Ziva VFX v1.3 for MayaProgram Type:
Autodesk Maya Plug-InDeveloper:
Ziva Dynamics Inc.Homepage:
Autodesk Maya 2014/2015/2016/2016.5/2017/2018 | 64-bit ONLYFile Size:
66.83Mb / 66.2Mb / 66.82Mb / 66.83Mb / 66.82Mb / 66.83MbZiva VFX
- подключаемый модуль к Autodesk Maya с автономным симулятором анатомии на основе метода конечных элементов (Finite element method, FEM), который позволяет создавать реалистичных персонажей в масштабе.
Инструкция по активации на Русском языке прилагается, см. 'install_ru.txt'Ziva VFX
is a Maya plug-in with an offline FEM anatomy simulator that lets you create lifelike characters at scale. Available for studios, indie creators, and render farms, operating on Windows or Linux OS.FASTER ALTERATIONS
Director feedback at the 11th hour? No problem.
With ZIVA VFX, character alterations can be applied retroactively at nearly anytime.
Adapting the underlying anatomy of your characters will let you react quickly to all feedback during any step of your creative process.GREATER REALISM
With soft tissue sitting on top of anatomical muscle groups, everything looks right. Muscles preserve volume under force and collision, while tissue bends, stretches, creases and jiggles with physics-informed realism.RAPID SEQUENCING
When the inevitable prequel, sequel, and spinoff get the green light, ZIVA VFX lets you improve fidelity, modify appearances, and shift art direction while still preserving character essentials. Never start from scratch again.Other use cases
Add Dynamics to Existing Rigs
Add a physical-correction on top of any existing character rig with our goaling attachment. This lightweight approach corrects unwanted stretch and adds contacts and plausible secondary motion.
make FEATURE ANIMATION with physics
Create rudimentary characters easily with a single volume on top of a skeleton. This approach is ideal for feature animation - capturing the bulk, volume, and secondary dynamics of a character.
Correct Trouble Areas
• Correct hand pronation-supination
• Correct neck shape with precise neck muscle movement
• Correct upper-body rigidity under twisting
• Correct thigh skin shape due to quadriceps muscle excitation
• Add life-like belly fat secondary motion (inertia and gravity)
• Correct elbow self-collisionsZIVA VFX lets you do more:
• Materials. Use multiple material types, producing robust motion: StVK, NeoHookean, co-rotational, anisotropic
• Collisions. Collide objects using automatic collision detection and response with organic volume conservation.
• Elastic Solids. Goal elastic solids to externally animated triangle meshes for instant secondary motion.
• Painting. Paint nearly everything: attachment areas, muscle fibers, muscle strength, tet-mesh resolution, material properties, etc.
• Caching. Cache simulations to RAM or disk for fast playback and/or restarting.
• Scripting. Script and pipeline using Maya MEL, or our open-source Python tools.
• Meshes. Embed arbitrary triangle meshes into your simulated solids.
• Muscle Firing. Excite/contract a muscle using scripted muscle activation forces.
• Volume. Preserve volume with extreme precision, even under large deformations.
• Damping. Use multiple types of physical damping.
• Skin. Simulate thin shells for skin and fascia.
• Attachments. Add physical attachments between objects and paint where they are attached.Documentation & Scripts >>What's new in v1.3:Functionality
• Improved multi-solver workflows:
- Ability to set the default solver: Set Default
- Easier solver selection: Select
• All commands can now accept scene object inputs by name. If no scene objects are given by name, the currently selected objects are used, as before.
- Ex: ziva -t pSphere1; converts pSphere1 into a tissue.
- Ex: zFindSelfIntersections myMesh1; finds self-intersections in myMesh1.
- Ex: zCache -l "myCache.zCache" zSolver1; loads a simulation cache into zSolver1.
- Ex: zSelectVerticesByProximity -r 0.5 myMesh1 myMesh2; finds vertices on myMesh1 that are within 0.5 units of myMesh2.
• Fibers and attachments draw grey when their envelope attributes are set to zero, to show that they are effectively disabled.
• Attachment rendering fades to transparent as its weightmap fades to black.
• zSelectVerticesByProximity has been renamed to zFindVerticesByProximity.
• zFindIntersections and zFindSelfIntersections can both work with any number of meshes, instead of just 2 or 1 respectively.
• zFindIntersections can optionally also find self-intersections.
• The zFindIntersections, zFindSelfIntersections, and zFindVerticesByProximity MEL commands now return selection strings instead of changing the current selection.
- The behavior of the corresponding Ziva Tools menu items has not changed, and will still set the current selection.
- To achieve the old behavior when writing MEL, you can call, for example: select `zFindIntersections`;.
• Reduce default collision stiffness on zTissue and zCloth nodes to reduce jitter and improve stability with default settings.
• The zCopyMesh command has been deprecated, and will be removed in a future release.Bug Fixes
- Attribute zFiber.envelope also affects excitation due to zLineOfAction. Consequently, if zFiber.envelope is zero, that fiber will not contract.
- Tissue tetrahedralization will no longer happen while zSolver is disabled. Pulling on zTet.oMesh while the solver is disabled will no longer work.
- Make initial fiber endpoints work on meshes with multiple connected components. Previously, the fiber would be created and instantly cause an error in the scene.
- Fixed bug that sometimes causes fibers to draw in grey when multiple fibers are selected.
- Fixed bug that sometimes left the effect of a zFiber node even after the node was deleted.
- Minor fixes to the undo/redo behavior of ziva, zPaintAttachmentsByProximity, and zMeshCheck MEL commands.Download: