introduction to maya
DESCRIPTION
Introduction to Maya. Main Navigation. Similar to Unity 3D Unlike Unity it is a right handed coordinate system Used to determines whether a positive rotation is clockwise or counter-clockwise. Find out what the default unity of measurement is for Maya and for unity and how do they relate? . - PowerPoint PPT PresentationTRANSCRIPT
INTRODUCTION TO MAYA
Main Navigation Similar to Unity 3D Unlike Unity it is a right handed coordinate system Used to determines whether a positive rotation is
clockwise or counter-clockwise.
Find out what the default unity of measurement is for Maya and for unity and how do they relate?
Viewport Navigation Hold Alt (use Option instead of Alt on
Macs)Alt + LMB – tumble (“rotate”)Alt + MMB – track (“side-to-side”)Alt + RMB – dolly (“zoom”)a – frame scenef – frame selected object
Reference: http://www.spherevfx.com/downloads/MayaHotKeys.pdf
Transforms w – move e – rotate r – scale q – drop tool ‘insert/home’ – edit pivot (or hold down
d) *g – last move
Geometry Display Setting Viewport Appearance:
1 – rough2 – medium3 – smooth4 – wireframe5 – shaded6 – shaded + textures7 – lights (not default Maya light)
Hide / Show:Ctrl + h – Hide selectionShift + h – Show selectionCtrl + Shift + h – Show last hiddenAlt + h – Hide unselected
Object SelectionF8 – toggle object/component modeF9 – verticesF10 – edgesF11 – facesF12 – UVs(for polygons, convert between selection types by using Ctrl + the function keys listed above)
Snapping: Hold c – snap to curves x – snap to grid v – snap to point
Others z – undo! Ctrl + g – group Alt + v – start/stop playback Alt + . / , - next/previous frame g – repeat last tool (not for transforms)
Basic Polygons Create -> Polygon Primitive
SphereCubeCylinderConePlaneTorusPyramidPipe
Editing Polygons Combine Separate Mirror Geometry Smooth Split Polygon Extrude Merge Merge Edge Sculpt Geometry UV texture editor
Modeling Polygon Modeling
Easy for modeling objectsSubdivisions are what defines how many
polygons are on an object. Nerb modeling
Tricky and cumbersomeVery useful with curbs and surfaces
Combining/Separating• Mesh -> Combine• Mesh -> Separate
Mirror Geometry/ Smooth• Mesh -> Mirror Geometry• Mesh -> Smooth
Split Polygon/Extrude• Edit Mesh -> Split Polygon Toolo Edit Mesh -> Insert Edge Loop Tool
• Edit Mesh -> Extrude
Merge• Edit Mesh -> Mergeo Edit Mesh -> Merge To Center
• Edit Mesh -> Merge Edge Tool• Edit Mesh -> Merge Vertex Tool
Model Manipulation Duplicate
Edit -> DuplicateEdit -> Duplicated Special
Modify -> Freeze Transformation Window -> Hypergraph Hierarchy
Edit -> GroupModify -> Center Pivot.
Layer -> Create Empty Layer/ Layer from Selected
Maya Textures Window -> Rendering Editors ->
Hypershade Textures
BlinnLambert*Phong
UV Texture Windows -> UV Texture Editor Select object
Subdiv -> UV Snapshot…Select File locationSelect image format
○ PNG○ JPG○ TIFF
Files and Textures File PSD File
Select file
Middle mouse drag onto texture to apply file
UV Texture manipulation http://www.youtube.com/watch?v=6Dj_K
j5V4s4 Persp/UV Texture Editor
Image -> Shade UVsRight Click -> UVsSeparated the selected UV into one for each
connected edgeAlign selected UVs
Image Planes View -> Image Plane -> Import Image… http://www.youtube.com/watch?v=NYYdIQ7i1Go http://www.youtube.com/watch?v=Du8-IqA4H6g&feature=related
Modeling assignment Model A tire
http://www.cgarena.com/freestuff/tutorials/maya/tire/index.html
Model A carhttp://www.3dm3.com/tutorials/maya/350z/
Animation Path Animation
Attaching an Object to a NURB-basic curve to animate the object along the surface.
Key frame AnimationStandard animation method.
Nonlinear Animationmore advanced method of animation it is
completely independent of time
Key frame Animation Linier Animation
You set keys for an object's extreme positions and let the computer fill in the in-between motion.
Dynamic AnimationApply physics to the animation and the bake the simulation.Havok physics engine.
IK/FK Animation (Rigged animation) Inverse Kinematics
○ IK is how the child node, as it moves, effects all the parents' position and orientation values.
Forward Kinematics○ FK refers to the effect on the child nodes as the parent moves
or rotates.