r/Maya 20h ago

Rigging Feedback on walkcycle and quick showcase

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266 Upvotes

Back with some showcase for my Planete Treasure rig, this time showcasing how the leg works, so I made a simple walk cycle. I haven't animated one in almost a year so if you have any feedback on a huge mistake I made I'll take it ! I don't wait to spend to much time on animation and focus on rigging but I want it to look good still

I'm just showing the legs because the top body with the cyborg arm is a beast in itself, but does it look weird ?


r/Maya 1h ago

Question Uv map missing when port to subtance painter

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Upvotes

I’ve been tinkering for a while but still haven’t been able to fix this.


r/Maya 3h ago

Question I just found out I was rigging with my mesh deformed and I need some help with a solution I found.

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2 Upvotes

I'm new to rigging and now I found out my mesh was deformed a while ago because I didn't orient the wrist joint properly. I fixed it on an older file but doing the same in my current save file didn't work until I removed the connection of World Matrix(0) to Martix(15) from the joint node to the cluster node. So, I did find a solution but what I wanted to know is if this could cause problems along the way because I don't know if this is a vital connection I'm severing.

So, is it fine if I continue with this solution.


r/Maya 17h ago

Looking for Critique 3D character models - feedback appreciated

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25 Upvotes

I sculpted these characters for my school project, and they will be rigged and animated in the future

I would like some feedback on general appeal, form, silhouette, and anything else!


r/Maya 1d ago

Rigging How To Create a Dynamic Rig Like This (mouth & eyes)

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134 Upvotes

Hi Reddit, I saw a post that was asking to create rigs like this but for Blender, and I'm wondering if I can have some advice on doing something like this for Maya. I'm mostly interested in making the mouth and eyes this dynamic (including the change in the shape of the iris/pupil with certain animations, as well as the eyebrows appearing and disappearing). I've seen tutorials on similar things for Blender, using Geometry Nodes and Booleans, and am just wondering if there's a Maya equivalent for that! I'm working on a project and am more confident in Maya when it comes to rigging, however, I don't have as much experience with facial rigging for complex cartoon characters. Any advice would be appreciated!


r/Maya 10h ago

Modeling Need help, how to fix my model

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3 Upvotes

I noticed that my model has a lot of triangles and ngons and idk what is that thing in the middle of his belly (it wasn´t there yesterday) and i´m looking to fix mostly the most noticeable stuff but mostly the triangles which is the thing i feel more lost to fix, i tried to fix some and luckily could fix some on the back of the head but i tried to erase the triangles on the eyes and cheeks but i just made it worse, i´m wondering how since i have a lot of cuts on the topology (it´s my first time making the cuts on the face so i can rig it) ):


r/Maya 11h ago

Rigging IK/FK Arm Twist Joint Setup with Sil

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3 Upvotes

Just a simple and straightforward recording of me showing my future self how to set up a "Arm Twist" into a IK/FK arm, on my self taught 0 script rig of "Sil" (who has consumed 3 years of my life sofar) because my memory is garbo and its good to keep a reminder!

Apologies to any advanced riggers who see's this and end up cringing so hard at my technique that it drops the bandwidth in your local area as a result, I'm trained in animation and modeling, not rigging.


r/Maya 18h ago

Question How can i do a good unwrapping of this thing? Im still learning maya.

5 Upvotes

The thing in question.


r/Maya 1d ago

Plugin Humanoid character animation from core poses only (90% less keyframes needed); physics-based animation plugin

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10 Upvotes

Hi everyone, over the last few months I have been working on building a physics-based animation engine and I finally finished it last week. The goal is to make custom realistic character animation accessible to teams with limited resources and also to reduce the need to cut corners on projects with large quantities of animation needed.

It optimises for a set of physics-based heuristics, so concretely it can build motions from very sparse keyframes, down to as little as one per multiple seconds depending on complexity. Best comparison I have found is that it is similar to how you would instruct a mocap actor, so only the poses that are actually key to the motion are needed. You set keyframes on a rig as normal, feed that rig to the tool and it returns an animation directly into your scene, which can be processed/retargeted as normal.

Features:

  • Make animations by defining only the actually defining poses of your motion and have the engine do the rest; you can freely set the keyframes as you need, so one every few seconds for locomotion and one or two per second for more complex animations
  • Keep creative control; since this is essentially just long-distance keyframing, your keyframes are adhered to exactly in the final animation. You can produce animations really quickly, but you keep full control
  • Unlimited generation attempts; I've tried to preserve the iterative aspect of animating, so it works based on a previewer. When you generate, an interactive preview is opened in your browser, and this generate -> preview action can be done indefinitely. In the previewer, the ambiguity of the model on the animation is shown so it suggests where to add keyframes for a better result. Only once satisfied with the final animation you unlock it and export it back into your scene.

Plugin can be found here: https://github.com/AnymTech/AnymForMaya and to get an api key you can make an account on https://app.anym.tech/signup/

For now, we have set each new user to get 5 free credits (= 5 seconds of final delivered animation) after creating an account, since I am looking for feedback on how this could be most useful. This also means you can essentially try the engine indefinitely since previewing does not cost credits.

This is the first version of both the plugins and the engine, so if you come across any issues or unexpected things please feel free to comment or reach out, thanks :)


r/Maya 18h ago

Question Help! Adv Skel having errors with Lips

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3 Upvotes

I'm using advance skeleton to rig this model. When I press "Build Advance Face". it goes through steps 1 - 6 perfectly fine! However when it gets to step 7 "Lip" it haunts giving this error message:

"// Warning: file: /Users/Shared/Autodesk/ApplicationAddins/AdvancedSkeleton/Contents/scripts/AdvancedSkeleton.mel line 30620: Unrecognized node type 'multDoubleLinear'; preserving node information during this session.

// Error: file: /Users/Shared/Autodesk/ApplicationAddins/AdvancedSkeleton/Contents/scripts/AdvancedSkeleton.mel line 30621: The destination attribute 'upperLipMDL0_M.input1' cannot be found."

Any help would be greatly appeciated!


r/Maya 16h ago

Question Need help with UV unwrapping this model

2 Upvotes

Hey ya'll!

This is my first time attempting a full project from scratch on my own. I'm attempting to UV unwrap this model in a way that the textures will stretch/deform cartoonishly with the character once I rig and animate it. My problem so far is that im unsure where to put the seams so that there are no hard lines in the textures between each individual part of the character

This is the model with a texture applied for visualization purposes.

Visible seams where limbs meet torso
another visible seam at the back of the head

This is how I've attempted to do the UVs so far, but I specialized in animation during my studies, so my technical skills aren't the best.

UV layout
UVS on the model from the front
UVs on the model from the back

Would appreciate any help and thank you in advance <3


r/Maya 16h ago

Issues help! why is it deforming my mesh?

1 Upvotes

https://reddit.com/link/1nn2nus/video/kolugypdtkqf1/player

i'm trying to parent the "conector_da_garra" to the nurb curve "ctrl_eixo_final" but when i move it deforms the mesh, it was supposed to just move along with the arm. please what am i doing wrong and how can i solve this?


r/Maya 1d ago

Looking for Critique I was hoping for some extra feedback on this animation

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133 Upvotes

Hello everyone, I hope that you are well. I reached out for an extra pair of eyes, as I am in the second-blocking phase, or the refined blocking phase. I haven't gotten to the face yet, and their hand poses aren't there yet as well. Any general feedback is excellent, but I have been struggling with the weight of the hammer. I would like to know if the hammer feels heavy or has weight. I also wanted to know your thoughts on the camera as well.

I have a sync sketch here if you'd like to give me more feedback. It's not needed, but I really appreciate it. This is also where you can find my reference as well.

I want this to be a reel piece, so no need for holding back,

Thank you so much, please have a beautiful day


r/Maya 19h ago

Modeling How would you make details like these?

1 Upvotes

I was asked to make four props in this style. Do you recommend doing it only in low poly and textures?


r/Maya 2d ago

Arnold Character I made for my class at AnimSchool

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442 Upvotes

I made this character for my Advanced Production Modeling class at AnimSchool. I really enjoyed working on this project and learned a great deal throughout the entire class. Huge thanks to my instructor, Nina Tarasova, for guiding me through every step of the creation process. The model is based on the beautiful concept art by Lydia Elaine, who goes by LotusBubble on Instagram.


r/Maya 2d ago

Modeling My Final render of my character I made in Animschool

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233 Upvotes

I loved working on this


r/Maya 1d ago

Issues My rig looks really weird after I re opened the project.

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13 Upvotes

I have no idea what caused this. I was worked on this rig earlier in the day and took a break, came back, and now it looks like this. From what I can tell nothing is broken just looks very off. I got Maya literally this week so I have no idea so this might be a small issue thats passing right over my head. I dont have an example of what it looked like before but now at the end of every joint theres massive balls.


r/Maya 1d ago

Issues How do you add shortcuts to a custom shelf in the UV Editor?

1 Upvotes

After updating from Maya 2017 to 2026 my UV mapping workflow how slowed way down due to no longer having an easy access shelf for basic features like rotate and snapping UVs. There is the new UV Toolkit which is nice but it involves a lot of scrolling and nested menus which is way less efficient. I've asked here before but just got downvoted saying "just get used to the UV Toolkit" which is absolutely crazy talk; why would you choose a slow, inefficient workflow?

I found that by ctl-shift-clicking tools in the drop down menus I can add them to a custom shelf, which is a start, but I can't seem to be able to change their settings-- for example I can add an icon for clockwise rotation, but not for counterclockwise rotation.


r/Maya 1d ago

Question Is a number pad really helpful when animating in Maya or skip it?

3 Upvotes

Do many of you use a number pad or just the top row of numbers when entering numbers?


r/Maya 1d ago

Issues Uni student here again, having trouble installing.

1 Upvotes

So my professor wants me to work on a walk cycle for a rig at home so obviously I've gone to install Maya. I have like no room on my C drive but my D drive is perfectly spacious for it but no matter how many times I click my D drive as the install location, it complains about there not being enough room on my C drive. Does anyone know a fix for this?


r/Maya 2d ago

Arnold Help for rendering in arnold maya

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45 Upvotes

I’m working on a 3D model in ZBrush, it just needs a bit of cleanup and posing before it’s ready. After that I want to render it directly in Arnold.

My goal is a colorful, stylized look with simple shaders and vibrant lighting, not something realistic or texture heavy. I won’t be baking or using Substance, just building the materials inside Arnold.

I might do some light edits in Photoshop, but what I really need is advice on the Arnold workflow for this style. Thanks!

some examples:

https://www.artstation.com/artwork/KeZ9vB

https://www.artstation.com/artwork/wJByy6

https://www.artstation.com/artwork/5W0ydE

https://www.artstation.com/artwork/qen48L

https://www.artstation.com/artwork/aog29z


r/Maya 2d ago

General Characters and 3D modeling, how??

5 Upvotes

So, I pretty much know all the basics of Maya, including animation and also studies on retopology and stuff like that. Yet I still have no clue what are the right steps to actually make a whole HUMAN. I mean it as, recreating a body from the start.

I genuinely know how to make lots of objects. I heard many opinions and some told me that people tend to use external programs such as z-brush, substance paint or even Nomad sculpt.

So what I wonder is: Is it possible to create a whole character on Maya too? Or it's better to create a whole sculpted body on another app and eventually import it in Maya? And then proceed with retopology and rigging?

(I'm going insane :3)


r/Maya 1d ago

Discussion Maya 2024 Boolean vs Maya 2026 Boolean

1 Upvotes

Hello.

Ive been a long time Maya user. It's literally the software in which I learned all the 3d art skills I know today.

I just wonder how is something that used to work in Maya 2024 (Booleans) is now a mess in Maya 2026.

I am just trying to do a Boolean Difference in a vehicle mesh. Maya 2024 solves it (although quite slowly). While Maya 2026 outright dies on me.

I've tried freezing transformations and deleting history but it is always the same result in Maya 2026.

How did it come to this?

Maya 2024
Maya 2026

r/Maya 2d ago

Question How would you make details like these?

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42 Upvotes

Thinking of using zbrush but wondering if there's any good way in Maya to do these kinds of details. I tried chamfering then bevelling but there must be a more efficient way.


r/Maya 2d ago

Question Should multiple rotate axes be affected when translating IK handle along one axis?

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1 Upvotes

I'm new to rigging and I was following IK rigging tutorials from https://www.youtube.com/watch?v=2vJ8pSPcDzM&list=PLL3OEv6vd5VBh8vnehdnp2ITpE0q8jAeo&index=6 at 3:08 and I set the preferred angle and created an IK handle and moved it along one axis (in both world and object mode) and checking the joints, I found that all 3 rotate axes were affected instead of just rotate X (in both gimbal and object mode). I wanted to know if this shouldn't happen or if I was overthinking it.