Category Archives: Production

Speed up the rigging process in Maya with automatic centering for joint placement.

Building a skeleton for your character can at times be tricky; you may start drawing your joints only to find that they’re going to the origin. This results in having to keep

Rendering Paint Effects with Arnold in Maya 2018

A brief description of the process for preparing Paint Effects objects for rendering in Arnold. A brief introduction to Paint Effects is also included.

Maya Snow Simulation with nParticles

Make a snow simulation with nParticles and render it in Arnold inside of Maya.

Maya: nParticles to Polgyons to MASH

Particles can be generated within seconds. The result is an amazingly vivid animation without a single keyframe. However, if you want to refine the particle geometry, you need to convert the particles

Simulate liquid objects that keep their shape – Maya 2018 – Bifröst

This is a short tutorial how you can use Maya’s Bifröst to create liquid shapes that behave like a liquid on collision or with forces, but that still return to their original

Autodesk Maya 2018 – Motion Graphics MASH webinar

Maya 2018 Motion graphics webinar looking at the newest features in MASH – the motion graphics toolset now included with Maya.


In this video you can quickly get idea how to animate motion graphics for your presentations or videos.

Creating A Water Splash In Maya 2018 With Bifrost

In this tutorial I show you how you can simulate a water or liquid splash in Maya 2018 using Bifrost! If you don’t have a copy of Maya 2018 you can download

Maya 2018 Bifröst BASIC Webinar

This is the recording of my Bifröst BASIC webinar on January 25. Here you learn the basics about Bifröst, your first steps for simulating liquids in Maya 2018 (other versions of Maya

Arnold’s aiUtility Node to Create Procedural Dust in Maya 2018

Hi Creators, In this tutorial, we cover a new Arnold node: the aiUtility node! This node is very handy, especially when creating procedural textures that fall in a particular angle. Check it