Maya API and Applied 3d Math Videos

My Maya API videos will soon be released. I’ve gotten word that they will be open to the public very shortly. The Maya API series is about 6 hours worth of video covering several topics from creating commands, contexts, locators, deformers, file translators, and dependency graph nodes to working with callbacks, multi-threading, attribute editor templates, and distributing your plug-ins.

I’ve also created an Applied 3d Math video series. This series is a little over an hour and covers how to actually use 3d math with practical examples. This isn’t your typical how-to-multiply-matrices math tutorial. I don’t even go over how to multiply matrices! The focus of this series is how you can apply 3d math in your day-to-day work.

Stay tuned for the actual release. It should just be a matter of days.

Draw Curve Context

This is a demo of a Maya context that I developed as part of my upcoming Maya API instructional video series. It draws curves from a mesh. It could be used to draw hair curves or something along those lines. The video series should be available around January 2012.

Free cvShapeInverter Tool

I put up a free shape inversion tool available here. cvShapeInverter is a script and deformer that can invert a shape through a deformation chain so the shape can be applied as a front of chain shape. This has the same functionality as Christian Breitling’s correctiveShape plug-in. He stopped providing it after Maya 2008 so I’m providing a Python version that doesn’t need to be compiled.

Updated Sticky Lips Deformer

This is an update of my sticky lips deformer. In an attempt to make the deformer more automated, I’ve implemented a mode where the vertices stick on contact and then fade off with time. The original mode is based solely on distance and so would stick together even if the mouth was on its way to being closed. The frame stuttering is from the Camtasia settings. The deformer runs in real-time.

UV Blendshape Deformer

A deformer that blends one mesh to another based off of UVs. Mesh topology can differ and you can optionally maintain the initial offset between the two meshes. Uses include transferring existing work onto another mesh. The demo shows transferring shape work from one face to another. The faces have different vertex counts and topologies but share the same UV layout.

Vertex Snap Deformer

A deformer that can drive subsets of a mesh with other meshes. Uses include driving a body with a blendshaped head or driving larger meshes with a heavily rigged subset of the mesh. This can increase performance as the heavy rigging isn’t affecting the larger mesh.

Sticky Lips Deformer

This shows a deformer that attracts vertices to a nurbs curve using a distance-based falloff. It can be used to create sticking effects like sticky lips. Various attributes can be adjusted and animated such as falloff, distance threshold, magnitude, etc.