Guys, is there a way to control the curves in Mayq like in Blender?
Let me explain what I mean
I saw a video where a guy in blender takes a vertex of the bezier with another curves extruded along it and by simply scaling-rotating he changes the width and twist in the certain areas
I couldn't find a simple way of doing so in Maya rather than checking the nurbs option in surface->extrude... which is not practical at all
Solved! Go to Solution.
Solved by mcw0. Go to Solution.
Please share the videos you've seen.
Maybe it will help people to understand.
In case you're wondering, there's a famous plugin, Cable for Maya from Flipped Normals.
It's available at https://flippednormals.com/downloads/cable-for-maya/
I think the best way to control the NURBS is this for now.
sure
for example, the video you asked
https://www.youtube.com/watch?v=BqWYgrXw7Jk&t=313s
what I want to say, it could be good to have an ability to scale/rotate the curve points individually to create the effects shown in the video (tilt and twist, for example)
I think you want to use Bezier curves if you want more control over the the curve.
It appears that Blender's curve points have transform attributes associated with them. Meaning, translate, rotate and scale. Whereas Maya only has translate in the form of position. Blender's approach is very useful!
To do the same in Maya, you would need to put a transform node (locator, circle, etc.) along the curve. Using circles, you would just loft them and control the circles. Rotate and scale. But if you translate the circle, you would start to deviate from the original curve. Now whether this is acceptable is up to you. But to mimic the Blender example, for translation, you would want to translate the curve point. So to have a user experience like the one in Blender, you would need to rig it so that translate, rotate and scale is controllable with a single controller.
thank you for the useful answer!
even though I won't use this rig method for my simple needs
apparently, it's easier to do it in a destructive way in Maya
I hope someone will create a script/plugin to simplify this task 🙂
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