Download presentation
Presentation is loading. Please wait.
Published byDwight Hodges Modified over 9 years ago
2
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?
3
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 scene f – frame selected object Reference: http://www.spherevfx.com/downloads/MayaHotKeys.pdf http://www.spherevfx.com/downloads/MayaHotKeys.pdf
4
Transforms w – move e – rotate r – scale q – drop tool ‘insert/home’ – edit pivot (or hold down d) *g – last move
5
Geometry Display Setting Viewport Appearance: 1 – rough 2 – medium 3 – smooth 4 – wireframe 5 – shaded 6 – shaded + textures 7 – lights (not default Maya light) Hide / Show: Ctrl + h – Hide selection Shift + h – Show selection Ctrl + Shift + h – Show last hidden Alt + h – Hide unselected
6
Object Selection F8 – toggle object/component mode F9 – vertices F10 – edges F11 – faces F12 – 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)
7
Basic Polygons Create -> Polygon Primitive Sphere Cube Cylinder Cone Plane Torus Pyramid Pipe
8
Editing Polygons Combine Separate Mirror Geometry Smooth Split Polygon Extrude Merge Merge Edge Sculpt Geometry UV texture editor
9
Modeling Polygon Modeling Easy for modeling objects Subdivisions are what defines how many polygons are on an object. Nerb modeling Tricky and cumbersome Very useful with curbs and surfaces
10
Combining/Separating Mesh -> Combine Mesh -> Separate
11
Mirror Geometry/ Smooth Mesh -> Mirror Geometry Mesh -> Smooth
12
Split Polygon/Extrude Edit Mesh -> Split Polygon Tool o Edit Mesh -> Insert Edge Loop Tool Edit Mesh -> Extrude
13
Merge Edit Mesh -> Merge o Edit Mesh -> Merge To Center Edit Mesh -> Merge Edge Tool Edit Mesh -> Merge Vertex Tool
14
Model Manipulation Duplicate Edit -> Duplicate Edit -> Duplicated Special Modify -> Freeze Transformation Window -> Hypergraph Hierarchy Edit -> Group Modify -> Center Pivot. Layer -> Create Empty Layer/ Layer from Selected
15
Maya Textures Window -> Rendering Editors -> Hypershade Textures Blinn Lambert* Phong
16
UV Texture Windows -> UV Texture Editor Select object Subdiv -> UV Snapshot… Select File location Select image format ○ PNG ○ JPG ○ TIFF
17
Files and Textures File PSD File Select file Middle mouse drag onto texture to apply file
18
UV Texture manipulation http://www.youtube.com/watch?v=6Dj_K j5V4s4 http://www.youtube.com/watch?v=6Dj_K j5V4s4 Persp/UV Texture Editor Image -> Shade UVs Right Click -> UVs Separated the selected UV into one for each connected edge Align selected UVs
19
Image Planes View -> Image Plane -> Import Image…… http://www.youtube.com/watch?v=NYYdIQ7i1Go http://www.youtube.com/watch?v=NYYdIQ7i1Go http://www.youtube.com/watch?v=Du8-IqA4H6g&feature=related http://www.youtube.com/watch?v=Du8-IqA4H6g&feature=related
20
Modeling assignment Model A tire http://www.cgarena.com/freestuff/tutorials/m aya/tire/index.html http://www.cgarena.com/freestuff/tutorials/m aya/tire/index.html Model A car http://www.3dm3.com/tutorials/maya/350z/
21
Animation Path Animation Attaching an Object to a NURB-basic curve to animate the object along the surface. Key frame Animation Standard animation method. Nonlinear Animation more advanced method of animation it is completely independent of time
22
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 Animation Apply 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.
Similar presentations
© 2024 SlidePlayer.com. Inc.
All rights reserved.