STUAAAAAAAAAART
stuaaaaaaaaaart.bsky.social
STUAAAAAAAAAART
@stuaaaaaaaaaart.bsky.social
maya rigger in training

stuaaaaaaaaaart.github.io
Reposted by STUAAAAAAAAAART
It’s a union marmot
January 28, 2025 at 8:43 PM
Reposted by STUAAAAAAAAAART
this one is called goose horse
January 6, 2026 at 10:55 PM
year of the gorse
January 8, 2026 at 7:05 PM
had a quick chat with someone on figuring how to deal with multiple masks for a texture, and they had a black-object-white-keepout diagram to explain the question

was reminded of how i struggled with learning masks when i was starting out and couldn't figure out back then

i think this might be why
January 6, 2026 at 4:03 PM
reposting for neat-looking tow truck 🤔
January 6, 2026 at 8:47 AM
recently migrated to UE5.7, and oh neat this convert node is much neater and clearer than multiple append/make#Float/break#Float/mask nodes. when did this happen?

(context: #UE5 material blueprint editor)
January 1, 2026 at 5:28 PM
December 31, 2025 at 4:00 PM
Reposted by STUAAAAAAAAAART
Jingle bells 🦌🎶

Clothless version on patreon✨
December 29, 2025 at 6:11 PM
slowly working on an in-material SDF-based spline texture (doing proofs of concepts with quadratic beziers first), just got to a milestone where i can fill in a segment just from sign maths

code guidance from reading Inigo Quilez's SDF blog and those inspired by their work on shadertoy

#UE5 #SDF
December 30, 2025 at 8:33 AM
a well made argument

*runs away from stage*
December 28, 2025 at 4:07 PM
*scrolls into view*
oh right they're still at st james power station huh.

...

wasn't the place previously a ministry of sound nightclub? i forget what happened to them

...

oh. completely memory-holed their exit 😓

...

why did i type this post again?
Miniature musical instrument makers admit defeat as violin size requirement for story is declared "too small to build."
December 27, 2025 at 7:22 PM
it's the week. it's that time of the year

however it arrived, have it as well as you can

anyway here's #silksong fanart
December 22, 2025 at 12:38 PM
Reposted by STUAAAAAAAAAART
Oh to be a little Tardigrade walking across a microscopic slide. 🫧🐻🧪
December 16, 2025 at 7:00 PM
me: oh my god tkinter in maya needs troubleshooting, and there's a lot of window management (PySide2/Qt) i have to traverse just to access the OS clipboard--

maya: uhh i'm already managing it, you can do it through me

me:

maya: do you want a break?

me: yes please 😭
December 17, 2025 at 5:43 PM
me: hey how can i quickly bring in a shape from illustrator to maya as a curve? i know there's a save as legacy and importing it, but surely there's a simpler pipe for that?

maya: you can import SVGs from the clipboard!

me: ... you gave me poly meshes

maya: shrug, they contain edges

me: 🤦‍♀️
December 17, 2025 at 12:31 PM
okay ignore that post entirely: turns out i was chasing an eldrich horror when the actual problem was that the sign result wasn't normalised and i multiplied it to the distance field

effectively crayoning over the proper result

i am not smart 😭
December 11, 2025 at 8:48 PM
okay ignore the third picture, i didn't catch that the curve no longer works there 🤦‍♀️
cursed question for #UE5(? or is this a HLSL thing? or a general shader thing?):

for whole-number exponents: why is A*A different from power(A,2.0)?

the oddest thing is that the power function is the one returning desired results, and #shadertoy doesn't seem to have this problem

(check alt text)
December 11, 2025 at 11:26 AM
cursed question for #UE5(? or is this a HLSL thing? or a general shader thing?):

for whole-number exponents: why is A*A different from power(A,2.0)?

the oddest thing is that the power function is the one returning desired results, and #shadertoy doesn't seem to have this problem

(check alt text)
December 11, 2025 at 11:08 AM
been watching news on electronics recently

the next (at least) 5 years would be a very bad time to need to replace a part, let alone a new PC/workstation entirely

i just want to work
December 6, 2025 at 6:09 AM
oh no. i just learnt that it *is* possible to make a custom manipulator in maya with the python API

and there might be bugs in there
November 29, 2025 at 12:49 PM
yaaaaaaaaaaayyyy

that's taking a tiny weight off the many many many many many many many many many many many "i want to scale sideways from where i'm looking at right now" actions when modelling character stuff now

note: this is bound to a shelf button, not a live manipulator (i wish it was one)
November 28, 2025 at 8:08 PM
okay, after self-inflicted vector maths hell, i'm done with a one-function tool to align the scale manipulator to a specified camera (read: default persp camera)

summary in README; visual demo when i have time to record my screen later

github.com/STUAAAAAAAAA...
November 27, 2025 at 9:34 PM
learning the ladder to get the position of the manipulator:

me: maya, currentCtx()?
maya: oh "scaleSuperContext"
me: okay finally pass that to manipScaleContext()
maya: says it doesn't recognise it
me:
me: then why give it to me?
maya: shrug
November 21, 2025 at 3:33 PM
sigh. you know what, i could use a distraction

*tosses a cosy game into steam cart*

*goes to checkout*

...

sigh.
October 20, 2025 at 2:11 PM
fun fact: this overwrites and makes an otherwise appropriately sized .ma file that has nothing but NULs in it (basically a zero-fill file)

this is why autosaves exist on maya but **for some reason isn't telegraphed to beginner users** (although going off another repost to this.....)
October 13, 2025 at 8:29 AM