lecture 8 - sculpting, blend shapes, and driven keys 8... · sculpting geometry sculpting is a part...
TRANSCRIPT
Introduction to Computer Aided Modeling
Instructor: Brent Rossen
CGS 3220Lecture 8Sculpting,
Blend Shapes,
andDriven Keys
Overview
Freezing TransformationsSculpting SurfacesCreating Blend ShapesAdding Custom AttributesUsing LocatorsSetting Driven Keys
Sculpting Geometry
Sculpting is a part of Maya’s Artisan ToolsFirst we’ll try it with a sphere, then we’ll use it to beat up our OrbCreate > Primitive Polygons > Sphere options
Set Subdivisions Axis and Subdivisions Height to 60Apply a phong to it so we can see it better
Keep the sphere selected, Edit Polygons > Sculpt Polygons Tool > Options
Polygons Tool Options
Hitting the options box when we open it opens the tool settingsCurrently, the most important items are Radius and Max Displacement
Radius: .2Max Displacement: .1
Now try painting on the surface, alternate between push, pull, and smooth and make some image
Setting up the Orb
We’ll now use the sculpt too to beat up the orbGroup the orb geometry ctrl+g, rename it orbGroupSelect the whole hierarchy of orbGroupModify > Freeze TransformationsEdit > Delete By Type > History, to start with a clean slate
Sculpt the Orb
Edit > Duplicate options, reset, and make a duplicate copy of the orbGroupMove the new orb next to the original, name it orbCrashGroupWith the orbCrashGroup selected Edit Polygons > Sculpt Polygons Tool optionsReset, Radius: .2, Max Displacement: .1, pullThis time, change the Reference Vector to Y-axis
Beat up the Orb
Now just use the sculpt geometry tool to beat up the orb
Blend Shape Deformer
In the next lesson, we’ll animate the orb colliding with the ground. So we need some way to make the orb transform from our shiny new one, to the beat up one. For that, we use blend shapes.Blend shapes are also used to transform a characters mouth from one viseme to the next
Create the Blend Shape Deformer
Select orbCrashGroup shift-select orbGroupBe sure to select the original last, that way Maya knows which one is getting the deformer applied to itDeform > Create Blend Shape > Options Box
Be sure Origin is set to LocalName it crashBlendShape
Select some part of the orb, go to the channel box or attribute editor, there should now be a crashBlendShape node
Using the Blend Shape
Select the orbCrashGroup on the blend shape node and virtual slider (MMB+Drag) change it from 0 to 1, you should see an effectWindow > Animation Editors > Blend Shape… will allow you to change multiple blend shapes at once, if they are appliedYou can still make changes to the orbCrashGroup, and those changes will propagate to the blend shape and orbGroup
Animation Setup
Now let’s reorganize our hierarchy before we start animatingCreate > Locator, locators do not renderRename the locator to pathLocatorCreate another locator and rename it animLocatorSelect animLocator, shift-select pathLocator and hit p to parent themParent the orbGroup to the animLocator
Add a Custom Attribute
Since the blend shape attribute is hidden in the input nodes, we want to make it easy to get to by including it as an attribute on the animLocatorSelect animLocator Modify > Add Attribute
Enter crashShape as the name Make sure Keyable is checkedData Type should be floatMinimum: 0, Maximum: 1
Press Ok
Connect the Attribute
That attribute doesn’t do anything yet, we have to connect it to the blend shapeWindow > General Editors > Connection EditorSelect animLocator click Reload LeftClick on the Crash Shape attributeSelect any geometry of the orbGroup and highlight crashBlendShapeClick Reload Right, Select Weight > orbCrashGroup
Set Driven Keys
The idea behind a driven key is that one attribute drives the attribute of another
An example of this is if you connected the bulge of a bicep to the rotation of an elbow
What we’ll use it for is to create an attribute on the animLocator to drive the zoom of both the lens and lens tubeModify > Add Attribute
Name: lensControl, Min 0, Max 1, default 0
Define the Driven Keys
Animate > Set Driven Key > Set > OptionsSelect the animLocator click Load DriverSelect lensControl to specify it as the driverSelect the lens and tube of the orb, click Load DrivenHighlight the tube and lens, select the Translate Z and Rotate Z attributes to specify them as driven
Set the Driven Keys
lensControl: 0, translateZ: 0, rotateZ:0, press KeylensControl: 1, translateZ: -.15, rotateZ: 45, press KeyNow, when you move the lensControlattribute from 0 to 1, the translateZ and rotateZ of both the tube and lens will go from 0 to -.15 and from 0 to 45
Wrapping Up
We went over:The Blend Shape Deformer, something you will become very familiar with in later projects as wellThe Artisan Sculpting Tool, a very intuitive way to alter objectsSet Driven Keys, which are essential for animation setup and can save a huge amount of time
Next Time we’ll use the animation locators to animate the orb flying into our garage