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	<title>djx blog</title>
	<link>http://www.djx.com.au/blog</link>
	<description>more serious than before (in a good way)</description>
	<lastBuildDate>Sun, 07 Mar 2010 12:12:31 +0000</lastBuildDate>
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	<language>en</language>
	
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		<title>Maya Linear Workflow In Two Steps</title>
		<description><![CDATA[If the emails I get are any indication, then I'd say there is a fair amount of confusion around the subject of linear workflow in mentalray for maya. And over the past few years in my search for answers I have contributed my share of half truths and misinformation to the discussion. So, in the [...]]]></description>
		<link>http://www.djx.com.au/blog/2010/03/07/maya-linear-workflow-in-two-steps/</link>
			</item>
	<item>
		<title>frame by frame command line rendering</title>
		<description><![CDATA[If you don't have access to a render manager, or even if you do, you might want to render from the command line one frame at a time. There are a few reasons why you may want to do this. Sometimes maya does not get to the end of a long batch render due to [...]]]></description>
		<link>http://www.djx.com.au/blog/2010/02/17/frame-by-frame-command-line-rendering/</link>
			</item>
	<item>
		<title>Is this thing on?</title>
		<description><![CDATA[Check Check
One Two
Ok, Im back.
]]></description>
		<link>http://www.djx.com.au/blog/2010/02/17/is-this-thing-on/</link>
			</item>
	<item>
		<title>connectNodeToAttrOverride for mia_material_x</title>
		<description><![CDATA[When building shader networks in the hypershade window it is common to drag-and-drop one node onto some attribute of another. When you do this maya attempts to guess the type of connection you are making. If you drag a texture or a material onto a color attribute then maya will automatically connect either the .outColor [...]]]></description>
		<link>http://www.djx.com.au/blog/2009/11/12/connectnodetoattroverride-for-mia_material_x/</link>
			</item>
	<item>
		<title>p_HairTK with p_shader_replacer update</title>
		<description><![CDATA[A few months back I wrote about using puppet's p_shader_replacer to override maya's fur shading with the p_HairTK shader. I discovered a strange anomaly that I thought would be worth a mention. But for the rest of this post to make sense you need to know how the p_shader_replacer works. If you don't, have a [...]]]></description>
		<link>http://www.djx.com.au/blog/2009/11/03/p_hairtk-with-p_shader_replacer-update/</link>
			</item>
	<item>
		<title>djRivet.mel &#8211; added support for multi uv sets</title>
		<description><![CDATA[Several years ago I wrote a mel script called djRivet.mel that makes it easy to constrain things to deforming surfaces using follicles. Matt Oldfield, one of the TD’s at Disney Interactive, suggested that I update it to include support for multiple uv sets. It was pretty cool to hear that someone other than me finds [...]]]></description>
		<link>http://www.djx.com.au/blog/2009/11/03/djrivet-mel-added-support-for-multi-uv-sets/</link>
			</item>
	<item>
		<title>maya 2010 mia_material_x bump bug fix</title>
		<description><![CDATA[In maya 2010, if you connect a bump map to a mia_material_x shader and later change your mind and delete the bump map or break the connection, the shader will no longer render as you expect and the hypershade swatch will turn black.
If you use the channel box to  inspect the mia_material_x attributes you will [...]]]></description>
		<link>http://www.djx.com.au/blog/2009/10/15/maya-2010-mia_material_x-bump-bug-fix/</link>
			</item>
	<item>
		<title>poseDeformer walk-through</title>
		<description><![CDATA[I was asked to write a simple getting started guide for using Michael Comet's poseDeformer, so here it is. 
Intro
The poseDeformer is an open source plugin for Maya,  that was written by Michael Comet. It works a bit like blendshapes where the amount of deforming depends on the pose. It is commonly used to correct [...]]]></description>
		<link>http://www.djx.com.au/blog/2009/10/02/posedeformer-walk-through/</link>
			</item>
	<item>
		<title>poseDeformer plugin compiled for maya2010-x64 win</title>
		<description><![CDATA[We upgraded to maya 2010 this week so I have recompiled my 2nd favourite plugin - Michael Comet's poseDeformer. This is the windows x64 version. (x86 coming soon)
I added it to poseDeformer.rar on the Downloads Page.
Update 2 Oct 2009: Added maya2010 win32 (x86) compile to the download.
]]></description>
		<link>http://www.djx.com.au/blog/2009/08/15/posedeformer-plugin-compiled-for-maya2010-x64-win/</link>
			</item>
	<item>
		<title>zooAttrScroller.mel Virtual Sliders</title>
		<description><![CDATA[I was rummaging around Hamish McKenzie's zooToolbox the other night and uncovered the intriguingly named zooAttrScroller.mel
I'd never noticed this one before so I opened it up in my favourite code editor, notepad++, to see what it did, and soon worked out that you use it to create a virtual slider in the viewport so that [...]]]></description>
		<link>http://www.djx.com.au/blog/2009/08/11/zooattrscrollermel-virtual-sliders/</link>
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