Maya Assets (Part 1 : Creating and Managing Assets)
Posted: Aug 26, 2009
Category: Assets, Autodesk Maya, Usefultools
Social Media:
Well, I promised two posts this week so with this one I am filling my self-imposed quota. My general goal is to post something substantive once or twice a week, but since this is on top of my day job, once a week might be more realistic. I've only been blogging for 5 weeks so we'll just have to see how it goes.
On a side note... I just noticed today that my colleague Louis Marcoux got 40k hits on his last 3DsMax blog post in less than a week. Yes, you read that right... 40,000! My first thought was... holy #@$% that's a lot of people! My second thought was... wow, I seriously need to get on the ball and put on a show. I was thinking maybe a song and dance routine, but I'm not sure how that would play out on a blog. So I guess I'll just stick to Maya for now. But I reserve the right to sing and/or dance in future video posts :)
So about Maya Assets... they were introduced in Maya2009, but the concept of Containers which Assets are based on has been around since 8.5. In a nutshell, Assets are used to simplify complex node structures such as animation rigs and shading networks. They can be used purely for organizational purposes, or they can also be used to streamline or simplify something on the surface that is otherwise complicated under the hood. Assets also work with file referencing. All of this will be discussed in a series of 3 demo movies. Part 1 will cover the basics. I'll explain what an Asset is by showing a simple example of how to create an Asset.
Check back next week for Part 2, where I'll discuss how Assets can be used with file referencing.
Quick credit... Thanks to Shawn McClellan (Maya Product Designer Dude) and Craig Barr (Technical Marketing Guy) who both helped me with these demos.
Err.. I can't find the way to send PMs here.. nor I have social network accounts..
I don't want to annoy you at all... but my mail is arkanoid77 at tiscali dot it
Posted by STLR on Feb 19, 2010 at 10:47 AM
Well that sounds pretty simple and should work. It's hard to know what the problem is without seeing the scene you're working with. Email me through the area and we can discuss this in more detail.
Posted by arkanoid on Feb 19, 2010 at 06:05 AM
Just to point out: I want this asset to work this way:
- draw some curves normally in viewport
- plug them in dedicated attributes in the asset interface (Attribute Editor).
By the way thank you very much for your quick reply!
Posted by arkanoid on Feb 18, 2010 at 12:17 PM
Ach! Sorry for delay, the notify didn't work.
I'm saying that I can't connect new imputs via dragging in the Attribute Editor.
I can do it via hypergraph; but I'm trying produce a more interactive feel to it..
Posted by STLR on Feb 15, 2010 at 11:43 AM
arkanoid - sorry I'm a little confused about what the problem is. Are you saying that you -can- publish the attr to the asset/container but that you can not connect to it via the hyperGraph?