Qt 4.5.3 SDK for Maya 2011

My search for a compatible version of Qt SDK for Maya 2011 Hotfix3 x64 ended up with a few results which I thought of sharing with you guys in case you need any. Maya 2011 Hotfix 3 uses Qt 4.5.3 to draw the interface. Below are a list of links to Qt 4.5.3 for Linux, Mac OS and Windows.

Qt 4.5.3 OpenSource Edition SDK

Qt 4.5.3 SDK for Open Source C++ development on Windows [178Mb]

http://get.qt.nokia.com/qtsdk/qt-sdk-win-opensource-2009.04.exe

Qt 4.5.3 SDK for Open Source C++ development on Linux/X11 32-bit [275Mb]

http://get.qt.nokia.com/qtsdk/qt-sdk-linux-x86-opensource-2009.04.bin

Qt 4.5.3 SDK for Open Source C++ development on Linux/X11 64-bit [353Mb]

http://get.qt.nokia.com/qtsdk/qt-sdk-linux-x86_64-opensource-2009.04.bin

Qt 4.5.3 SDK for Open Source C++ development on Mac OS [442Mb]

http://get.qt.nokia.com/qtsdk/qt-sdk-mac-opensource-2009.04.dmg

Qt 4.5.3 OpenSource Edition Framework Only

Qt 4.5.3 for Open Source C++ development on Windows [166Mb]

http://get.qt.nokia.com/qt/source/qt-win-opensource-4.5.3-mingw.exe

http://get.qt.nokia.com/qt/source/qt-win-opensource-src-4.5.3.zip

Qt 4.5.3 for Open Source C++ development on Linux/X11 [120Mb]

http://get.qt.nokia.com/qt/source/qt-x11-opensource-src-4.5.3.tar.gz

Qt 4.5.3 for Open Source C++ development on Mac OS [132Mb]

http://get.qt.nokia.com/qt/source/qt-mac-opensource-4.5.3.dmg

http://get.qt.nokia.com/qt/source/qt-mac-opensource-4.5.3-debug-libs.dmg

http://get.qt.nokia.com/qt/source/qt-mac-cocoa-opensource-4.5.3.dmg

http://get.qt.nokia.com/qt/source/qt-mac-cocoa-opensource-4.5.3-debug-libs.dmg

http://get.qt.nokia.com/qt/source/qt-mac-opensource-src-4.5.3.tar.gz

HUGO vs LINO Character Workflow

Maya Muscle again!!!.This time not just in the form of a test to explore the features Autodesk has provided, but a case study on the project HUGO Vs LINO which proved out to be a huge challenge in terms of the quality expected. Even though I had got used to the Muscle tool set Maya provided, incorporating new features in to the existing character pipeline proved to be a tough task. The decision to go with Muscle System for HUGO demanded all the geometries to be cached out before being forwarded to the lighting and the Fx departments. The next stage was to automate the caching process. With a couple of tools for batch export and import of the cache, the process was well under control. Use of smart collision for the arm pits and elbows helped us get believable collision effects. Added to that self collision and smooth attributes were painted on shot basis in order to tackle the mesh artifacts that were encountered in extreme poses.

Qcalendar widget for Maya GUI using PyQt

QCalendar widget is one of the handy widgets provided by PyQt that can be included in your maya custom UI for the user to deal with date information.Apart from providing current date information to the user, Qcalendar widget can be used to get valid date inputs from the user.It includes a set of signals like selectionChanged() and currentPageChanged() which can be used to update the information based on user selection.

The selected date can be retrieved using the method selectedDate() which will return a Qdate.The day() and month() methods of QDate can be used to get seperate day and month values. Similarly longMonthName() method can be used to get the long names of the month since the method month() gives the month in number format (12 for December).

The usage is as follows:

myDate = myCalendar.selectedDate()

month = myDate.month()

day = myDate.day()

monthName = myDate.longMonthName(myDate.month())

The calendar grid visibility can be set for east readability using the setGridVisible() method which will accept a boolean value.

myCalendar.setGridVisible(True)

Autodesk Backburner job submission using cmdjob.exe

Autodesk’s decision to ship Backburner 2008 with Maya2010 has leveraged  the utilisation of resources across the network for executing batch rendering task from a single node point. Backburner jobs can be easily created from within Maya 2010 using the Create Backburner Job command under the Render menuset as shown in the  figure below.

This will bring up a window similar to the one shown below.

Here you can specify the job name, frame range, number of tasks, Renderer and also specify the IP address of the machine in which the backburner Manager is running.

But the real power of backburner is revealed when you get under the hood and explore the power of the command line based utiliy cmdjob.exe. This is a handy tool for adding jobs to backburner manager for  literally any version of maya and not even just maya even Softimage, Aftereffects, and Nuke projects with a change in the passed arguments.The cmdjob utility can be accessed from within the backburner installation directory.

The basic syntax for the cmdjob is as follows CMDJOB <Options> executable to run <executable parameters>

By specifying the executable for the specific version of maya and passing the arguments for the maya batch we can trigger renders across multiple machines in the network and still monitor the progress using the backburner monitor.For example:

cmdjob.exe -jobName myRenderJob -jobNameAdjust -manager localhost -priority 50 -numTasks noOfTasks -taskName 1 -leaveInQueue “C:Program Files (x86)AutodeskMaya2009binRender.exe” -r mr -s 0 -e 196 -of tiff -proj projectPath -rd renderDirectory fileName.ma

will add a job named myRenderJob to manager running in the same machine(localhost) using Maya2009 batch using renderer mentalray(mr) for frame range o to 196 with file format of tiff to renderDirectory location for file named fileName.ma.It will distribute the job to noOfTasks number of machines in which backburner server is running.

You can get a list of all the valid parameters accepted by cmbjob from the list below

ak_rgbMatteTool.mel

ak_rgMatteTool

This is the tool I created for easy assignment of RGB Mattes for the objects in the scene during the maya render process.For those who havn’t used RGB matte passes in render, RGB matte passes help in extracting individual 3d elements from a maya scene render containing multiple objects. This handy tool helps in creating mattes for ambient, diffuse, Incandescence, and reflect channels with the click of a button.

The usage of the script is as follows
source ak_rgbMatteTool.mel;
ak_rgbMatteTool();

you can download the script here

Maya Muscle Smart Collision Test

This is one of the demo videos from the Maya muscle smart collision test, which I  have been doing for the past few days.My initial plan was to start of with the skinning using Maya joints itself and convert it to Maya muscle system.But later I changed my mind and decided to go with rigorous testing of all the options provided by the Maya muscle menu set.Even though I had a glimpse at the options during the release of maya 2008 extension 2 itself, this was the first time I got to explore the skin weight options provided by Autodesk. Believe me, Autodesk has packed a lot of options keeping in mind the immediate need of a character setup artist that you will never want to go back again.

This one is the image of the muscle setup I used for testing the deformations.I didn’t spend much time on sculpting the muscle shapes.The target was to simplify various muscle groups in to one which would provide me enough options to test out the deformations.

maya_muscle_arm

Of course there were some bugs here and there which I found quite irritating, I was fortunate enough to find some solutions to them.

1.Maya was retaining the selection of the first muscle objects created showing some garbage values in the channel box.Unless you undo the first muscle and start it all over again, Maya wont show any signs of defeat.

2.Maya would end up in a fatal error if you ever happen to scrub the time line once the muscles have been bound to the mesh.This can of course be fixed by caching the geometry, But users like me who got accustomed to  skinning the models by setting keys on the joints, are left with no choice other that creating floating GUI to control the joint rotation without deselecting the geometry.

Overall the collision feedback is fairly good with lot of skinning options  to control each invidual portion of the geometry.

ak_addSquashUI.mel

This script will let you setup the cartoon head squash setup similar to the  cartoon head tutorial in the previous post.The script will add a squash control with the custom attributes maintain_volume and squash_factor.The rest of the procedure will be the same as that shown in the tutorial.

Usage:

source ak_addSquashUI.mel;
ak_addSquashUI;

you can download the script here

auto stretchy ik (ak_makeStretchyUI.mel)

ak_makeStretchyUI.mel is a script that will help you build stretchy ik chains with invidual upper and lower stretch and also variable auto stretch options using utility nodes.

Usage:

source ak_makeStretchyUI.mel;

ak_makeStretchyUI();

This will open up a window similar to this. ak_makeStretchyUI_imgSelect the ik handle and the global

control and press make Stretchy.

You can download the script here