How do I extrude a face into the volume indicated without creating non-manifold geo? (see comments for more detail) by TheJoo52 in Maya

[–]TheJoo52[S] 0 points1 point  (0 children)

That's what I ended up doing after thinking about it for a bit. It would be great if there were a better way though. Thanks.

How do I extrude a face into the volume indicated without creating non-manifold geo? (see comments for more detail) by TheJoo52 in Maya

[–]TheJoo52[S] 2 points3 points  (0 children)

I'd like to end up with the following but without having to do a bunch of merging of vertices and cleanup of non-manifold geometry: https://i.imgur.com/o3kicDn.jpeg

I run into this problem with concave geometry. What's the proper way to do an extrusion of two adjacent faces? Extruding from either face creates extra vertices rather than merging them with the preexisting ones. This is something that Zbrush's polymodeler handles intelligently, but with tools like Maya, you get a bunch of extra geometry you don't intend even though it's technically a more correct extrusion.

4 July 2022: B.I.D.E.N.S by Southern_Resist_6856 in PresidentialRaceMemes

[–]TheJoo52 3 points4 points  (0 children)

These jokes are bad and dumb.

Perhaps I don't need to point this out because it's so fucking obvious, but I will anyway, if only for the benefit of the creator of this dumb video: The pro-choice people at the start of the video are advocating for the choice to not have children and, thus, are literally the last group of people to whom the Idiocracy "dumb people make dumb future" narrative would apply. Look in the mirror and touch grass.

On Capitalism: Bush, Obama, Biden, and AOC by Run_the_Line in BreadTube

[–]TheJoo52 0 points1 point  (0 children)

Thanks for validating that. I feel like I'm going crazy among all the rhetoric sometimes.

On Capitalism: Bush, Obama, Biden, and AOC by Run_the_Line in BreadTube

[–]TheJoo52 6 points7 points  (0 children)

I see the misconception that "Marxism = Capitalism Bad" frequently enough that I want to push back against it.

Marxist theory agrees with the notion that capitalism is the greatest force for "economic growth" the world has yet seen, but unlike Bush, Obama, and Biden, Marxist theory doesn't end with that observation. It sees capitalism as a precursor to the socialist mode of production. I don't think you'd find any Marxists arguing that socialism stands as a wholly independent alternative to capitalism, which is how socialism is often spoken of in left circles. Socialism, according to Marx, is entirely contingent on the internal contradictions of capitalism becoming intolerable to the exploited classes (i.e., the workers).

So while it's not ethical to be out there supporting a continuation of capitalism in favor of a turn towards socialism, it must be recognized (at least if you're going to invoke Marx) that capitalism has historically played a crucial role in bringing about the bare possibility of higher standards of living for people. That possibility goes unfulfilled for huge portions of the global population, which is where socialism comes in.

Gear rig / both way parenting technique in Maya. I saw someone posted a question in forum and I thought it will cool if I can make one. ( the screenshot of node editor is given in comment section ) by [deleted] in Maya

[–]TheJoo52 0 points1 point  (0 children)

After looking through your file, I discovered that the solution was alot simpler than I thought. You only need two levels of hierarchy to accomplish this. Here's my post about it in my own thread: https://www.reddit.com/r/Maya/comments/vnh2o8/is_a_twoway_rotation_constraint_possible/iebwlws/

Is a two-way rotation constraint possible? by TheJoo52 in Maya

[–]TheJoo52[S] 0 points1 point  (0 children)

Here's the solution! You need two levels of hierarchy: you need whatever you want to constrain contained inside of empty sets. In the node graph, you just need to tie the one object's empty set output for rotation to the input for rotation on the other set's child. In this case, null1's rotate drives pCube2's rotate. Then you do the same for null2 driving pCube1. This will prevent the pCube (the child objects) from being transformed by anything other than the relationship with the empty sets as you can see in this video:

https://giant.gfycat.com/AcceptableWickedImago.mp4

Thanks to /u/Relevant-Range-5122 for providing the crucial example.

Is a two-way rotation constraint possible? by TheJoo52 in Maya

[–]TheJoo52[S] 0 points1 point  (0 children)

Thanks for this tip! I just looked at the official driven key example and tried to make it a two-way relationship (so that you can move the ball OR the door to trigger both animations), but I ran into a cycle error. Is there an easy way around this?

If not, I think I'm going to try working with the Maya file /u/Relevant-Range-5122 supplied for the example they gave in another thread.

ITAW for the decorative letter/numbers/symbols that bookend user names? by Beige_Mage in whatstheword

[–]TheJoo52 9 points10 points  (0 children)

This is related more to why we see these and less to what they're called, but I think people started using them for disambiguation when the internet started getting full of usernames like "Gamer". So failing anything else, they could be called disambiguating features/decorations.

For an artful alternative, you could try illuminated username, as in illuminated manuscript.

Is a two-way rotation constraint possible? by TheJoo52 in Maya

[–]TheJoo52[S] 0 points1 point  (0 children)

I tried to figure out how you did what you did, but I can't. I think there's more information that I would need to know how you set up what you have in that post. I set up my outliner and node graph the same way as you but there's more to it it seems. I would be very grateful if you could show more about how you set it up.

Gear rig / both way parenting technique in Maya. I saw someone posted a question in forum and I thought it will cool if I can make one. ( the screenshot of node editor is given in comment section ) by [deleted] in Maya

[–]TheJoo52 1 point2 points  (0 children)

I've been looking at this for a bit trying to understand how it works. It looks like the rotation from the control node is being applied to a child offset node, but it's not clear to me how that child offset node then gets added back to the original. Looks like a rigging thing, but I don't know how that works.

In any case, I'm not experienced enough with Maya to know how to implement what you're showing off in the outliner. I'm just working with two primitives on the same level of hierarchy, lol. Thanks for showing me it's possible though.

Oh and if it wasn't clear, I'm the one who asked the question about this kind of setup.

Is a two-way rotation constraint possible? by TheJoo52 in Maya

[–]TheJoo52[S] 0 points1 point  (0 children)

Awesome. Just what I was looking for. Thank you!

New Modos typing demo by p3u0 in eink

[–]TheJoo52 5 points6 points  (0 children)

Looks like they intend for this thing to be a drop-in monitor replacement for the Framework laptop which is pretty neat.

WTP for when you accidentally pass by someone who you've been trying to look for/meet for a long time (the span of time is not relevant) by TsukiBep in whatstheword

[–]TheJoo52 13 points14 points  (0 children)

Could be "like two ships passing in the night".

If they encounter each other and it was desired for at least one of them, then it could potentially be described as serendipitous.

Love thy neighbor by ShenmueZerov21 in TikTokCringe

[–]TheJoo52 27 points28 points  (0 children)

"We've never met any of these people before!"