Every so often you come across a portfolio website that absolutely blows your mind, and this is one of them:
The website is so slick and professional, and the actual work is of extremely high quality, check it out!
You gotta problem...? Well I probably did too.
Every so often you come across a portfolio website that absolutely blows your mind, and this is one of them:
The website is so slick and professional, and the actual work is of extremely high quality, check it out!
I came across a pretty cool new zealander who is hosting a lot of his tools on his own personal website. Thought it was worth a link :)
'foo' is 'foo'
True
'foo' == 'foo'
True
'foo' is 'foo2'[:-1]
False
'foo' == 'foo2'[:-1]
True
'foo' is 'Foo'.lower()
False
'foo' == 'Foo'.lower()
True
0 == 0.0
True
0 is 0.0
False
0 is False
False
0 == False
True
not 0
True
Thanks to Joe Hornsby for providing these excellent examples.
So, "it ain't 2005 anymore", and quite rightly so.
Why spend time creating a bespoke tool, if there's something out there already that's free, great, and gets the job done?
Dreamwall Anim Picker is a free and intuitive tool that allows the construction of an animation picker for rigs within Maya. It's really good, and I think it will save you a lot of time, check it out here:
https://github.com/DreamWall-Animation/dwpicker
The Issue:
// Error: line 1: The undo queue is turned off.
:(
The Fix:
In script editor, on a python tab, run:
cmds.undoInfo(state=True)
:)
I discovered a new time slider preference today that blew my mind slightly;
'Snap to whole frames'.
When you turn this off, as you scrub through the time slider you are able to see how your frames interpolate from one, to the other. Particularly useful if you're trying to debug euler/gimbal issues!
The Issue:
Hey! My prune weights aren't working! :(
The Fix:
Yeah? Have you tried unlocking your weights?
Want to know a secret?
"*"*100 takes me about 1 second to type.
Why not wrap it in a print?
print("*"*100)
print("var_a:", var_a)
print("var_b:", var_b)
print("var_c:", var_c)
Result:
//****************************************************************************************************
// var_a: pineapple
// var_b: 64
// var_c: <__main__.Dog object at 0x00000248A53D7748> #
//************************************************************************************************
Isn't that easier to read?
The Problem:
I need to change all paths in a Houdini scene file due to a drive change - oh no! All my nodes are invalid, my scene is broken and everything is on fire. Or is it? No its not, i'll tell you why:
The Fix:
1.) Windows > Hscript Textport
2.) Type opchange YOUROLDLOCATION YOURNEWLOCATION
(press enter)
And there you go, all nodes referencing YOUROLDLOCATION will have search'n'replaced it with YOURNEWLOCATION. Magic. Everything fixed. :)
I recently found a great tutorial on created live-collision joints using Mayas in-built muscle system nodes. I thought this was a really clever solution as it is importantly real-time, meaning animators can see the output immediately, and it utilises nodes already existing within Maya.
To read up on how to create this awesome looking system, take a look here:
http://www.rihamtoulan.com/blog/2018/3/24/faking-collisions-with-joints-based-setup-8snd2
Python generators were something that alluded me for quite a while. A spooky concept that didn't seem necessary. However after using Coroutines in C#, it sort of became a little more clear.
Then, recently I stumbled across an excellent blog post explaining what generators do, how and when to use them:
Check it out!
Towards the end of last year I took part in Creative Assembly's GameJam, and it just got announced that our team won! Hooray!
This year's theme was 'Animal Rescue' inspired by Creative Assembly's charity of the year, so we decided to put a spin on the theme and make a game about an animal (Noah the pigeon) rescuing humans onto his ark. We had a total of 48 hours to make the game.
The idea for the gameplay is to launch Noah the pigeon via a catapult click & drag mechanic to connect a tightrope to pins scattered throughout the level, thus creating a path for the humans to walk across and board the Ark.
Alex Tavener(me) - Art (pigeon, ark, background)Ross Harrop - Art (humans, environment)
Chris Kemp - Programming
Chris Kozlowski - Audio
William Fynn - Moral support & ideas consultant
GG!
Let's say you have a subnet, with near identical parameters to multiple sub-nodes within. How do we go about linking them all? We could tediously, arduously right click > copy > right click > paste relative references for every attribute we want to copy, or...
1.) Open up 'parameter interface' of the subnet, and go to the 'channels' tab
2.) Under 'Linked Channels', type subNode/subNodeparameterName Do this with all nodes you want to link. I found that you can quickly iterate through nodes using a simple IDE/text editor. ONCE FINISHED TYPING, PRESS ENTER! THIS IS INCREDIBLY IMPORTANT!
3.) Click 'Apply' - That's it, all your nodes are now linked via the main subnet node.
For multiparms this functions a little differently, insofar that these 'connections' must be made during attribute instantiation on the master node. If you try to edit/append/remove after the instantiation of the multiparm master attribute, it will not make any changes to the sub node attibutes. I can only assume this is a bug.
Also, occasionally these 'Linked Channels' will appear on the 'Parameter' tab instead of 'Channels'. Pesky Houdini.