Maya

Intro: Lesson 10

Wigger Effect Deformer:


Deform → Lattice → R click on scene → Lattice Point → drag the edges points selected to deform the object
→ If on selected points → Deform → Add Cluster (C letter show in scene, that can cluster the selected points during dragging)
In Translate value, type: =rand (-0.45, 0.45) i.e. random value between -0.45 to 0.45
Adjust Cluster position if needed in Attributor Editor → Cluster1 → Deformer Attribute → Envelope
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Re-timing (on Time Editor)

Select the animated object (here is the Beizer Path), go to its Attribute Editor → click Select → Windows → Animation Editors → Time Editor → Add selected content from the scene
Drag the Time Editor above the timeline
Repeat the same steps of othe animated objects layer (e.g. Squashandle, Locator (rocket-aim), cluster, etc)
But use the Create Clip from Selection button to add to the time editor, after clicking Select in their Attribute Editor
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Rename each clip by R click on their orange bar area → Rename Clip
→ Select all and group them (Ctrl+G)
Use the follow button to split the anim timeline in different stages (prelaunch, takeoff, flight)
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Now just drag the length of prelaunch, takeoff and flight to control the time flying on the timeline, instead of adjust every parameter one by one

Control Curve:


Create 2nd skydrome, reduce its intensity and Camera to 0 → Go to File attribute (Color, arrow square) → Color Balance → Alpha Gain to 0
Remark:
For Curve from Type created from Text → Geometry,
Intensity + Camera =Lighting visbility, while
Alpha gain = background visibility
Create Text (T icon), rename as C → Scale down, postion next to Rocket → In Mesh Setting of the text, Create Curve from Type → go to Outliner, delete text layer, drag text curve out, rename as Scene-Ctrl (14:17)
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In Scene-Ctrl layer menu, Attribute → Add Attribute → Long name: name as earth space lightning, set Numertic properties as min: 0, max: 1
Windows → Node Editor → drag space skydrome and earth skydrome in the graph
In scene Ctrl node, L click on its output, Earth space lighting → connect to space skydrome shape node input, Other → Intensity
Now when change the earth space lighting value in Extra Attribute in Scene Ctrl menu, skydrome intensity also changes
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Connect Scene Ctrl ouput this time to Camera of space skydrome shape (the arrow becomes yellow, means there is multiple connections)
press Tab button, type Reverse → connect Scene Ctrl output to input X of Reverse → Input X of Reverse to Intensity and Camera of Earth Skydrome Shape
Can’t connect Camera of earth skydrome from Reverse ouput.... (video from 17:30 to 18:00)
However, Extra attribute button at Scene Ctrl menu button still works for me, the scene between space and earth can be swap and set keyframe to make it change while rocket flying.

Setting up shots with Camera Sequencer:


Panel → Perspective → New camera → Shift back to Persep in Panel, will see the camera in scene that can be moved (Camera attribute can play around focal length value)
Set keyframe by selecting camera layer in outliner → Channel Box menu → select Translate and Rotate XYZ (in most cases) → R click 0→ Key Selected
For shot 2, make camera follow rocket movement: Select both camera 2 and rocket in outliner (choose rocket first, and then camera, or else the parenting will be a problem)→ Constrain (in Animation tab) → Parent Constraint box → tick Maintain offset (keep the camera with some distance from the rocket)
After all camrea shots are created →
Window → Animtion Editors → Camera Sequencer →
Choose shot 1 camera → click Create Shot (1st left icon in Camera Sequencer) → go to the end frame of 1st shot in timeline, R click → Split Shot
→ still in sequencer timeline, R click on 2nd shot (the one just splitted from shot 1) → Change Camera → choose shot 2 → Repeat the same steps for shot 3 and 4

Remark:
Frame rate can be change by dragging the timeline, after choosing the top corner numbers: (24:00)
But once frame rate changed, all actions on timeline has to be amended (in time Editor)
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Combine all shots into single ubercam:
In Camera Sequencer → Create → Ubercam. Then the edited shots sequencer can be viewed in Outliner viewport
(but it has restriction that not allowed Constrain....detail and solution in the clip 28:40)
Remark: Ubercam don’t allow cameras constrained to other objects, in our case, camera/shot 2 and 3 are. (Solution: delete original ubercam → Select cam 2 and 3 in outliner → Key (between window and playback in Animation tab) → Bake Simulation → create a new ubercam, problem should be solved)

Add cloud and smoke with Bifrost FX:
Windows → Bifrost Broswer → Choose the FX wanted → a graph will open, click on some particular Nude to adjust the values, the example here added procedure clouod and smoke trail:
Procedural cloud”
In Bifrost Graph Editor (can open it in Windows → Bifrost graph editor) → Sphere mesh nuke: radius, position, and Cloud volume nuke: Fog value: 5; Detail size (reduce to 0.5, which increase quality of cloud)
Smoke Trail:
Add a cylinder, scale and position just under the rocket, rename it as Smoke Source → parent under the Rocket and hide it
Drag the smoke source in the smoke trail blueprint graph → plug its Mesh to Input Geometry
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Delete the Mesh out connection at the Output nuke, and the whole animated Sphere nuke (shown on the image above, most left hand side nuke):
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For better smoke effect,
1.click on the aero solver nuke, adjust Scene Unit in Meters from 0.1 to 0.05
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2 click on Source Air nuke, change Fluid Detail size to 0.01;
change strat frame and end frame according to timline, tick Use End Frame;
in Air properties, add Initial speed to 0.5, and initial speed direction 0,-1, 0 (for Y direction smoke goes down)
Drag the platform in blueprint, connect it to Collider Geometry:
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In Dissipation influence nuke,. change the rate from 1 to 5 (make the smoke fade away faster)

Preview the video at full speed:
Windows → Playblast
For Full render:
Arnold (top bar) → Render
OR
in Render setting icon → set Start and End Frame
Project Setting → create a new folder and it’s gonna be the saved and rendered files saved
Render (top bar, will show after shifting to Renderering tab at left top corner) → Batch Render

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