1. Zbrush Polypaint importer for Maya / Free


    from Kidintwo3 / Added

    12K Plays / / 61 Comments

    Simple plugin for importing polyPaint from Zbrush to Maya. (no uv's needed) Download link ( v0.3 ): https://db.tt/GqY19OcB 2015 (Mac 64-bit) 2015 (Windows 64-bit) 2014 (Windows 64-bit) If you use it commercially, give a shout out or something :) Music: Monstercat / Aero Chord - Surface

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    • Flex for Autodesk's Maya


      from xDreamer / Added

      13.3K Plays / / 25 Comments

      FLEX: General purpose feather system for Maya – Plugin Development ----------------------------------------------------------------------------- Technology: C++, Maya API, MEL ----------------------------------------------------------------------------- Description: Main Features: • Non-Destructive workflow • Interactive modification • Applying animation using key frames and dynamics • Styling using control curves • Pipeline friendly; Saves and Exports feather data to attribute maps and Maya’s geometry cache Flex Pipeline: Stage (1) – Sample distributing • [ Particle Repulsion ]: Distributing samples using particle repulsion algorithm • [ Uniform ]: Distributing samples using uniform methods including grid and padded grid • [ Paint Samples ]: Painting samples using Artisan for greater control over samples distribution • [ Randomizing Samples ]: Adding chaos to samples using various methods including noise and randomization • [ Cut and Density Maps ]: Applying Cut map to remove samples; Applying density map to alter density of samples Stage (2) – Flex geos scattering • [ Spine ID Editor ]: Defining Edge Spine ID for flex geometries • [ Flex Scattering ]: Scattering flex geometries over samples using various options including Instancing, initial orientation, etc. Stage (3) – Tweaking and Editing Flex geos • [ Flex Replacing ]: Non-destructive flex geometry replacement using various options including map, range and deep mode • [ Flex Attributes Mapping ]: Setting flex geometries attributes by mapping to files and textures • [ Randomizing Flex Attributes ]: Adding randomization to flex geometries attributes • [ Flex Initial State Editor ]: Setting flex geometries initial states after tweaking and editing Stage (4) – Flex Partitioning • [ Flex System ]: Defining various flex system for greater control over flex geometries (Wing, Body, Chest, …) • [ Flex Active Mode Editor ]: Setting active flex mode including Guided (Control Curves), Passive (Interpolated), Static Stage (5) – Styling • [ Guided Flex Styling ]: Styling passive flex geometries using active guided flex geometries Stage (6) – Dynamics / Animation • [ Set Collision ]: Attaching geometries to flex systems as collision objects • [ Connect to Field ]: Connecting Maya’s fields to flex systems Stage (7) – Exporting Cache • [ Flex Attributes Exporter ]: Exporting flex geometries attributes using texture maps • [ Flex Cache Exporter ]: Exporting flex geometries animation to Maya’s native geometry cache format =========================================== Please visit my website for breakdown and detail: http://cgdna.com/​web Thanks for watching ! :)

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      • Barana - 4Wheel Vehicle Autorig (Installation and Using)


        from Madoodia / Added

        3,905 Plays / / 24 Comments

        [Email me before purchasing] [madoodia@gmail.com] This is Tutorial of using the 4Wheel Vehicle Autorig Plugin that is uploaded here: Autodesk Exchange (Available): (2014, 2015) http://apps.exchange.autodesk.com/MAYA/en/Detail/Index?id=appstore.exchange.autodesk.com%3a4wheelcarsautorig_windows32and64%3aen gumroad.com: https://gumroad.com/l/hfGr CreativeCrash: (2013, 2014, 2015) http://www.creativecrash.com/maya/plugin/vehicle-autorig-4wheel-for-vfx Brake Caliper added: https://vimeo.com/96989529 [Please Email me if you have problem with its cost or have any idea...] note: it is available for maya 2013, 2014 and 2015 (windows platform), i'm developing it for other versions of maya and probably other platforms. Studios that used it: http://ntropic.com/ http://www.polygoncgi.com/ http://koffeecup.net/ http://general-gau.com/

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        • Diaspora: Personally Controlled, Do-It-All, Distributed Open-Source Social Network


          from daniel grippi / Added

          225K Plays / / 23 Comments

          We take a little time to discuss our reasoning behind Diaspora. More info at joindiaspora.com.

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          • Wasim Khan-CharacterTD-Reel2011


            from Wasim Khan / Added

            3,006 Plays / / 21 Comments

            AutoRig features: * IK/FK stretchy Spine - Stretchiness is blend able with volume control * IK/FK stretchy Limbs – bendable limbs with volume control * Can build multiple limbs and spines * 2 different leg setups (Traditional Pole vector or No Flip Leg) * Auto heel placement or Custom heel placement * Animator Over drive FootRoll. No need for the TD to adjust SDK's * Quadruped leg setup * Dual Layer finger setup * Supports end numbers of finger arrangement * Auto Scaling of controls * Auto naming controls based off what side the joints are created * Eye setup (World or local inherited) * Dynamic tentacles * Dynamic parent switching (ex. IK arms parent to different parts of rig) auto snap * Creates all necessary groups for each rigging part * Animator Proof (Sensitive objects get hidden and locked away, "Show all" proof ) Animation GUI features: *Button Highlight for animator weather animator is selecting from UI or in viewport. *IK/FK match * Dynamic parent space * Attribute reset , set key and delete key option on every button. * Global Attribute reset , set key and delete key. *Mirror pose . * Finger easy selection. FaceTweaker Tool * Generate guide for on face controls. * Visualize max distance for vertex membership and performance. * Interactive vertex membership display. * Fall-mode mode surface and global. * Surface mode follows contour of lips and eye area for deformation, so no need to edit membership or paint weights * Mirror controls and mirror falloff attributes in one click. * Paint and edit membership .

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            • Max Wanted to Tell You a Bit More...


              from daniel grippi / Added

              5,124 Plays / / 19 Comments

              Max is not personal friends with Facebook. More info at joindiaspora.com.

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              • Vimeo Widget Demo


                from Ted Roden / Added

                1,616 Plays / / 17 Comments

                This is a dashboard widget I made using vimeo's new API. That just means that I wrote a little program that uses data from vimeo. This video doesn't really do it justice because when you click view the video or change the preferences, it flips around and looks real neat. Also, the videos play with their original sound. The widget lets you look through clips and even watch them right on your desktop, it's a Mac only thing. For more information, you can see the API forums here on this site: http://www.vimeo.com/api http://www.vimeo.com/forums/topic:1278

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                • Rope generator update


                  from Kidintwo3 / Added

                  3,804 Plays / / 17 Comments

                  A little update on my rope generator plugin Music: https://soundcloud.com/deependmusic/moby-natural-blues-deepend-rework

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                  • MAYA TUTORIAL : How to place correctly the polevector with Python


                    from Marco Giordano / Added

                    1,504 Plays / / 16 Comments

                    Hi , in this tutorial I will show you how to use some vectors math with python in order to find the correct place for a poleVector contol that wont make your chain snap around when you create the polve vector constraint. link to second part : https://vimeo.com/66262994 If you want to be updated on the release of any of my tutorial or plugins follow me on vimeo or subscribe to the newsletter here : marcogiordanotd.com/newsletter.php (Don't worry , I hate spam as much as you do!) here is the created script : from maya import cmds , OpenMaya sel = cmds.ls(sl = 1) start = cmds.xform(sel[0] ,q= 1 ,ws = 1,t =1 ) mid = cmds.xform(sel[1] ,q= 1 ,ws = 1,t =1 ) end = cmds.xform(sel[2] ,q= 1 ,ws = 1,t =1 ) startV = OpenMaya.MVector(start[0] ,start[1],start[2]) midV = OpenMaya.MVector(mid[0] ,mid[1],mid[2]) endV = OpenMaya.MVector(end[0] ,end[1],end[2]) startEnd = endV - startV startMid = midV - startV dotP = startMid * startEnd proj = float(dotP) / float(startEnd.length()) startEndN = startEnd.normal() projV = startEndN * proj arrowV = startMid - projV arrowV*= 0.5 finalV = arrowV + midV loc = cmds.spaceLocator()[0] cmds.xform(loc , ws =1 , t= (finalV.x , finalV.y ,finalV.z))

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                    • Delta Mush Deformer in Maya


                      from Armin Halac / Added

                      3,083 Plays / / 15 Comments

                      My first deformer. Done in Maya using Fabric Splice. More information on www.robotsquids.blogspot.com The model is downloaded from www.hippydrome.com

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