Hi Thanks for this great video, I'm curios is there a way for a node to execute a command In Maya? for example when a value of a cube translateX on is Higher then 10 then create new cube. I know it's littel off topic but I would realy love to know if it's possible.
It's definitely possible. You can use a scriptNode, then add a scriptJob to it that triggers whenever cube.translateX changes. You'll need to learn a bit of Python for that. This is actually how I created a lot of the interactive tutorials I released recently.
I have a lot of nodes, 179 of joints, connected to a multiplydivide, connected to a group. I get the message that it exceeds 500 blablabla may not evaluate as expected. Now.. unfortunately, each time I set-driven-key attributes of the control to the joints, maya glitches, when I key I see a black bar stretching along the name of the attribute to the end of the channel box. When I click the input field those bars disappear. Now.. I edit the post inifnirty in the graph editor so that my attribute can exceed hte initial values. However, because of "exceed 500" message I kept getting when conencting the nodes the attributes only respond well to me inputting values manualy, so typing... While what I want to do is hold middle mouse button and drag to change the value. Unfortunatly it snaps to the key values.... I've checked the connections and I am positive the error message is what's causing the malfunction with the set-driven key, as when I replicate the exact same creation in a new maya file with under 500 connections the attribute responds to the middle mouse normally. I've tried to google an answer, but no such luck. I found a post that said to increase the editorConnectionScanLimit to beyond 500, but I don't know how to do that. Googling "editorConnectionScanLimit beyond 500" doesn't bring any explanation on how to find that. Can someone please tell me how to do this?
Do you have objects with modeling history that you can delete? It's likely you have a ton of history nodes which Maya has to constantly evaluate int he background. You can try to increase the scan limit by putting this in the MEL command line: optionVar -iv "editorConnectionScanLimit" 1000; Replace the 10000 with whatever you want, but just be aware that having a ton of unneeded nodes is going to affect your performance anyway. It'd be better to try and prune out the ones you don't need first.
@@Autodesk_Maya Unfortunately I don't have modelling history because I always select my meshes, delete by type history when they are finished. So unless that doesn't delete the history there should be no history on the meshes. Would have been an easy fix. I'll try the command, thanks for telling me about it!
Looking to access the shape node of assets inside a group node, to be able to use in the Render Layers for Maya Arnold. Any ideas on how to do this? I've looked on line and no answer.
It's just the way the nodes are automatically laid out after the unification. If you look closely, you'll see that the arrows still go from one node's Output to another's Input. So for example, if I just moved pCombinedShape over to the right, then all the arrows would be going "forwards" again. That said, don't get too hung up on the idea that all the arrows need to go in the same direction. Some graphs can be complex enough that it's impossible to get them all flowing one way. Instead, just focus on the idea of "following" the connections from one node to another and figuring out what each node does to the info being passed along.
How do I show all the things hidden? Where are my parent constraints? They exists, they're working, but they're not in my node editor and they're not in my outliner. Where are they? I can't delete them.
To see them in the Outliner, you need to disable Display > DAG objects only. Once you can see them in the Outliner, you can simply middle-drag them into the Node Editor.
Hello! Cant help but notice your Home view looks quite different from mine, you dont have that square floor representing the ground/reference, Plus u have a somewhat realistic lighting. How can i set my defaults to make my Home View look like yours?
It's actually a specific scene setup, which I've outlined in this interactive tutorial (requires Maya 2022.1 or later): area.autodesk.com/m/matt-chan/tutorials/Zy55rmqHc
The DAG shows parent-child relationships between objects, which mostly determines how they transform together in relation to each other. The Node Editor shows attribute connections, which determines how they get their values. DAG relationships are shown in the Outliner (not the Node Editor).
drag and drop (whith MMB hold) objects from Outliner to node editor tab, or simply select and press "Input and output conections" button in Node editor.
@@emilybinoy1093 I'm not using the student version here, but there is a student version available that's basically the same thing (including this workflow). www.autodesk.com/education/free-software/maya
@@pakapeta7772 Just look at every other 3D package out there and see how their systems work, maybe cleaner code and more intelligent implementations. never did I ever had to delete history in ether Houdini, Blender or even 3DsMax..
@@pakapeta7772 Even if that is the case.. is just poor user experience.. I think that is just really a really outdated system and in order for them to fix it or make it better, the would have to re write everything from ground up
Such a cool video. So well explained. I use Maya and understand nodes but I couldn't explain like this.
The nodes inside my brain exploded
haahahha!
You really set your inner youtuber free with this one Mr. Chan =)
Great video Matt, you are the best. Thank you so much for explaining this.
A well-made tutorial video, thanks!
Can you show us your scene setup in viewport, plane, lights? Looks like nice environment for modeling. Tnx.
great info sir that's much needed
Hi Thanks for this great video, I'm curios is there a way for a node to execute a command In Maya? for example when a value of a cube translateX on is Higher then 10 then create new cube.
I know it's littel off topic but I would realy love to know if it's possible.
It's definitely possible. You can use a scriptNode, then add a scriptJob to it that triggers whenever cube.translateX changes. You'll need to learn a bit of Python for that. This is actually how I created a lot of the interactive tutorials I released recently.
I have a lot of nodes, 179 of joints, connected to a multiplydivide, connected to a group. I get the message that it exceeds 500 blablabla may not evaluate as expected. Now.. unfortunately, each time I set-driven-key attributes of the control to the joints, maya glitches, when I key I see a black bar stretching along the name of the attribute to the end of the channel box. When I click the input field those bars disappear. Now.. I edit the post inifnirty in the graph editor so that my attribute can exceed hte initial values. However, because of "exceed 500" message I kept getting when conencting the nodes the attributes only respond well to me inputting values manualy, so typing... While what I want to do is hold middle mouse button and drag to change the value. Unfortunatly it snaps to the key values.... I've checked the connections and I am positive the error message is what's causing the malfunction with the set-driven key, as when I replicate the exact same creation in a new maya file with under 500 connections the attribute responds to the middle mouse normally. I've tried to google an answer, but no such luck. I found a post that said to increase the editorConnectionScanLimit to beyond 500, but I don't know how to do that. Googling "editorConnectionScanLimit beyond 500" doesn't bring any explanation on how to find that. Can someone please tell me how to do this?
Do you have objects with modeling history that you can delete? It's likely you have a ton of history nodes which Maya has to constantly evaluate int he background.
You can try to increase the scan limit by putting this in the MEL command line: optionVar -iv "editorConnectionScanLimit" 1000;
Replace the 10000 with whatever you want, but just be aware that having a ton of unneeded nodes is going to affect your performance anyway. It'd be better to try and prune out the ones you don't need first.
@@Autodesk_Maya Unfortunately I don't have modelling history because I always select my meshes, delete by type history when they are finished. So unless that doesn't delete the history there should be no history on the meshes. Would have been an easy fix. I'll try the command, thanks for telling me about it!
Looking to access the shape node of assets inside a group node, to be able to use in the Render Layers for Maya Arnold. Any ideas on how to do this? I've looked on line and no answer.
Is the asset set to "Black Box" mode by whoever created it? If so, you'll need them to unlock it first.
6:10 Why are some of the connections going backwards? This is very confusing.
It's just the way the nodes are automatically laid out after the unification. If you look closely, you'll see that the arrows still go from one node's Output to another's Input. So for example, if I just moved pCombinedShape over to the right, then all the arrows would be going "forwards" again.
That said, don't get too hung up on the idea that all the arrows need to go in the same direction. Some graphs can be complex enough that it's impossible to get them all flowing one way. Instead, just focus on the idea of "following" the connections from one node to another and figuring out what each node does to the info being passed along.
What might be the solution for mmb in magic mouse…. While using graph curves
How do I show all the things hidden?
Where are my parent constraints? They exists, they're working, but they're not in my node editor and they're not in my outliner.
Where are they?
I can't delete them.
To see them in the Outliner, you need to disable Display > DAG objects only. Once you can see them in the Outliner, you can simply middle-drag them into the Node Editor.
Hello! Cant help but notice your Home view looks quite different from mine, you dont have that square floor representing the ground/reference, Plus u have a somewhat realistic lighting. How can i set my defaults to make my Home View look like yours?
It's actually a specific scene setup, which I've outlined in this interactive tutorial (requires Maya 2022.1 or later): area.autodesk.com/m/matt-chan/tutorials/Zy55rmqHc
Hi! What is the relationship between node editor and DAG? I am not sure what DAG is used in maya
The DAG shows parent-child relationships between objects, which mostly determines how they transform together in relation to each other. The Node Editor shows attribute connections, which determines how they get their values.
DAG relationships are shown in the Outliner (not the Node Editor).
@@Autodesk_Maya Thanks!!!!
thank you, this is really useful
What if i pressed clear graph button, How to bring back the nodes on the object back
drag and drop (whith MMB hold) objects from Outliner to node editor tab, or simply select and press "Input and output conections" button in Node editor.
Did you say "nerd"?
Not "nerd" -- "node."
nurb not nerd
truly useful
Did this got reuploaded? I swear i watched this yesterday. 🤔
Yup, same vid. Had to re-upload to fix a small mistake.
Hi dude this is student softwere or not
oh you perfectionist ;0)@@Autodesk_Maya
@@Autodesk_Maya ah that makes sense. Thanks a lot for this type of basic introduction tutorials. :)
@@emilybinoy1093 I'm not using the student version here, but there is a student version available that's basically the same thing (including this workflow). www.autodesk.com/education/free-software/maya
When does Maya finally gets group nodes or containers to organize complex shader networks, is a mess, every Freeware-Tool offers better solutions
thank you for your information
Thank you.
Thank you
Hello sir i am your subscriber please make a video on Repeat seamless uv texture on big plainer surface thanks in advance
Thx
what a mess in the hypershade, look at blender and learn how to organize complex networks
Delete by type history... when will these guys update that outdated system..
right? it´s silly
I know its silly but what will be a better idea?? Just wondering
@@pakapeta7772 Just look at every other 3D package out there and see how their systems work, maybe cleaner code and more intelligent implementations. never did I ever had to delete history in ether Houdini, Blender or even 3DsMax..
@@hectorescobar9450 That's true, maybe they keep it for a reason...
@@pakapeta7772 Even if that is the case.. is just poor user experience.. I think that is just really a really outdated system and in order for them to fix it or make it better, the would have to re write everything from ground up
Ok. GIVE ME THE DOCUMENTATION!!!!!!