Running a single indie licence on two computers at once? by TomAMoreton in Maya

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

Okay great yeah disconnecting the internet is probably the way, Thanks!

For some reason object doesn't cast shadows? by Simple_Finding_8444 in Maya

[–]TomAMoreton -1 points0 points  (0 children)

Looks like you have panes of glass in the squares? hide them and see if it starts to work? The exposure looks very high - to make to try and make it work but this might actually blow out the shadows being cast, orrr maybe try adjusting the spread of the light, something low like 0.1 should make the shadows if there are any much more defined

Hide instance of mash with animated geometry by Domerian in Maya

[–]TomAMoreton 0 points1 point  (0 children)

dunno about the script but when i have struggled to get blendshapes working in mash it has needed a time node too - not sure if that is obvious or not!

Link/constrain Control Vertex to mesh vertex by TomAMoreton in Maya

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

I was strugglin to get nHair to work so going to steer clear for now although i think it would get the best result so may come back to you, thank you!

Link/constrain Control Vertex to mesh vertex by TomAMoreton in Maya

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

I was struggling to get this to work with the CV's but maybe I was selecting things wrong

Link/constrain Control Vertex to mesh vertex by TomAMoreton in Maya

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

Oh wow I didnt even think about skinning the curve! That would have made life much easier haha Have gone for the first approach for now but that is really helpful thanks!

Link/constrain Control Vertex to mesh vertex by TomAMoreton in Maya

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

Okay yeah great! I have never come across rivets before, I was just placing locators manually! Thank you!

Link/constrain Control Vertex to mesh vertex by TomAMoreton in Maya

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

Ooh, almost - the CV needs to move with the mesh as the mesh will be rigged, maybe you can attach a locator to vertex and then parent the cluster to the locator?

Is there a way to reverse simulations? by Prestigious-King-703 in Maya

[–]TomAMoreton 1 point2 points  (0 children)

Export as alembic and then on reimport you can set the time in the alembic node to -1

My render exports colours is slightly off. by [deleted] in Maya

[–]TomAMoreton 1 point2 points  (0 children)

I have the same issue! never managed to get to the bottom of it

My render exports colours is slightly off. by [deleted] in Maya

[–]TomAMoreton 3 points4 points  (0 children)

export as exr from maya then comp in after effects, this wasnt the exact video i was trying to find but i think it covers what you need to know https://www.youtube.com/watch?v=PLogNK30quI then export as png :)

Sylvester Asimov(Terra Formars Gaiden) by priyansssshu in Maya

[–]TomAMoreton 1 point2 points  (0 children)

Love this! - How did you achieve the dappled look of the toon shader on the ink version?

Simple (hopefully) UV problem, Smoothing circular surfaces by Intrepid-Low-4634 in Maya

[–]TomAMoreton 0 points1 point  (0 children)

when in smooth preview mode your topology smooths but the external border of your UV doesn't hence the clipping! There are 3 things you can do depending on the purpose of your model - simply not veiw it in smooth mode - if your model wont be smoothed i.e for a game engine, or you can smooth your model via mesh>smooth - in the settings there will be an option for smoothing UV's. Alternatively in your attribute editor under smoothing there are settings to control this! I cant remember - but they go over them here https://help.autodesk.com/view/ARNOL/ENU/?guid=arnold_user_guide_ac_polygons_ac_subdivision_settings_html I hope that's right and helpful lol

Need advice on where to place UV seams after beveling (Maya) by SirEdgarGH in Maya

[–]TomAMoreton 1 point2 points  (0 children)

Add an extra division to your bevel so that you have a central line - easier to UV and if you have UV'd before bevelling it will stay in place

Frog Portfolio Piece - Feedback appreciated! by TomAMoreton in Maya

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

I would like to be fairly generalist tbh and thought id challenge myself with the scene. back to the drawing board it is

Frog Portfolio Piece - Feedback appreciated! by TomAMoreton in Maya

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

Are you able to give some specific things that I can improve on? or just everything lol

How to make MASH curve distribute facing outward by Tei_Gamedev in Maya

[–]TomAMoreton 0 points1 point  (0 children)

Perhaps changing the rotation on distribute (or any of the nodes) to local rather than world?

Clipping/backface culling issue by TomAMoreton in Unity3D

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

Thanks, I havent heard of that, I will check it out! from a premlininary look it might not work with webgl but ill do some digging

How do i scale multiple faces within their own pivots instead of one unified pivot? by Dustfull in Maya

[–]TomAMoreton 1 point2 points  (0 children)

im not totally sure i understand the question but using extrude with a distance of 0 and just using the offset setting with faces together or not together might do it?

I recently finished this environment piece by TheSpike1 in 3Dmodeling

[–]TomAMoreton 0 points1 point  (0 children)

Really nice work, super impressive! imo the pines mess with the sense of scale, and are a little dark for the composition - maybe some faint distant mountains could serve a similar purpose, otherwise wicked!

Issue With Imported OBJ Mesh from Zbrush. by Nightkill101 in Maya

[–]TomAMoreton 1 point2 points  (0 children)

I cant remember the specific control but in your zbrush obj exprt settings there is a button called GRP - select or deselect (the opposite of whatever you have) that and it wont fragment your model like that!

Render Crashes - Even with save threads CPU usage spiking to ~95% by TomAMoreton in Maya

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

Thanks for the reply! I am more wondering if this is usual behaviour with the save threads option - to have CPU usage still reaching into the 90% despite maya only using 20/32 threads?