Oct 25, 2017 Because of its highly customizable user interface, Maya is an industry favorite among for both 3D modeling and 3D animators. It is a very powerful 3D modeler: 3D models in Maya can be modified with its comprehensive node tool with only a couple of keystrokes. There is no doubt that Blender is the most mature free 3D modeling software available. It is used by advanced amateurs, students and some professionals for diverse applications.
16+ Best 3D Modeling Softwares for Mac. AUTOCAD – Leading 3D Modeling Software. The AUTOCAD for Mac is the best 3d modeling software that money can buy for you. The industry leading. Blender – Free Open 3D Modeler. 3DS MAX – Modeling & Rendering Software. AutoDesk 123D Catch. Blender Foundation. Blender is the free and open source 3D creation suite. Premium CAD software for Mac SketchUp. There are different versions available of this software: SketchUp Free or SketchUp Pro. Like a lot of other. Animation, rendering, simulation, Maya is a really complete 3D program with really advanced features, used. 3d tools for mac.
https://placevatsear1985.mystrikingly.com/blog/curse-client-for-mac-wow. Thanks to this option, the client will do all the work for you, adding any game it can work with to the list.Once you have your games inside the client, you can look over the different tabs for each title and manage all your installed mods, add-ons, and texture packages. Curse is compatible with titles like The Elder Scrolls V: Skyrim, Minecraft, World of Warcraft, World of Tanks, and Rift.With Curse, you can manage your games really easily. You'll start by using an option to search for compatible video games that are already installed on your computer. Curse is a Windows client that lets you manage all the extra content and add-ons that you install for your favorite games. And best of all, you can download and apply new content directly from the client.Curse is an ideal client for any fan of the games mentioned above.
Pixar’s Universal Scene Description also known as USD, is taking the 3D world by storm. Production pipelines around the world, big and small, are adopting the technology at an unprecedented rate. In this multipart series, I’ll be giving you some background on what USD is, where it came from, why you want to be using it, its history in Maya, as well as our plans for its future in Maya.
Why are so many productions rushing to adopt USD? Windows xp img limbo. It all starts with three main problems that exist in visual effects, animation, gaming, and any industry where large-scale 3D datasets are utilized.
Pipeline: Studios need to integrate many different tools that use different data formats into a single pipeline.
Scale: Artists need to work with large data sets, and they need them to load quickly and remain interactive.
Collaboration: Assets are complex, and enabling many artists, disciplines and studios to collaborate together on an asset can be challenging.
Scale: Artists need to work with large data sets, and they need them to load quickly and remain interactive.
Collaboration: Assets are complex, and enabling many artists, disciplines and studios to collaborate together on an asset can be challenging.
Fortunately, there is a solution to these vexing issues. USD enables us to address each and every one of those problems in a consistent and DCC agnostic way. That is why so many are pouring resources into USD adoption today. So, what exactly is USD, and how does it solve these problems?
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Pipeline: At its heart, USD is a composition engine for 3D data represented by an extensible common language, allowing data to move between products, supporting both native variants, and native editing.
Scale: It's built for speed and scale. USD produces a lightweight, highly optimized scenegraph enabling fast loading, and fast playback of large production data sets. It also provides a performant system for animated geometry caches and an optimized rendering framework dubbed “Hydra”.
Collaboration: It leverages powerful sparse overrides and a robust referencing system enabling non-destructive collaborative editing.
USD was developed as an in-house tool for Pixar productions. For more information on USD itself, be sure to read 'Heritage of USD at Pixar' at openusd.org where Pixar maintains a fantastic site with a thorough introduction to USD.
USD was developed as an in-house tool for Pixar productions. For more information on USD itself, be sure to read 'Heritage of USD at Pixar' at openusd.org where Pixar maintains a fantastic site with a thorough introduction to USD.
While Pixar is well known for proprietary tools in their pipeline, they use Maya to produce assets for their assembly and layout workflows. In order to support a USD-based pipeline, they created a USD plugin for Maya. Graciously, this plugin was included with USD when they open-sourced the project.
Once the project was open-sourced, Maya-centric studios rushed to use it. Among the early adopters was Animal Logic, who immediately recognized the power of USD and sought ways to leverage it in their productions. As Animal Logic adopted USD for shot-based workflows in Maya, unlike Pixar, they quickly saw the need to fork and extend Pixar’s Maya USD plugin. In the process, they created some truly innovative shot-based workflows built on USD.
Fortunately for everyone, Animal Logic also decided to open-source their efforts. Together, both studios’ plugins enabled production pipelines world-wide to take advantage of the power of USD in Maya. Unfortunately however, this left the Maya USD story fragmented, leaving studios to choose between the available plugins.
Most studios ultimately adopted both plugins for their workflows. While Pixar’s plugin is used for its robust translators supporting import/export, Animal Logic’s plugin is adopted for its advanced shot-based workflows and in-memory data translation.
To address the fragmentation, at Siggraph 2018, Pixar, Animal Logic, and Autodesk came together to announce that they were going to put the “Universal” back into Maya USD. Luma Pictures, with their amazing Maya to Hydra work, soon joined the effort as did Blue Sky, to bring everyone’s technology together to produce an official Autodesk Maya USD plugin in one git repository.
Once the project was open-sourced, Maya-centric studios rushed to use it. Among the early adopters was Animal Logic, who immediately recognized the power of USD and sought ways to leverage it in their productions. As Animal Logic adopted USD for shot-based workflows in Maya, unlike Pixar, they quickly saw the need to fork and extend Pixar’s Maya USD plugin. In the process, they created some truly innovative shot-based workflows built on USD.
Fortunately for everyone, Animal Logic also decided to open-source their efforts. Together, both studios’ plugins enabled production pipelines world-wide to take advantage of the power of USD in Maya. Unfortunately however, this left the Maya USD story fragmented, leaving studios to choose between the available plugins.
Most studios ultimately adopted both plugins for their workflows. While Pixar’s plugin is used for its robust translators supporting import/export, Animal Logic’s plugin is adopted for its advanced shot-based workflows and in-memory data translation.
To address the fragmentation, at Siggraph 2018, Pixar, Animal Logic, and Autodesk came together to announce that they were going to put the “Universal” back into Maya USD. Luma Pictures, with their amazing Maya to Hydra work, soon joined the effort as did Blue Sky, to bring everyone’s technology together to produce an official Autodesk Maya USD plugin in one git repository.
USD in Maya is a compelling story. The overwhelming majority of productions today leverage Maya, but have been left to devise their own workflows and implementations to support data interchange with the other tools in their pipeline. The combination of USD and Maya are a match made in heaven, one that can immediately alleviate those challenges.
So, how do we envision that looking? Simply put, we want to make Maya an awesome place to create, assemble, and work with USD. We want to bring the strengths of a USD pipeline to the industry-proven modeling, character animation and simulation workflows in Maya, allowing you to work natively with USD, but use the Maya workflows artists know and love.
So, how do we envision that looking? Simply put, we want to make Maya an awesome place to create, assemble, and work with USD. We want to bring the strengths of a USD pipeline to the industry-proven modeling, character animation and simulation workflows in Maya, allowing you to work natively with USD, but use the Maya workflows artists know and love.
How do we get there? What will success look like? We have three main goals to fullfill our vision.
First, we want to have natural, native USD support in Maya. We want Maya data and USD data to look and feel the same. As an artist, you shouldn’t have to think about what the underlying data model is. We want you to use the same Maya workflows, interfaces, and tools that you are already proficient with, all while adding new workflows that USD as a technology, enables.
Second, we are following Pixar and Animal Logic’s lead by implementing the official Autodesk Maya USD plugin as an open-source project, working with the studios and the open-source community at large. That means we want you to join us.
Last, we want to focus on the things you can’t do. Current implementations of USD in Maya are limited by the API that we have exposed. We are now extending Maya's APIs so that you have access to the functionality you need to integrate USD and similar technologies into your production pipelines.
Maya 3d Animation Software
USD is broad in its functionality, while Maya hosts a wide array of workflows for all areas of production pipelines. Combining the two in such a way that takes advantage of both of their strengths is a monumental undertaking. With this in mind, our first step was to define the scope of workflows to start with. We are focusing our initial USD work on Assembly and Layout workflows as they touch on many of the fundamental processes in Maya.
Assembly and layout allows us to tackle file IO, editing and modification workflows, creation workflows, selection functionality, and display capabilities. This won't specifically be focused on layout and assembly artists, but rather everything layout and assembly touches in the pipeline from modeling to rendering.
So, whats next? With assembly and layout workflows complete, we will be turning our attention to shot-based workflows. People already familiar with the Animal Logic shot-based USD workflows, have gotten a glimpse at just how powerful USD can be in a Maya pipeline. One of the most impressive uses is how they leverage USD variants and a custom USD schema for representing Maya references. By combining the two, they have provided a workflow that allows artists to use USD geometry caches to represent their scene, but selectively swap out characters with their fully rigged Maya representation for interactively animating them. Once the Maya rig has been loaded, you can continue to pose the rig and the edits can be pushed back in to USD at any time.
In the screencapture below, the character walking into the frame is represented as a USD geometry cache before you see the user swap variants to the rigged representation.
In the screencapture below, the character walking into the frame is represented as a USD geometry cache before you see the user swap variants to the rigged representation.
It is worth mention that this also takes full advantage of Maya's parallel evaluation and cached playback on the rig. Thanks to cached playback, we are able to preserve high framerates comparable to the playback of the USD cached geometry.
In our next post in this series, we will be discussing specifics on how we plan to deliver our vision for Maya USD and give you a sneak peak at how its all progressing.
Read about the four pillars of Maya USD
Chichen Itza
The ruins are divided into two groups. One group belongs to the classic Maya Period and was built between the 7th and 10th centuries A.D., at which time the city became a prominent ceremonial center. The other group corresponds to the Maya-Toltec Period, from the later part of the 10th century to the beginning of the 13th century.
The site exhibits a multitude of architectural styles, from what is called “Mexicanized” and reminiscent of styles seen in central Mexico to the Puuc style found among the Puuc Maya of the northern lowlands.
The site exhibits a multitude of architectural styles, from what is called “Mexicanized” and reminiscent of styles seen in central Mexico to the Puuc style found among the Puuc Maya of the northern lowlands.
Our digital reconstruction concentrates on most of the buildings at the inner area, which is often called Chichén Nuevo.
Palenque
Maya 3d Student
Palenque is a medium-sized site, much smaller than such huge sites as Tikal or Copán, but it contains some of the finest architecture, sculpture, roof comb and bas-relief carvings the Maya produced. Much of the history of Palenque has been reconstructed from reading the hieroglyphic inscription on the many monuments, and historians now have a long sequence of the ruling dynasty of Palenque in the seventh century and extensive knowledge of the city states rivalry with other states such as Calakmul and Toniná. The most famous ruler of Palenque is Pacal the Great whose tomb has been found and excavated in the temple of the inscriptions.
Our digital reconstruction concentrates on the famous buildings at the central area around the Stephens’s Plaza with the sourrounding Cross Group and the Temple of the Inscriptions Court with the Palace.
Uxmal
The late-Classic Maya site of Uxmal (“oosh-mahl”, meaning “thrice-built”) in the Yucatan dates from before the 10th century AD. It is considered one of the most complex and beautiful expressions of Puuc architecture and, for many, is a major highlight of a Yucatán vacation.
Our digital reconstruction concentrates on all famous buildings at the central area.
Tikal
Maya 3d Models
The residential area of Tikal covers an estimated 60 square kilometres , much of which has not yet been cleared, mapped, or excavated. A huge set of earthworks has been discovered ringing Tikal with a 6‑metres wide trench behind a rampart. The 16 square kilometres area around the site core has been intensively mapped it may have enclosed an area of some 125 square kilometres. Population estimates place the demographic size of the site between 10,000 and 90,000, and possibly 425,000 in the surrounding area. Recently, a project exploring the defensive earthworks has shown that the scale of the earthworks is highly variable and that in many places it is inconsequential as a defensive feature. In addition, some parts of the earthwork were integrated into a canal system. The earthwork of Tikal varies significantly in coverage from what was originally proposed and it is much more complex and multifaceted than originally thought.
Our digital reconstruction concentrates on the 5 largest temples named Temples I — V at the central area as well as the Great Pyramid of the Lost World- area.
Maya Calendario — 3D-animated Model of the Mayan Calendar-Wheels
We designed a correct HiRes 3D-Model of the Mayan Calendar including all days until 21st of december 2012. Read more
Codex Dresdensis — 3D Reconstruction of the Maya Codex in Dresden
Animated 3D-Model of the Dresden Maya Codex showing its current condition and blending to a refined version of the Kingsborough-replicat from 1826. Read more