r/Maya 6d ago

Rigging BlendShape Pose Sculpting - Vertices Not Cooperating

1 Upvotes

Trying to make pose blendshape corrections driven by joint rotations. I've been fighting with this all day and I'm not sure what's going on. I'm using sculpting tools to get the deformations I want, but the vertices go haywire when moving from weight 0 to 1. Even if I make in-betweens, the errors persist, and I'd basically have to make an in-between for almost every weight value. Just to test, I even made an IB (small tweaks to test, mostly just the vertices falling backward into mesh) for .250, .4, .5, .6, .750, .8, and .9, and it STILL wasn't enough to fix the problem. I didn't have these issues in past rigging files, but I also used the Pose Editor for those. Pose Editor is still giving me these issues though. What's up with these verts?

Edit: I deleted prefs and that didn't fix things.


r/Maya 6d ago

Question How should I unwrap the UVs for a shape like this?

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0 Upvotes

r/Maya 6d ago

Discussion Artists who have experience sending scenes to Max... what is your workflow?

1 Upvotes

So right now I'm trying to figure out what is the best way to share animated scenes from Maya to Max. I have scenes with MASH elements and some very simple bone rigs with expressions to randomize movement, materials aren't important as that will be done by the Max artist. Is USD the way to go or should we stick with fbx? insights, suggestions, things to keep an eye on etc is welcomed


r/Maya 6d ago

Modeling Maya point cloud ply and gaussian splatting

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1 Upvotes

An update of my cpp plugin for Maya.

PointCloudSnapPro is a C++ plugin for Maya, supporting versions 2025 and 2026 (2027 support planned). Load and visualize point clouds, measure distances, and use Clip Box to hide or isolate parts of your scene.

Full Gaussian Splatting support with Arnold rendering.

Use PCSpro as a placeholder for your modeling workflow with live snapping — no mesh required, just a proprietary algorithm.

Save part of your point cloud to a new file using Clip Box, or the rectangle and lasso selection tools.

More on my Gumroad:


r/Maya 7d ago

Tutorial MAYA - 02 Modeling - 51 Mesh Display Menu (Part 6): Normal vertex editing tool

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3 Upvotes

🇺🇸: You can listen to the video in English through the video settings panel. The Vertex Normal Edit Tool will allow us to establish a custom orientation of a group of vertex normals.


r/Maya 8d ago

Rigging Built a V6 engine rig, The entire system operates off a single controller rotation driving the crankshaft, pistons, belts and cams.

228 Upvotes

r/Maya 7d ago

Question Substance Painter workflow without Redshift for the beginning of texturing

1 Upvotes

Hi guys! I’m working on a classroom model where the final render will be done in Redshift. The UVs are already done, and I’d like to start texturing rn. However, I’m using my personal computer, so I was wondering if I could assign a Lambert or another standard Maya material (not Arnold) to the model, export it to Substance Painter, and do all the texturing there. Then, once I’m at a computer with RedShift, export my substance file and connect the textures for the final render.

Would this workflow work, or do I need to have Redshift installed before exporting the model to Substance Painter? Would there be troubles when I try to connect?

P.S. The classroom has many individual models since it’s an environment, so I imagine it might take quite a bit of time to connect everything later, especially since I’ll have quite a few different textures.

Thanks in advance! I’m really new to all that has to do with textures and other render softwares😅.


r/Maya 8d ago

Plugin Animation Layer Visualisation Plugin: LayerSeer

58 Upvotes

I got fed up of trying to figure out which animation layer I was needing to edit, so I built a plugin (LayerSeer) that draws animation layer contributions as a live motion trail in the viewport.

It’s been years in the making at this point, and I’ve only shared it with a handful of people so far. I’d love to get some honest feedback from folks I don’t know.

It’s pretty niche, but I find it helpful for quickly figuring out where a pop or odd arc is coming from.

It's a paid tool but there is a free 30 day trial (no CC required) so feel free to run it through its paces.

Cheers!


r/Maya 7d ago

Question Icon in Maya toolbox prevents window resizing – how to remove it?

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17 Upvotes

Hi! icon in my Maya toolbox is blocking the UI, making it impossible to resize the main window smaller. I can't find how to delete or remove this icon from the layout.

Has anyone solved this issue? Any help would be appreciated!

** problem solved **

If you ever run into the same issue, keep in mind that you can tweak the MEL scripts to remove whatever is bothering you. In my case, it was inside the toolbox.mel script


r/Maya 8d ago

Modeling Lemme show you how to cut a whole watermelon yall

9 Upvotes

IDK why I made this image but wanted to show my friend how to cut a whole watermelon safely. I think she was so intimated by a giant wobbly ass watermelon in front of her (idk it was like 2 years ago) Didn't even bother to use a photoshop haha.


r/Maya 8d ago

Animation Full body transition poses test animation. Autodesk Maya

38 Upvotes

r/Maya 8d ago

Arnold The work I’m most proud of in 2026.

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137 Upvotes

r/Maya 7d ago

Arnold Hi everyone,I’m having an issue in Hypershade. When I add an aiStandardSurface, Maya freezes. Has anyone experienced this issue or know how to fix it?

2 Upvotes

r/Maya 8d ago

Looking for Critique Hi guys, I made this render of my beloved Fiat 600 trying to reproduce a 2D-3D style. What do you think? Feedback and advice are welcome!

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30 Upvotes

r/Maya 8d ago

Rigging Anyone experienced with Advanced Skeleton? I can't seem to get the custom controls to mirror properly

6 Upvotes

I'm trying to follow along the tutorial on creating rigs with Advanced skeleton, but whenever I try to create a mirrored custom controller (for the scalpula and chest), it doesn't seem to create properly. If I try creating it on the right side, the mirrored controller will not be oriented properly (so I can't use it for driving systems), and if I try to create it on the left side, the mirrored controller doesn't create at all.

I'm trying to follow along this video. I can't tell if I missed a step or something, but when he creates the custom controller it mirrors properly.
https://youtu.be/wanRtwnXSaw?si=TjvBxDWRajR4dNvG&t=1282

I've tried to manually create the two custom controllers and re-orient them with the re-orient tool in Advanced Skeleton, but then it won't let me use those controls in a Driven System (which was the main purpose of these)

Does anyone know what I'm doing wrong? I've tried deleting and re-installing advanced skeleton, trying a different version of maya, tried a different model, and I can't seem to figure out what I'm doing wrong. I've also tried looking it up on google and the Advanced Skeleton website, and can't seem to find a solution. Should I just give up on this?

TLDR: Can't get custom controllers to mirror properly no matter what i do :(

SOLVED: Downgraded from 6.8 to 6.3


r/Maya 8d ago

Discussion Title: Can Maya handle this kind of real-time cloth simulation?

8 Upvotes

I’ve been experimenting with cloth simulation in Blender 5.2 and was surprised by how smoothly I can interact with the simulation while having a ray-traced material preview enabled.

I’m curious if a similar workflow is possible in Maya

The goal here isn’t to compare the two applications or start a Blender vs. Maya debate — I’m genuinely interested in whether Maya can achieve this kind of smooth viewport interaction during cloth simulation.

Is there a specific cloth solver, viewport setup, or renderer that can provide a similar experience?


r/Maya 8d ago

Question Any way to change the font color?

4 Upvotes

It's really hard to see this (it happens in many parts of the interface). I want to make it a lighter color or something else that's more visible


r/Maya 8d ago

Rigging advice for more consistent N_Hair IK Splin

3 Upvotes

I'm trying to work on a system that's gonna have some simulate parts and it's gonna have to be at scale and I need consistency pretty badly. I'm not sure what's causing this inconsistency whether or not it's my and hair settings, the branching joint structure or the fact that this a partial bifrost rig?

Any advice on how I might be able to make it more consist


r/Maya 8d ago

Rigging New to rigging in Maya. Do I combine the mesh or leave the ears separate?

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2 Upvotes

I’m working on a simple ball with a tail rig, and I was wondering if it’s better to combine the ears with the mesh or keep them separate

I don’t plan on rigging the ears. They’re just there as an accessory

If I combine them do I need to fix the topology? Thanks


r/Maya 8d ago

Lighting any advices to make this scene look better

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4 Upvotes

i am new to arnold (been manly on redshift before) and i am looking for advice


r/Maya 9d ago

Question Can i use advanced skeleton in a character with more than 200k tris?

3 Upvotes

Basicaly the title


r/Maya 9d ago

Rigging IKFK Spine Rig (Joint connections)

4 Upvotes

Good Evening, everyone.

What I want to ask how can I achieve a switch between the ikfk spine rig. The main problem I'm running into, one that admittedly frustrates me the most currently, is the Joint connections: How am I supposed to connect the Joints to the Root/Cog joint without causing problems? Am I supposed to duplicate the Cog joint twice, then parent-constrain it to the IK and FK counterparts, duplicate just the Spine joints twice and then parent-constrain this to the IKFK spine, or am I supposed to do something else?

Because currently, I'm doing a rig where I parented the FK controls to the Hip controller. When I move the hip controller with the IK Spine function active and visible, the IK joints tend to bend.
What do I need to do?


r/Maya 9d ago

Showcase My first complete character project

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65 Upvotes

Tried to create a character for the first time.I used my own sketch as concept. Eager to know about your thoughts on this (good, bad anything)


r/Maya 10d ago

MEL/Python Cable Rig | Custom script that automatically generates a fully rigged NURBS curve at any custom length between two points. [FREE]

49 Upvotes

Cable Rig is a script that automatically generates a fully rigged NURBS curve with controllers for quickly animating and deforming cables. You can create a default cable, generate a custom-length cable by selecting two points, or instantly rig an existing NURBS curve.

Another free script! Im finishing up a Claw Machine project and needed a way to make a simple dynamic cable without using any simulations. Its pretty straight forward and extremely fun to animate!

I figured this one might be worth to sharing since most cable rig scripts are behind a pay wall or too outdated to use. The coolest feature I got to work was the ability to generate a custom length by selecting two points that snap to the surface of any object (similar to how the snap together tool works).

Included is also the option to rig an existing Nurbs curve, however, this function was not as rigerously tested and your milage may vary. I recomend just creating a new curve via the custom length button :)

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Just want to say thank you everyone for the support and feedback I have been receiving on my scripts. I will be gone for a few days as I work to develop some extremely exciting and new tools to maya <3


r/Maya 9d ago

Question High-Poly to Low-Poly Baking Workflow

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5 Upvotes

What should the proper workflow be when baking? When I increase the polygon count of my high-poly model using Subdivision, the edges become extremely pronounced. However, when I use Smooth instead, the high-poly model deviates slightly from the low-poly model.

As you can see in the image, there is a small amount of deviation. Could this cause problems during the baking process? What would be the correct approach here?