"This crash screen you send to autodesk does not send enough data to get a repro scene out of it."
No, but should have enough information to detect problems. That's the reason this screen exists, right? What you're saying is that crash screen is useless unless you provide a sample of the scene. So why have it then?
Well, Maya might often crash on a new system with an ongoing work started in a fresh new scene. We're working on new projects, so there are no old rigs, premade assets or custom scripts... It's just work with maya assets themselves!
If you wonder how to easily correct the dual Quaternion skinning bulge artefact in Autodesk Maya this is your quick fix. To avoid the rubbery look of the so-called Linear Blending skinning, Maya has introduced Dual Quaternion Skinning (DQS) which does a great job at preserving volume. However, when used correctly after a "heat map" or "geodesic voxel" binding, Dual Quaternion Skinning will often exhibit bulging around joints. That issue is typically fixed with tedious weight painting or other time-consuming methods.
I know a lot of you are familiar with this infuriating problem. You have created render layers for your shadow pass, rim pass, AO pass, matte passes, what have you; and the overrides you've created have broken. You go to your beauty pass, and suddenly the rim shader or something is on the character skin. Or, perhaps maya says you can't even view the other layers because its all broken.
ask autodesk maya what is a curve what do you need it to do would be a good start, bet they havent asked that question ever at autodesk, the only people who ever did in mayas history worked at alias in th early 1990s.
other than that duplicate every maya curve to fix it as an offset, use a curve off a surface, just dont
use acurve by itself, mayas curves were originally designed to connect 2 surfaces, a direction wasnt required then, they just never owned up to it on the box.
a solution to mayas motion path, flow path twisted ffd mess default.
1)centre pivot 2) freeze transforms of geo and start curve
3) draw your start nurbs path curve
4)offset that curve
5) select both curves create poly loft with quad count div2
6) select the middle edge loop
7) modify convert edge loop to nurbs curve using ep1 (not sue if a nurbs curve smooth would actually be better)
8) use that curve as your motion flow path constrain, works all cases except object up that still has twisted ffd.
then wonder why maya persists along this path to parametric oblivion.
could you even do the steps 1 to 8 in mayas node editor, i doubt it centre pivot,freeze transforms, or add anurbs curve vector,how?
its not a question of wether it will happen, only when.
look at their current node editor usability to confirm that
And then what we could do is we could go and grab the right or the left hand, create a new layer, and remember to click on the right layer that you're in. And here, right, we're gonna add a keyframe right here, right at the clap point. We're gonna move this back a little bit, add a keyframe, and there we go. Look at that. So now it is clapping. She is clapping, right? She's tapping her head, she's clapping. Everything looks good. We could go in and additionally see this, all this clipping that's happening here, right? Of this arm. So we could go in and we could fix all of this, right? So I would create a keyframe right here, right when the arm lands, maybe we just give it like a little space, right? Oh, and this is why this workflow is so powerful, right? We can just correct that wrist and now it's not clipping. And if we want that to end, we would just add another keyframe and zero it out. Although, you know, maybe it's not ready to be zeroed out. Maybe we would do that keyframe, zero it out right there and we fixed some clipping.
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