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It's also a joy to work with. It's smooth and responsive and targeting lights or tweaking materials is fun and fluid. Viewport 2 enhancements help to visualise a project without the need for time consuming test renders.
Not new to Maya but well worth a mention are the animation motion trails, which can be seen and manipulated in the viewport, all with motion blur and depth of field available, as well as the area lights, ambient occlusion and other viewport 2. Motion curves are essentially splines that define the movement of an object over time.
Think of them as rails and the object being animated as the train. You can pick points along the rail and move them around, adapting the movement to the needs of your scene. This is incredibly powerful way of working and feels somehow like a mix of digital animation and hands on stop motion animator. Lets get physical Maya has finally jumped on the bandwagon and joined the plentiful amounts of applications who have turned to Bullet dynamics.
Bullet is an open source simulation system for both rigid and soft bodied objects, which are easy to setup and result in accurate, as well as, predictable animation. Maya appears to be one of the last of the main applications to add it to it's feature set but it does so well. The bullet toolset is a simple one. It can be as simple as defining two objects as rigid bodies and hitting play. That will get you one object bouncing off another but don't let the simplicity of the tools trick you into thinking they aren't both powerful and versatile.
Bullet is one of the easiest dynamics systems around and it is gaining in popularity for a reason. Fast, efficient and accurate. Only a few tools are needed for Bullet to produce high quality dynamic results. Hair raising effects Second up for dynamics in Maya is nHair. Maya has a infied dynamics system, which means that each part of your scene will react to others and now Maya's hair has been added to that overall system.
In Maya , it is very easy to use the hair system to add grass to a scene or hair to a character then make this part of a dynamics simulation. You could use bullet to bounce a ball along the ground and nHair will allow the ball to move the grass blades as it moves through them. Similarly a hairy creature could be animated running through a scene and it's hair would interact with it's surrounds.
Use dynamics to roll a rock into a natural position using nHair to generate the grass. Character creation Although Maya has spent some time at the top of the heap when it comes to character animation, Autodesk have kept on top of things, refining the tools and adding to the software's capabilities. Maya brings us improvements in skinning, with the new Heat Map method, which recognises overlapping points, which should not be treated as part of the same area of geometry. If you have a model posed so that an arm overlaps the chest, for example, then heat map skinning will realise this and will create the skin, so that the arm bones do not effect the mesh around the chest.
This could save hours of weight painting in itself and if you are a character rigger then this alone is probably worth the upgrade price. Next up and something we predict will find it's way into most applications very soon is Alembic.
This is a system for cached animations that are essentially treated like an xref, which can be read by various parts of a production pipeline. Alembic was written by Sony Imageworks and has been production proven on a number of feature films, so rest assured it does what it says. Sony developed the open source Alembic system for easing the production process.
Timeline tactics Certain dynamic simulations work via the timeline, such as bullet, so jumping to a frame can break the simulation.
But what if you need to work on a frame range in the middle of your timeline? This is where Alembic comes in. You export the bullet sim as an Alembic cache and delete the original mesh and bullet setup up. Re-import the cached file and continue working, with the ability to scrub through any part of the timeline you need to work on, without worrying about broken simulations.
This can be useful for one man studios but will soon become an absolute necessity in larger groups, as it solves many problems faced by production pipelines. Although there is a lot of information in the slightly cluttered GUI, it is more refined and easier on the eye than previous releases. Written by Rob Redman. For more information or to buy Maya , visit the Autodesk website.
System specifications Minimum Specs: We like bullet dynamics for it's ease of use and fantastic results. I will update more information as it becomes available. I have found no other source to verify the story, nor have I heard back from Autodesk.
Hey guys! My name is Shawn McClelland and I am a product designer over on the games solutions group. I'll pause in case people would like to throw any objects at me upfront. As far as the 25k poly limit goes this is purely on export so the FBX file will not store anything larger than 25k. You could stuff a gigajillion polygons into a Maya LT scene and still save out the LT file and have zero issues but when you want to export that out to your game engine it needs to be packed in 25k chunks.
We felt that limiting the contents of the scene was dumb but wanted to manage things on export a bit better so that's the reasoning there though we're not adverse to hearing your input and changing this to suit your needs. With regards to the scripting I will say yeah it's a bit of a bummer and I totally get the disappointment of some tools guys or folks that like to rely on third party scripts floating out there on the web. We've heard this feedback and it's loud and clear to us that you need a scripting solution as part of this offering so we're going to see what we can do here.
Your feature list isn't actually all that far off from what LT provides We did our best to provide a feature set that was enticing to the non-highend crowd so we removed things like rendering features, dynamics and various other things that cause a ton of UI bloat but aren't really all that useful to the indie, mobile, casual games developer or the freelance modeler.
For third-party stuff we have a few ideas we've been mulling about but I don't think I can go into specifics just yet but if there are plug-ins you feel are a necessity to your work please let me know and I'm happy to work with dev on it.
For Rendering output we're relying on the VP2. Turtle is also provided for map baking needs as well and we've got a pretty sweet build of ShaderFX included as well that will let you build node networks for surface shaders. Hopefully I've answered some questions and concerns here.
If you have any further questions please don't hesitate to ask me via these forums or you can reach me direct at shawn dot mcclelland at autodesk dot com. If you're interested in becoming a beta tester you can also email me about beta participation and I'd be happy to get you added to the LT program.
Cheers, Shawn It basically confirms the majority of what was said earlier. They are listening for feedback though, so if you strongly disagree with the 25K limit or removal of scripting for example, let them know!
Autodesk has introduced Maya LT, a new 3D animation product based on their award-winning Maya software. This new product also brings with it a subscription pricing model that they hope will make it more affordable to indie developers. Indie developers, whether working for mobile, PC, or web-based games, need a professional 3D animation software that can be used to create 3D and 2D assets to be used in game engines. Autodesk has developed Maya LT as a new product whose focus is on the needs of indie game developers. It brings the established tools of Maya into the affordability range of indie game developers and also allows them to import assets that were created in Maya proper as well as OBJ and FBX , giving them access to thousands of available models from sites like Turbosquid. I have been advocating for an indie friendly version of Autodesk products for a long time, as they are easily the most expensive aspect of the game development tool chain. This release certainly lowers the price, but does it lower it enough? The monthly and quarterly licenses are certainly a great option for short term game development and complement the Adobe Creative Cloud offerings nicely. But… What exactly do you give up for that savings?