Saturday 18 October 2014

Intro to Maya - Modelling Tools

So I believe I did a little bit better for this session than I did for the last one (Come on get your act together already!), not sure if it was the coffee that helped me out here, but I did manage to stay awake until 7/8 of the way through (Sometimes I wonder if I'm actually narcoleptic), the model I was able to make today will be posted in a separate post, but for now here are some more notes:

Polygon objects are made of three components, that being faces, edges and corners/vertexes, which can all be selected by right clicking on the model. These polygon objects are very much like rasterised images in Photoshop, being made of pixels, it hence gets blurry/pixelated when zooming in or stretching/warping the object too much, up close you can see the many flat surfaces that the polygon model is made of. Basic geometrical models are called primitives.

And now for more shortcuts:

CTRL+Spacebar - Toggles between full screen and… the other one
Spacebar - Toggles between present screen and four screens
1 - Smooth Proxy Off
2 - Smooth Proxy Cage
3 - Smooth Proxy
4 - Wireframe
5 - Shaded
6 - Shaded and Textured
7 - With Lighting
Command+D or Ctrl+D - Duplicate (Copying and pasting for some reason is not suggested)
Command + G - Group objects together

The Outliner (Which can be found by going through the Windows drop menu) is particularly important in Maya, as it practically shows everything that is presently in the scene. Each object created will be shown there then, and it would be advisable to have each of them labelled to avoid confusion later on.

And then there's grouping, a group is a null object which allows you to move all objects within that group with a pivot (Which can also be adjusted), I still can't figure out how to move them about after they are created, especially if you accidentally group them inside another group, which will definitely cause some problems when you try to move them about. And aside from groups, there is the parent, where one single object will work as the leader (Or parent) for the rest of the objects around it, and so by selecting that one object, the rest will be automatically selected as well. 

Hold down shift before selecting a parent and child (Or children) and press P, it highlights the child, which allows you to drag it into the parent with the middle mouse button, allowing you to drop it in like a folder.

When creating a polygon object, it is preferable to have the interactive placement turned off, the object will then be automatically created in a fixed shape (Instead of you going through the trouble of figuring out its precise base and height), and can be easily adjusted later on in the channel box. '

To rename multiple objects in Maya, select the Menu of Input Line Operations, which can be found in the default Maya shelf. When you select it, you will find a drop down menu with 4 different options, obviously, selected Rename and type in your new name for your selected objects.

To snap an object to another object, make sure the translate tool is active (W). Now hold down D to enable the pivot edit, you will see the manipulator change, and select the translate Y on the pivot edit tool by left clicking the green manipulator handle while holding down both the D and V keys, holding the V key will activate the snap to vertex command. Then, press down the middle mouse button while hovering the cursor over the bottom right vertices of the new cube, the pivot will then be moved directly to the bottom of the cube. Follow the same process for the Z axis so that the rotational pivot ends up at the bottom right corner of the new cube.

To smooth the edge of an object, enter the Edge mode by right clicking on the object of choice and select Edge from the menu, then hold down shift when selecting the edges you with to have smoothened. After that, go to Edit Mesh and select Bevel. In the inputs on the right hand side of the software's interface, what you will pretty much need to adjust are the segment and fraction values.

When you are happy with the changes made to your object, remember to use freeze transformations and delete history to delete the inputs and changes made to the object (And so now it's a newborn object!).

And finally to place an object into a layer, Create Layer > Select Group > Add Selected Object

And after all of that, we were quickly shown how to render our object as well as colour it (But by that time, my brain wasn't able to take in as much information than it was able to in the morning… so hopefully he will run through it with us again in a future session...). A render is a flat image that cannot be adjusted or moved about, when rendering your object for presentation, there are a total of 5 renderers to choose from.
The hypershade panel provides a work area to create and organise your textures. It also allows you to view the various surface material nodes and select each node for editing.
We were shown how to use Hypershading to add in colours (And perhaps textures to our model) as well as lighting to it, but honestly there was just so much to take in (Though I think learning from a written tutorial really helped me out!)

To open up the hypershade panel, go to Window > Rendering Editors > Hypershade

In the most basic terms, to colour an object, simply select it, before assigning your chosen colour or texture to it with a right click.

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