Creating a Custom Jiggle Deformer

I have created another video series over at CGCircuit.com. This one is titled Creating a Custom Jiggle Deformer and goes over the creation of a custom jiggle deformer that you can use in your projects. Check it out here. And here is the intro video: ...

Creature Art and Mechanics

We’ve launched! A group of artists and technologists that helped bring “Davy Jones” to life in “Pirates of the Caribbean,” and made everyone’s favorite childhood robots leap into action in “Transformers,” have launched a new studio based in Marin County, CA. The men, formerly Creature and Character Designers from ILM, Digital Domain, and Imagemovers Digital, have launched “Creature Art and Mechanics Digital” (CAM Digital or CAMd). The announcement was made today by the new company’s founding partners Scott C. Smith, Timothy Naylor, Andrea Maiolo and Chad Vernon. ...

CGCircuit Open to the Public

CGCircuit.com is now open to the public. My Maya API video series and Applied 3d Math series are now available for purchase without the need for an invitation. Check them out if you haven’t already. ...

CGCircuit.com

The site creators of CGCircuit.com are ready to let more people in and buy my videos! The videos are finally ready to be sold. However, you still need an invite to register on the site and buy the videos. I have a new set of invites to give away so use my contact form to send me your email if you want in and I’ll send you an invite. The Maya API class is still discounted at $80 until a month after the full public release. ...

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. ...

Reflection Locator

Here is another sample from my upcoming Maya API video series. In the video I discuss custom locators and go through how to implement them. The video series should be available around January 2012. ...

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. ...

Maya Move Brush

For some reason, the Maya artisan tool does not have a move brush so I wrote my own. ...

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. ...

cvShapeInverter

Direct download Starting in Maya 2017, Maya comes with the equivalent command, invertShape.``` import maya.cmds as cmds cmds.loadPlugin(‘invertShape’, qt=True) cmds.invertShape() Description =========== 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](http://www.b-ling.com) plug-in. He stopped providing it after Maya 2008 so I'm providing a Python version that doesn't need to be compiled. Installation ============ cvshapeinverter is a Maya module that can be installed like all other Maya modules. You can do one of the following: * Add the cvshapeinverter root directory to the MAYA\_MODULE\_PATH environment variable. * Add the cvshapeinverter root directory to the MAYA\_MODULE\_PATH in your Maya.env. e.g. MAYA\_MODULE\_PATH += /path/to/cvshapeinverter * Edit the cvshapeinverter.mod file, and replace the ./ with the full path to the cmt root directory, then copy the cmt.mod file to where your modules are loaded from. Usage Notes =========== Pose your skinned model in the pose that you want to correct. Duplicate the mesh and sculpt in your fixes. Select the original skinned model, shift select the corrected model and run: \[py\]import cvshapeinverter cvshapeinverter.invert()\[/py\] An inverted shape will be generated which you can then apply as a front of chain blendShape target. The generated shape will have a live deformer affecting it so edits you make on your corrected mesh will be inverted through the deformer. ...