What’s new in Autodesk Maya 2020
Interface operation
Added WalkTool. After using the shortcut key Alt+X to turn on this mode, hold down the left and right mouse buttons, and then use the SWADQE key on the keyboard to walk in the Maya scene like a first-person game. Obviously, Maya2020 updates will be more targeted at game developers.
The use of the screen annotation brush GreasePencil has been enhanced. Screen drawing archives can now be imported and exported.
Maya2020 supports multi-touch and can be operated using touch tablets such as Wacom Intuos 5, Cintiq 24HD Touch, etc. It also supports the touch series of Apple laptops.
Modeling capabilities
The Quad DrawTool (quad drawing tool) derived from the retopology plug-in NEX is a very practical function in modeling. It can quickly draw a low-poly model (or a heavy-topology model wiring structure) on a high-poly model, which is especially convenient for the production of game models.
Material map
Unfold3D was once a popular third-party UV rendering software, and it was also integrated into Maya by Autodesk. We can enable it in the plug-in manager to replace the original Unfold function in Maya's UV editor.
In addition, a color display function for the stretching degree of UVs points has been added. The following figure is an example, using Maya's original automatic expansion function to obtain a UV set that is difficult to stretch.
Since acquiring the Turtle renderer, Autodesk has finally added it to Maya as a built-in rendering plug-in, and we can enable it in the plug-in manager. The turtle renderer has great advantages when baking OCC maps and normal maps for games. In addition to being fast, it also has the function of baking OCC maps in a closed space.
Autodesk Maya 2020 software features
1. Motion graphics toolset
Easily create beautiful effects and animations with instanced objects. This new toolset is based on the MASH procedural animation toolset and is fully integrated into Maya. The toolset includes a set of nodes that you can combine in a variety of ways to create custom animations.
2. 3D type
3D type tools allow you to create branding, flight logos, title sequences and other projects requiring text. Use this tool to easily create editable, non-destructive, multi-line, deformable types. 3D types provide complete control over the appearance of text, including precise control over bevels and extruded outlines. Animate based on characters, words, or lines
3. Improved vector graphics workflow
Now it's easier to work with vector-based 2D design applications with enhanced SVG file support in Maya software. Import or copy and paste vector graphics into Maya from 2D design software such as Adobe Illustrator. You can then use the new workflow (similar to the 3D type, which includes the ability to extrude, bevel, animate, and extend vector shapes).
4. Deep adaptive fluid simulation
Simulate high-level detail only where needed with the new adaptive solver for Bifrost liquids. Perform separate simulations for high detail on the surface and low detail below the surface, and create larger simulations than ever before. This solver uses fewer particles, voxels, and RAM to achieve the same results as non-adaptive dense solving.
5. Adaptive foam
Add bubbles, foam, and water bubbles (spray) to liquid simulations to create more realistic and detailed scenes of oceans, beaches, lakes, stormy waves, and more. Create high-resolution simulations close to the camera when detail is needed while reducing the amount of foam particle calculations in other areas, reducing simulation time.
6. Faster and easier to use
With the new preset workflow, you can apply pre-made grass or hairstyles to meshes to quickly share looks between meshes to get off to a great start. The XGen library now contains presets previously included for Maya Fur. Additionally, you can build description libraries with custom thumbnails so you don't have to build them from scratch every time. Sculpting guides are faster and more interactive, with new guided sculpting brushes. Spline width control lets you create custom shapes for primitives such as leaves, scales, and feathers. Multithreading speeds up preview generation and enhances interactivity, reducing the wait time spent generating primitives on surfaces. Speeds up the preview of new bounding boxes in the viewport by reducing the number of polygons generated.
Autodesk Maya 2020 software advantages
1.Interface operation
Added Walk Tool (WalkTool). After turning on this mode using the shortcut Alt + Obviously, the Maya 2020 update will be more suitable for game developers.
Enhanced use of the screen annotation brush GreasePencil (grease pencil), you can now import and export archives of screen drawings.
Maya2020 supports multi-touch and can be operated with touch screen tablets, such as Wacom Intuos 5 and Cintiq 24HD Touch. It also supports touch-enabled series of Apple laptops.
2. Modeling function
The Quad DrawTool (Quadgon Drawing Tool) from the heavy topology plug-in NEX is a very useful feature in modeling. It can quickly draw low-surface models (or heavy-topology model wiring structures) on high-surface models, which is especially convenient for the production of game models.
3. Texture mapping
Unfold3D was once a popular third-party program UV software, and it was also integrated into Maya by Autodesk. We can enable this in the Plugin Manager to replace the original unfold functionality in Maya's UV editor.
Autodesk Maya 2020 system configuration requirements
Microsoft® Windows® 7 (SP1), Microsoft Windows 10 Anniversary Update (64-bit only) (1607 or later) operating systems
Apple® Mac OS® X 10.11.x, 10.12.x, 10.13.x, 10.14.x operating system
Linux® Red Hat® Enterprise 7.3 WS and 7.5 WS operating systems
Linux® CentOS 7.3 and 7.5 operating systems
CPU: 64-bit Intel® or AMD® multi-core processor supporting SSE4.2 instruction set
RAM: 8 GB RAM (16 GB or more recommended)
Disk Space: 4 GB available disk space (for installation)
Pointing device: three-button mouse
Autodesk Maya 2020 FAQ
How to remove audio from a scene?
If you import a sound file into your scene and later decide you no longer need the track, you can delete the audio node from the Script Editor window or outline view, or use Edit on the main menu bar commands in the menu.
Note: To view audio nodes in the outline view, make sure the Display > DAG Objects Only filter is disabled.
To remove audio from a scene, do any of the following:
Select the audio node in the outline view and press the Delete key or select Edit > Delete from the main menu bar.
Select Edit > Delete All by Type > Sounds to delete all audio files in the scene.
Select and delete specific audio files from the Edit > Delete by Type > Sounds menu.
How to use animated rotation in Maya2020?
When you keyframe an object's rotation, Maya calculates the object's orientation between keyframes by interpolating the rotation value from one keyframe to the next. In Maya, there are two methods of rotation interpolation: Euler and Quaternion. For each animated rotation in the scene, you can specify a rotation interpolation method. The rotation interpolation method chosen for the animated object determines how Maya calculates rotation. For more information about Euler angles and quaternions, see the following sections in this topic: Euler angles, quaternions, and which type of interpolation is best for your animated rotations?.
Unless otherwise specified, rotation interpolation defaults to Euler rotation. You can set the Animation button under the Settings category in the Maya Preferences window (Windows > Settings/Preferences > Preferences). ) section) to set the default rotation interpolation method for new curves, or you can set the rotation interpolation method for existing rotation curves from the Graph Editor. See Setting rotation interpolation for curves.
Euler angle
When you use Euler methods to interpolate an object's animated rotation, Maya uses Euler angles to determine the object's axis-specific orientation over time. Euler rotations are calculated using three independent angles that represent the rotation about the X, Y, and Z axes and the order of the rotations.
The rotation order specifies the order in which the animated object is rotated about its X, Y, and Z axes. Changing the rotation order of an animated object will change its final orientation. You can specify the rotation order of an object by setting its Rotate Order property. For example, if you set an animated object's Rotate Order to YZX, the object will rotate first on the Y axis, then the Z axis, and finally the X axis. You can use the Rotate Order property to match the rotation order of imported animated objects to the coordinate system in the 3D package the object comes from (for example, XZY, which is different from Maya's default XYZ). This is important if you want animated rotations of imported objects to appear as expected.
In Maya, the default method for rotational interpolation is Euler.
There are two types of Euler rotation interpolation in Maya: "independent" and "synchronous". You can set the Euler rotation interpolation type for a curve from the Graph Editor. See Change rotation interpolation.
For Independent Euler curves, interpolation is calculated from keyframe to keyframe on each independent curve, regardless of adjacent rotated curves. If you want to keyframe a single rotation channel, or if you want to add additional keys (and details) to a single rotation curve, use an Independent Euler curve. Independent Euler curves are particularly useful for simple animated rotations.
All keyframes on a Synchronized Euler are locked at the same time. This means that if an object has a Synchronized Euler rotation curve, the interpolation is calculated simultaneously from keyframe to keyframe on all rotation curves. If you want to keyframe multiple rotation channels (X, Y, and Z), or if you want to add additional keyframes (and details) to all rotation curves of an animated object, use a Synchronized Euler curve. Synchronized Euler curves are particularly useful for more complex animated rotations.
The main difference between Independent Euler and Synchronized Euler is their keyframes. For example, moving the time of a key on the Independent Euler Rotate X curve only moves the key on the Rotate The timing of the keyframes on the "Synchronized Euler Rotate X" curve will also move the corresponding keyframes on the "Y" and "Z" curves. Likewise, if you keyframe only the Rotate X channel of an animated object and the rotation interpolation type is set to Independent Euler, only the Rotate Keyframes for the channel. However, if the Rotate interpolation type is set to Synchronized Euler, all three channels (X, Y, and Z) will be keyed.
When Euler angles are used to interpolate an object's animated rotation, the object's orientation about its various axes is calculated axis-by-axis. This is why Euler angle rotation is prone to artifacts such as gimbal locking and flipping. Gimbal locking occurs when rotation about a single axis causes unwanted rotation about complementary axes, or when the axes coincide. When Euler angle rotations are interpolated between keyframes, angles can flip if they accidentally wrap around positive or negative 180 degrees.
If gimbal locking or flipping occurs, you can use the Euler Filter to correct this behavior. For example, you can use the Euler Filter to normalize corrupted rotation curves from corrupted motion capture animation data. You can access the Euler Filter from the Curves menu in the Graph Editor or Dope Sheet. For more information about Euler filters, see Euler Angle Filtering and .
When should Euler rotation interpolation be used?
If you want specific numerical control over the rotation while smoothing the tangents of the rotation curve, use Euler rotation interpolation. In most cases, you should use Euler rotation interpolation only for rotation animation curves that you want to manipulate in the Graph Editor. Unlike quaternion curves, Euler curves support all tangent types and their keyframe-owned tangent handles for easy adjustment of the curve.
Quaternions
Quaternions will provide smooth interpolation of animation rotations and will always produce a more efficient path between keyframes than Euler angles. Quaternions will store the object's overall orientation, rather than a series of independent rotations. This means that one quaternion stores the same amount of rotation data as three Euler angles. Because quaternions only store direction values, they can be used to calculate the shortest rotation from one direction to another.
When using synchronized quaternions to animate an object's rotation, Maya first stores the object's keyframed direction value as an Euler angle, converts it to a quaternion for interpolation, and then converts the interpolated quaternion into a quaternion. Elemental rotation values are converted back to Euler angles for display in the channel box and graph editor.
In Maya, quaternions appear as Synchronized Euler curves and values. When an object's rotation curve is in sync, the keyframes on the object's Rotate X, Y, and Z curves are all locked at the same time. When a keyframe on one of the object's rotation curves is added, removed, or moved, the corresponding keyframe will also be updated on the associated rotation curve. This eliminates interpolation issues that can occur when removing a keyframe from one of the axes or moving the keyframe time individually.
The tangent setting of the quaternion curve will affect how the animated rotation of the object is interpolated. For more information about tangent types, see Graph Editor Tangents menu. Maya uses the following types of tangents and interpolations to calculate the shortest rotation from one keyframe to another:
Quaternion curve with clamped tangent using step interpolation
Quaternion curves with linear tangents use spherical linear interpolation (also called spherical linear interpolation)
Quaternion curve with spline tangent using cubic interpolation
For quaternion curves with clamped tangents, Maya uses step interpolation. For quaternion curves with linear tangents, Maya uses spherical linear interpolation (also known as spherical linear interpolation) to calculate the shortest rotation from one keyframe to the next and produce abrupt transitions between keyframes. For quaternion curves with spline tangents, Maya uses cubic interpolation to calculate the shortest rotation from one keyframe to the next and produce smooth transitions between keyframes.
When blending animation clips in the Maya®Trax™ Editor, you can choose one of the following quaternion rotation interpolation types: Quaternion Shortest or Quaternion Longest Path (Quaternion Longest). Quaternion Shortest Interpolation Use quaternion interpolation to find the shortest path between rotations from one segment to another. Quaternion Longest interpolation uses quaternion interpolation to find the longest path between rotations from one segment to another. This path is in the opposite direction of the Quaternion Shortest path.
You can specify the type of quaternion rotation interpolation for a fragment blend by setting the Rotation Blend attribute in the Attribute Editor.
Autodesk Maya 2020 update log:
1. Fix some bugs;
2. Optimize detailed issues;
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