Introduction to Maya

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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 Presentation

Transcript of Introduction to Maya

Page 1: Introduction to Maya

INTRODUCTION TO MAYA

Page 2: 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?

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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

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Transforms w – move e – rotate r – scale q – drop tool ‘insert/home’ – edit pivot (or hold down

d) *g – last move

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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

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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)

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Basic Polygons Create -> Polygon Primitive

SphereCubeCylinderConePlaneTorusPyramidPipe

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Editing Polygons Combine Separate Mirror Geometry Smooth Split Polygon Extrude Merge Merge Edge Sculpt Geometry UV texture editor

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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

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Combining/Separating• Mesh -> Combine• Mesh -> Separate

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Mirror Geometry/ Smooth• Mesh -> Mirror Geometry• Mesh -> Smooth

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Split Polygon/Extrude• Edit Mesh -> Split Polygon Toolo Edit Mesh -> Insert Edge Loop Tool

• Edit Mesh -> Extrude

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Merge• Edit Mesh -> Mergeo Edit Mesh -> Merge To Center

• Edit Mesh -> Merge Edge Tool• Edit Mesh -> Merge Vertex Tool

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Model Manipulation Duplicate

Edit -> DuplicateEdit -> Duplicated Special

Modify -> Freeze Transformation Window -> Hypergraph Hierarchy

Edit -> GroupModify -> Center Pivot.

Layer -> Create Empty Layer/ Layer from Selected

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Maya Textures Window -> Rendering Editors ->

Hypershade Textures

BlinnLambert*Phong

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UV Texture Windows -> UV Texture Editor Select object

Subdiv -> UV Snapshot…Select File locationSelect image format

○ PNG○ JPG○ TIFF

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Files and Textures File PSD File

Select file

Middle mouse drag onto texture to apply file

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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

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Image Planes View -> Image Plane -> Import Image… http://www.youtube.com/watch?v=NYYdIQ7i1Go http://www.youtube.com/watch?v=Du8-IqA4H6g&feature=related

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Modeling assignment Model A tire

http://www.cgarena.com/freestuff/tutorials/maya/tire/index.html

Model A carhttp://www.3dm3.com/tutorials/maya/350z/

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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

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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.

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