by Autodesk 279,213 views
More realistic hair and other curve-based dynamics are now possible with the new Maya® nHair module for the Maya® Nucleus unified simulation framework.
Artists can now use the high-performance open source AMD Bullet Physics engine to simulate both soft and rigid bodies in a single system.
Supporting the new Open Data initiative, Maya artists can now read and write the Alembic open computer graphics interchange framework format
The Tokyo Big Sight environment is made by Christian Bloch and can be freely downloaded from www.hdrlabs.com/sibl/archive
by Autodesk 90,503 views
In this presentation where going to look at a variety of workflow improvements in Maya 2013 that will increase your productivity. The improvements cover many everyday tasks such as file referencing, hardware rendering, skinning, and managing complex nodes
by Autodesk 122,272 views
A number of enhancements to the HumanIK® feature set help animators more easily take advantage of its powerful bipedal character rigging and animation tools: the ability to map and retarget HumanIK animation to and from a custom rigged character; a unified character context for increased usability; character views that can be customized to fit specific requirements; continuous rig alignment during manipulation and playback; and greater control over Roll Bone influences.
Graph Editor Enhancements
Animators will appreciate the increased efficiency resulting from enhancements to the Graph Editor: a new interactive Retime tool, and a stepped preview mode for pose-to-pose animation.
by Autodesk 53,478 views
ATOM Animation Transfer
Now artists can transfer animation between characters via the new ATOM (Animation Transfer Object Model) offline file format—another element of the new Open Data initiative. ATOM natively supports keyframes, constraints, animation layers, and Set Driven Keys, enables artists to more easily repurpose existing animation data as new characters are created.
Trax Clip Matching
Artists can now more easily visualize how motions within two or more Trax clips match in order to adjust how they blend together. Clip Ghosts enable animators to view the start and end frames of clips as skeletal wireframes in the 3D view; clips can be manually matched with the help of these visual cues, or automatically matched using a choice of options for translation and rotation