blah blah


#4

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