3DS Max has had a sweep modifier for quite a long time. It's brilliant for arch vis. Create your room and if you want door, window, ceiling architraves and floor skirting you just select the edge segments you want in the mesh and create spline from selection (or edge selection) , use your custom architrave shape and bam. Fully architraved room with architraves in the correct place in a couple of very short minutes.
AMAZING!!!! I can already see myself using this to make vines, tree branches, tentacles, curved metals, and anything else that this tool could make less of a pain to model.
Damn that was really cool. I thought it was weird why they hyped it up so much before but now I see why. Wish Autodesk was as good showcasing their products/features as you guys.
Nice overview! One small critique: Having shown/mentioned the auto-generated UVs. Really useful free UVs for all the twisted multiple cables and complex geo you can make with the tool.
Ray Dream Studio had this "free form spline modeler" with some of these features way back in the mid-90's! Back then the propaganda said that NURBS was "real" modelling, spline was second class and pushing polygons was for hobos and peasants! Once Sony's PS1\PS2 took off polygonal modelling became the days top dog. Now every kind of method has it's respected place. NICE VIDEO!
Nurbs are just a way of drawing polygons that is more economical. We used to get around the limitations of interactively drawing high poly counts with nurbs. As the hardware got more powerful, manipulating more polygons was less of a problem. Companies like Pixar started using interactively subdivided polygons instead of stitched nurbs networks back around 1997 (see Geri's Game). There are still plenty of industry uses where nurbs are the preferred workflow.
@@ajlbeer Back then software that used NURBS were more expensive than polygonal modelers. There was a free beta of Rhino but there was no google that easily told you it even existed. It was an internet download on top of that. I only learned about Rhino beta while looking at documentation for a "Microscribe 3D Digitizer". I started with "4D Vision Sculptor Pro", it originally was expensive but then drop down to $150 ($250 in today's dollars). The company discontinued it right after that sale price. It even came with a 3.5" floppy containing a small amount of people model assets in DXF format. Which back then was a big bonus. What I'm saying about those days was that ownership of expensive software and machines was promoted as absolutely essential. Being a novice i swallowed that nonsense hook, line and sinker. Then I saw a modeler from the former Yugoslavia, a college student who posted beautifully crafted free online models he made using freeware programs. Because of course talent and practice make the artist! He modeled an awesome Yoda head before the prequels came out! I never modeled anything good until Nendo came out and I was able to apply my George Bridgman's 'mass comes first' drawing skills to 3D.
This feature has been in Maya for a while now, it was just hidden away. The way you used to do this was by selecting the curve, selecting a face from the object you wished to extrude along the curve, and extruding the selected face. This mainly adds convenience and ease of access.
no. this one is wayy different because it has a ton more features. what you are describing just has the extrude options to add divisions, twist , taper and thickness. you can do so much more with this new one
Thanks for your comment! There are actually tons of added features to this, like being able to duplicate the mesh around the curve, twisting the curve, tapering it with a graph, using custom objects and more. Its so much more intuitive than the old extrude along curve.
Will we ever have a world where people stop comparing different softwares and just be satisfied Maya adds useful stuff, even tho it was a some sort of hidden function, at least it makes it easier and more customizable for Maya users?
Thanks for the video, will be great if you make next series with more practical examples for game dev purpose. I see a lot of situations where we could use it. But, maybe, you'll give us some fresh ideas? Also, I want to ask you, what program do you use for recording keyboard shortcuts?
@@luxferrev for all the blendertards out there it's not like you couldn't do that before, it's just a new node which is easier to use and with built in features rather than going into nodes to do it.
Hello. Nice presentation. But I have a simple question. What keycast software u use to show type click. I search for a good and no one helps me. Cheers!!!
This is so much better and easier than before. But I have an issue when I use the tool. My cable has too few divisions in lenght, and I can't for the life of me find a way to fix this. Any idea guys? Awesome content as usual :)
This is great just 1 question. I followed along with the vid, I created a curve and used open/close to close it but in the sweep mesh creator when i used distribute and then twist and taper the mesh is disconnected. Anyone know how to keep the sweep mesh connected while adjusting values?
my sweepmeshcreator tab gets deleted whenever I do a sweep mesh under custom. so I can't align the object or rescale it once it is made. all that is left is a "Sweepprofilecreator1 in which it shows "in object Array" and shows the tab for world matrix and curve precision and nothing more. I dojn't recall having this issue prior. any thoughts to this?
As a Blender user, I feel its kind of "blender" thingy, But I am surprised how Maya has a more useful option, well GG sadly it's just available on *Maya 2022* , is that right?
Yeah. It’s definitely not this advanced but if you create a curve and set it’s bevel to object type and chose a circle curve you get something moderately similar. I’d look up a TH-cam tutorial on modeling hair with curves. There’s a really good one where the thumbnail has a green headed anime style that looks like s/he could be a character on RWBY. I recommend this one in specific because he goes over using multiple curve circles as one bevel object to creat really unique looking hair styles and I’ve yet to see anyone else do that. (Pancake_Manicure I think is the guy)
I tried sweep in Cinema4D. It's so much more intuitive and so simple to use. Not only that it has such useful things like bevel end caps, animation of start and end growth and etc. If you want to animate growth of sweep mesh in Maya you need to offset original curve with partial option on, create sweep and animate it's subCurve's Min/Max values attribute. It's really terrible and complex setup. I just can't understand how Autodesk not included such a simple feature in Maya's sweep?
Hey Guys, I love your videos and I have been wondering why you are not posting so much lately? You're probably busy but I am running out of content to watch :)
Hey Jared! Its been a busy year for us with tons of things happening behind the scenes. Unfortunately TH-cam has been a bit neglected for us as a result. We really want to get back to it!
Imagine a world where everyone is like Blender people...so you went out to grab some toilet paper at the store since you used it all unloading and wipeing after a big one. You come home and you wife says: "So what? Neighbors across the street had same toilet paper for months now!" ...amazing, let everyone on the planet know nobody needs to buy toilet paper ever again, my neighbor has it, it's all good now! :)
Well softimage is a dead software. Blame autodesk who is just bolting on features to maya without any regard to a well integrated user experience, and just ends up playing catch up. I'm just glad we finally have something essential.
@@user-ts2oc3jz8n I use it all the time to make hair, what's so bad about it? that it doesn't cost an arm and a leg to use or that it didn't take till fucking 2021 to add it?.
@@barryallencoffee Honestly Blender does this way better and more open ended. For example you can make few shapes and have them make the curve, so you can always play with those shapes ,see how it effects the curve and by shapes I mean basically mesh or curve. Not so different but just kinda faster and more bells and whistles. And yes u can change the poly-count in few ways non-destructively.
It's 2021 and Autodesk is finally adding a feature to Maya that should have been added 10-15 years ago. That's kind of pathetic that it took all this time.
Its really good that They Respect our Time and Don't Waste our Time with Useless Talkings ... Thank U Very Much
Thank you! We try to get to the point right away
@@FlippedNormals ..And Thats Why i Love U Guys ...
3DS Max has had a sweep modifier for quite a long time. It's brilliant for arch vis. Create your room and if you want door, window, ceiling architraves and floor skirting you just select the edge segments you want in the mesh and create spline from selection (or edge selection) , use your custom architrave shape and bam. Fully architraved room with architraves in the correct place in a couple of very short minutes.
Since even before it was 3dsmax and just 3ds
@@SupaPoopaScoopa "3D studio" it was ) S stands for studio.
AMAZING!!!! I can already see myself using this to make vines, tree branches, tentacles, curved metals, and anything else that this tool could make less of a pain to model.
Yes exactly! Its a game changer for these kind of features.
I'm getting back into maya and I wanted to have a character with vines and roots. So I'm glad stumbled upon this on video.
Damn that was really cool. I thought it was weird why they hyped it up so much before but now I see why.
Wish Autodesk was as good showcasing their products/features as you guys.
Your Loft has leveled up to Sweep Mesh!
Dude, you just change my life.
This is actually so insanely dope. I'm... I'm gonna be using this so much now
Awesome! Happy it helped Daniel.
Thats really cool, thanks for the video
this is amazing!
amazing tool! idk why i missed this coolest tool to learn! TY!!
Nice overview! One small critique: Having shown/mentioned the auto-generated UVs. Really useful free UVs for all the twisted multiple cables and complex geo you can make with the tool.
Ray Dream Studio had this "free form spline modeler" with some of these features way back in the mid-90's! Back then the propaganda said that NURBS was "real" modelling, spline was second class and pushing polygons was for hobos and peasants! Once Sony's PS1\PS2 took off polygonal modelling became the days top dog. Now every kind of method has it's respected place. NICE VIDEO!
Nurbs are just a way of drawing polygons that is more economical. We used to get around the limitations of interactively drawing high poly counts with nurbs. As the hardware got more powerful, manipulating more polygons was less of a problem. Companies like Pixar started using interactively subdivided polygons instead of stitched nurbs networks back around 1997 (see Geri's Game). There are still plenty of industry uses where nurbs are the preferred workflow.
@@ajlbeer Back then software that used NURBS were more expensive than polygonal modelers. There was a free beta of Rhino but there was no google that easily told you it even existed. It was an internet download on top of that. I only learned about Rhino beta while looking at documentation for a "Microscribe 3D Digitizer". I started with "4D Vision Sculptor Pro", it originally was expensive but then drop down to $150 ($250 in today's dollars). The company discontinued it right after that sale price. It even came with a 3.5" floppy containing a small amount of people model assets in DXF format. Which back then was a big bonus. What I'm saying about those days was that ownership of expensive software and machines was promoted as absolutely essential. Being a novice i swallowed that nonsense hook, line and sinker. Then I saw a modeler from the former Yugoslavia, a college student who posted beautifully crafted free online models he made using freeware programs. Because of course talent and practice make the artist! He modeled an awesome Yoda head before the prequels came out! I never modeled anything good until Nendo came out and I was able to apply my George Bridgman's 'mass comes first' drawing skills to 3D.
Big thanks!
So useful! we need more tools like this!!!
This feature has been in Maya for a while now, it was just hidden away. The way you used to do this was by selecting the curve, selecting a face from the object you wished to extrude along the curve, and extruding the selected face. This mainly adds convenience and ease of access.
no. this one is wayy different because it has a ton more features. what you are describing just has the extrude options to add divisions, twist , taper and thickness. you can do so much more with this new one
Thanks for your comment! There are actually tons of added features to this, like being able to duplicate the mesh around the curve, twisting the curve, tapering it with a graph, using custom objects and more. Its so much more intuitive than the old extrude along curve.
thats mindblowing! thanks!😀
Just wow! It's so powerfull
Thanks a bunch :)
Awesome! thank you
Will we ever have a world where people stop comparing different softwares and just be satisfied Maya adds useful stuff, even tho it was a some sort of hidden function, at least it makes it easier and more customizable for Maya users?
A lot of thanks for the tip
Wow this is so powerfull.
Yea, its great! We use Sweep Mesh all the time
Really nice to see this, usefull to create hair similar to blender tube and curve method, really interesting as well for demi-organic shapes
Thanks for the video, it very helpful to me, but I don't understand how the CUSTOM work.
Thanks for the video, will be great if you make next series with more practical examples for game dev purpose. I see a lot of situations where we could use it. But, maybe, you'll give us some fresh ideas? Also, I want to ask you, what program do you use for recording keyboard shortcuts?
Houdini users smile why looking at this new Maya feature
Cinema 4d юзеры тоже
Blender users also
@@luxferrev for all the blendertards out there it's not like you couldn't do that before, it's just a new node which is easier to use and with built in features rather than going into nodes to do it.
@@elconquistador3340 I can taste the salt from here
3dsmax, same name...
very good and useful
20 years later finally in Maya, Autodesk is so generous
hi, very nice video!!! how do you show real-time keyboard plus mouse action on screen while you recoding?
Hello. Nice presentation. But I have a simple question. What keycast software u use to show type click. I search for a good and no one helps me. Cheers!!!
would be cool if you could animate/control the length of extrusion along the path.
This is so much better and easier than before. But I have an issue when I use the tool. My cable has too few divisions in lenght, and I can't for the life of me find a way to fix this. Any idea guys? Awesome content as usual :)
Hi guys...thanks for the useful info...but do you guys have any plans for DAZ tutorials anytime soon?
Great video
Glad you enjoyed it!
Do you Know if I can Animate the curve ? like when I have a history on my Tube Extrude ?
This is great just 1 question. I followed along with the vid, I created a curve and used open/close to close it but in the sweep mesh creator when i used distribute and then twist and taper the mesh is disconnected. Anyone know how to keep the sweep mesh connected while adjusting values?
The star shaped tooth paste reference had me confused, apparently 30 years ago there was "Colgate Jr. Star Shaped Toothpaste".
this used to be the ''wire tool'' a plugin that got removed in i think 2016 i was suprised it got reworked and implemented into maya 2022
my sweepmeshcreator tab gets deleted whenever I do a sweep mesh under custom. so I can't align the object or rescale it once it is made. all that is left is a "Sweepprofilecreator1 in which it shows "in object Array" and shows the tab for world matrix and curve precision and nothing more. I dojn't recall having this issue prior. any thoughts to this?
Does anyone know if Maya LT has sweep? I cannot find it what so ever in the UI
What is a normal map in substance painter
**flashbacks of sweep nurbs in c4d**
T^T this is so beautiful
Is this tool only in Maya 2022?
없었다가 커브 따라 생기는 애니메이션은 안되나요? 그게 안되면 크게 쓸모가없어보이는데
wow.. what took u so long to add this feature autodesk? Im still using maya 2018 btw lol
Hello everyone. Someone knows about multitexture for may, like for 3dsMax?
Is that a blender feature?
You can do similar things in Blender, thought Sweep Mesh is a bit more refined.
Wow, 3ds max has had something like this for decades.
Ikr, Maya adding "ground breaking new features" most other DCCs had for ages ^^
This was a plugin before that added it in officially called "wire". It didn't have all the same features but pretty close.
Damm, I truly thought you could do this before??
You could do it through curve extrusions and such, but nothing nearly as intuitive as Sweep Mesh :)
As a Blender user, I feel its kind of "blender" thingy,
But I am surprised how Maya has a more useful option, well GG
sadly it's just available on *Maya 2022* , is that right?
@hjf4a2 indeed
I'm very happy that i chosen blender in my life .
yes me too, but this kind of surprised me, lol
like have more options and setting
but so far is kinda same too
@@abiyyupanggalih854 That’s the point. Being kinda the same and one is free.
@hjf4a2 what kind of mental gymnastics are you doing? I see you don't have any Maya content on your channel, ArE yOu A pOsEr??1!?
Wow my comment got deleted hahahah wonder who got offended..
@@MatthewsFILMs Even better
as always autodesk is missing something: extrusion lenght and position on that given curve...
Remember when zbrush curve brushes were the shit? Now there's so many better, less destructive alternatives
houdini can sweep, twist, bend, and has multiple tools for spawning and altering the underlying curve. Ya'll crazy if you use maya for these tasks.
Absolutely, for procedural modeling nothing beats Houdini!
Isn't this thing already available in blender
ngl but some functionalities seem to be done way better in maya
You can definitely do similar things in Blender, but Sweep Mesh is much more refined than the Blender way currently.
does this exist in blender ?
yeah you can do similar things with curves
every software has this, the thing is that they made the maya's version of the tool a little better
Yeah. It’s definitely not this advanced but if you create a curve and set it’s bevel to object type and chose a circle curve you get something moderately similar. I’d look up a TH-cam tutorial on modeling hair with curves. There’s a really good one where the thumbnail has a green headed anime style that looks like s/he could be a character on RWBY.
I recommend this one in specific because he goes over using multiple curve circles as one bevel object to creat really unique looking hair styles and I’ve yet to see anyone else do that. (Pancake_Manicure I think is the guy)
@@manuelromero2339 Thanks
Sweep Mesh tool not show
I tried sweep in Cinema4D. It's so much more intuitive and so simple to use. Not only that it has such useful things like bevel end caps, animation of start and end growth and etc. If you want to animate growth of sweep mesh in Maya you need to offset original curve with partial option on, create sweep and animate it's subCurve's Min/Max values attribute. It's really terrible and complex setup. I just can't understand how Autodesk not included such a simple feature in Maya's sweep?
Hey Guys, I love your videos and I have been wondering why you are not posting so much lately? You're probably busy but I am running out of content to watch :)
Hey Jared! Its been a busy year for us with tons of things happening behind the scenes. Unfortunately TH-cam has been a bit neglected for us as a result. We really want to get back to it!
@@FlippedNormals Unacceptable! .... :) Looking forward to more content!
Imagine a world where everyone is like Blender people...so you went out to grab some toilet paper at the store since you used it all unloading and wipeing after a big one. You come home and you wife says: "So what? Neighbors across the street had same toilet paper for months now!" ...amazing, let everyone on the planet know nobody needs to buy toilet paper ever again, my neighbor has it, it's all good now! :)
✅✅✅
This was in Softimage day one. hard for me to get excited with Maya
Well softimage is a dead software. Blame autodesk who is just bolting on features to maya without any regard to a well integrated user experience, and just ends up playing catch up. I'm just glad we finally have something essential.
RIP Softimage, you sweet prince.
@@hyperreal sigh. Made my peace with it yeras ago.
can't wait to see Blender steals this 😂
this has been in blender for years
@@chimingito *a bad version of this.
@@user-ts2oc3jz8n don't worry they already make it good version
@@user-ts2oc3jz8n I use it all the time to make hair, what's so bad about it? that it doesn't cost an arm and a leg to use or that it didn't take till fucking 2021 to add it?.
@@chimingito First of all Maya has a Indie version which is only 20 dollars a month and secondly blender doesn't unwrap the model.
nothing special here. could do this in max since the early days. cool maya finally got it
haha
im a blender user
what am i doing here
It's nice to know that blender has had this feature for awhile now.
does blender have the optimize thingy?
@@barryallencoffee no its doesn't and it also doesn't have the distribute.
@@barryallencoffee Honestly Blender does this way better and more open ended. For example you can make few shapes and have them make the curve, so you can always play with those shapes ,see how it effects the curve and by shapes I mean basically mesh or curve. Not so different but just kinda faster and more bells and whistles. And yes u can change the poly-count in few ways non-destructively.
@@user-ts2oc3jz8n You can combine some modifiers to get the distribute result, but I agree it's not quite as simple and easy.
lol Blender makes MAYA look ancient...
You are not try to learning us. you just want to show us that you know. Try to speak little slower.. and comedown mane..
It's 2021 and Autodesk is finally adding a feature to Maya that should have been added 10-15 years ago. That's kind of pathetic that it took all this time.
Nothing special for houdini
maya max is the passed! blender is the future!
Who asked???
Nobody cares use what u like
@@the_cytrowave_artist Exactly