Maya 2009 New Features

Maya 2009 New Features

with George Maestri

 


In Maya 2009 New Features, George Maestri demonstrates several breakthrough updates in the latest version of this 3D modeling, rendering, and animation tool. He explores the upgrades to the interface and covers soft selection and other modeling tools. George then delves into more complex new features, including the Asset Manager for organizing objects and nodes within a scene; animation layering to blend, merge, group, reorder, override, and add to preceding layers; Maya Muscle, for creating lifelike skin motion; and nParticles, a new particle system. Exercise files accompany the course.
Topics include:
  • Working with the new interface
  • Organizing assets
  • Creating muscles
  • Sculpting muscle shapes
  • Working with nParticles
  • Creating emitters
  • Animating with layers

show more

author
George Maestri
subject
3D + Animation
software
Maya 2009
level
Intermediate
duration
1h 40m
released
Dec 11, 2008

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Introduction
Welcome
00:00(Music playing.)
00:03Hello and welcome to Maya New Features. I am George Maestri.
00:06As an animation director and producer I have been using Maya since it was first
00:10released and I have seen it add a number of groundbreaking features. In this
00:14course we will break some more new ground and explore some of the new features of Maya 2009.
00:19We will look at animation layering that allows you to create and edit animation
00:23in whole new ways. I will show you how to blend, merge, group and reorder
00:28animation layers with ease.
00:29Then there is MayaMuscle, a powerful toolset that helps you create life-like
00:33skin motion by simulating the muscles that deform the skin. If you are
00:38interested in creating effects in Maya, you will be very happy with nParticles,
00:42which is a whole new particle system for Maya. nParticles can do all sorts of
00:46effects, including smokes, spray, liquids and pyrotechnics.
00:50These are some of the new features I have learned about in Maya 2009 and I am
00:54happy to get you up to speed so you can use them in your own productions.
00:58Once you have completed this title you might want to check out Maya 2009
01:02Essential Training for a broader view on how these new features are used.
01:06With that, I am really looking forward to sharing my knowledge of these great
01:09new features with you. So let's get started with Maya 2009 New Features.
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Using the exercise files
00:00Now let's take a look at the Exercise Files. If you are a lynda.com premium
00:04member, you will have access to these files. If you are not, then you can
00:09certainly follow along with the tutorials and get a lot out of them.
00:13Now, the Exercise Files once downloaded should be placed on the Desktop. And
00:18here it is on my Desktop and let's just go ahead and open this and you will
00:22see that we have five folders and each folder represents a specific chapter;
00:28one for each one in this particular title.
00:30Now, if I open these chapter folders you will see that it's actually a Maya
00:35project. So when we start a new chapter we need to make sure that we set that
00:40project within Maya. Let me show you how this works.
00:43If I go into Maya, all I have to do is just go File > Project > Set and then I
00:51just go to my Desktop, to my Exercise Files and I will set it to whatever
00:56chapter I am in.
00:57Now, what this does is it allows all of the padding to the texture files and
01:03everything else that these projects need to work, to be linked up. So that way
01:08when you load an object, all the textures and everything else will be there.
01:12If you don't set the project then things might come up missing.
01:15So let's just go ahead and set this project, select it for Chapter 1, hit OK,
01:21and we are all set.
01:22So with that in mind, let's go ahead and start the lessons.
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1. Working with the New Interface and Selection Tools
Using the new Panel toolbar
00:00We are going to start off by taking a look at some of the new interface
00:03features in Maya 2009. First, we are going to look at something called the
00:07panel yoolbar. But before we do that let's go ahead and make sure we have our projects all set.
00:13We do have the Exercise Files on the Desktop and so let's go ahead and set our
00:18project to Desktop/Exercise Files/Chap _01 and then the file I have opened is
00:26called Head.mb.
00:27Now, the first thing I want to show you is called the Panel Toolbar; and you
00:32can see it right here. When you open a window you will see this additional row
00:38of icons along a viewport. In fact, these are along every viewport; you can see
00:43them here. So I am just going to enlarge this Perspective viewport here and
00:47let's just go through some of these.
00:48Now, what these do is they basically duplicate some of the more popular options
00:53that we have here in the menus. Now, a lot of times it's difficult to pull down
00:58the menu and then find your options, so a lot of the more common ones have been
01:02kind of shortcutted here.
01:04So we have, for example, Select camera, which will select the active camera, in
01:08this case the Perspective camera. Will allow you to go into Camera Attribute
01:13editor, very quickly. We can also do Scene Bookmarks. We can turn on or off an
01:20Image Plane. So if I click this little S for the Image Plane image. You can
01:24turn on and off the Grid, which I find very handy.
01:27We can also do Film Gate, Resolution Gate. Turn those off.
01:33We can also do whether or not you have a Gate mask or not. So in another words,
01:37is this gray outside of the area where the object shows? So it's a really good
01:43handy visual device to know whether or not your object is actually going to be
01:47in the final render.
01:48You can also turn on a Field grid. We also have Safe Action and Safe Title.
01:54Then we also have some display modes here. We have Wireframe, Shaded, Shaded
02:01with Wireframe. You can also turn on and off Texturing; so this is essentially
02:06the same as hardware texturing here. So you can just flip that on and off,
02:10which is really nice.
02:11You can also do Use All Lights. So you can turn on and off the default light in
02:15the scene or the actual lights in the scene. You can turn Shadows on and off, as
02:20well as High quality or Low quality, or Faster quality rendering.
02:26We also have what's called Isolate Select. So for example, if you have selected
02:30the eye here in this particular character, you can just isolate that very, very
02:34quickly. This is great for modeling, if you want to just get into something
02:38very quickly.
02:39We also have our X-Ray modes. You can turn-on X-Ray; X-Ray just the active
02:44components. So for example, if I have the head selected I can just X-Ray just
02:48the head and leave everything else unX- Rayed and you can also do X-Ray Joints.
02:53So all of these are available with just a simple click and I find this very,
02:58very handy, because it's a lot faster than pulling down menus.
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Using the improved selection tools
00:00One of the handiest new things in Maya 2009 is some improvements to the
00:05Selection tools. Now these will help your modeling go a lot faster.
00:09The first thing I want to show you is called Preselection Highlighting and
00:12what this does is it allows you to see exactly what you are about to select
00:18before you select it. That's Preselection. So let me show you how this works on
00:23this head model.
00:24If I right click over the model and I go to face, you will see Preselection
00:29Highlighting is actually turned on for this particular model. So if I move my
00:36cursor above any one of these faces, it will highlight it. So all I have to do
00:41is just click and Shift Select and I can highlight this. Now, this is a much
00:46more interactive way than the old method.
00:49In fact, if you want to go back to the old method you can, or if it's not
00:53turned on, let me show you where to turn it on. We can go into
00:56Settings/Preferences > Preferences and under Settings > Selection, we have an
01:04option here for Preselection Highlight.
01:06So if I turn that off and hit Save, we go back to the old method, which you can
01:10see is not nearly as interactive.
01:13Let me show you another trick for turning this on and off. Maya 2009 has added
01:18a new marking menu. So if you hit Ctrl +Shift+Right-click while in Selection
01:24Mode, you get these two menus here. One is Reflection, the other one is Select.
01:29Let's go down to Select and right here we can turn on Preselection Highlight.
01:34I turn that on, there it is. If I want to turn it off, Ctrl+Shift+Right-click,
01:38Select, toggle it off. Very simple.
01:43Let me show you one more new feature in the Selection tool and that's called
01:47camera-based selection. So let's just go in here and I am just going to aoom
01:51in a little bit, Let's say I was actually modeling and I wanted to reshape his
01:55eyebrows or something like that. I start selecting, or maybe even rubber band
02:01select his eyebrows.
02:05Now, if I rubber band select, normally what it will do; and you have all seen
02:10this if you have done modeling, is it will actually select the back-facing
02:13polygons, because what it's doing here is-- if we are going to Wireframe here-- it's
02:18really just selecting everything inside that box; either forward or back.
02:24So we can fix this by using what's called camera-based selection. I do this by
02:29going into my Selection tool. So I have my Select tool active and I go here to
02:35Show or Hide Tool Settings and these are the tool settings for my Select tool;
02:40now this also works for Rotate, Scale and Move as well.
02:44So all I have here is a little checkbox here called Camera based selection. So
02:49when I do that and I select those same polygons, you will notice that it
02:55doesn't select the back facing polygons, because what it's doing is it's only
02:59selecting those polygons the camera can actually see.
03:03So for example, if I zoomed out here and I selected his entire head, I wouldn't
03:07really be selecting his entire head, because it wouldn't select the stuff the
03:11camera didn't see.
03:13So if in this case I wanted to select everything, I have to turn it on or off.
03:17Now, this works the same for the Move, the Rotate and the Scale tool as well.
03:24So you can see how handy these tools are, particularly when you want to model
03:28polygonal objects.
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Working with the new soft selection tools
00:00Another improvement to the Selection tool is the availability of Soft
00:04Selection. Now, this is really good for organic modeling and doing soft
00:09modeling, that sort of thing. Let me show you how this works.
00:12I have this model, Head.mb, and let's just go ahead and zoom in and go to the
00:18side here. We are going to reshape his nose. So I am just going to right click,
00:22go to Vertex and then just select those vertices.
00:25Now typically, if we want to move these, you will see that well, we are only
00:29moving those vertices, but if we want to move the entire nose and just make his
00:33nose bigger, it will be nice to have some Soft Selection, so let me show you
00:38how that works.
00:40There is a couple of ways of getting into it. Let me show you the first way. We
00:44go into Tool Settings here, scroll down, and we will find the Soft Selection
00:49tab. If I turn it on, you can see it already gives me visual feedback as to
00:54what's being selected. I can change that Falloff radius here.
00:59So for example, if I make it just pretty small here, you can see how I can just
01:04extend his nose and so on.
01:06Now, if I want I can also change the way it interpolates here, or I can create
01:12my own Falloff curve. That's kind of nice if you want to do some really custom
01:17modeling. You can certainly use any of these standard ones or make your own.
01:21Now, another way of using this is by using the Brush tool. So for example, if I
01:26hit the B key I can actually create a brush that allows me to automatically get
01:34whatever Soft Selection I want, and then I can move that as well.
01:40Now in addition to this you can also do what's called Reflection. So if you
01:46have a symmetrical model like this you can reshape it symmetrically by using
01:51Reflections. So I will select his ear here, turn on Reflection and you notice
01:56that his other ear is selected and all I have to do now is move one side and
02:02the other side moves in concert. So isn't that nice?
02:06You can change how it reflects by just flipping some of these options here. We
02:11can reflect over World Space or Object Space. We can also reflect in X, Y and
02:16Z as well. There is also a Tolerance, as well as what's called Seam Tolerance,
02:23and that's for NURBS objects. So if you are modeling around a seam, do you want
02:29the seam to split or not? These are tools to help you to prevent seam splinting.
02:35So those are some of the basics of the Soft Selection tool. As you can see,
02:38it's really handy for doing organic modeling and I am sure you will find a lot
02:43of uses for it.
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Making selections with Drag Select
00:00Another handy new feature in Maya 2009 is called Drag Select and this gives
00:05you just a whole new way of selecting components within an object.
00:09So for example, if I took this face, if I wanted to select a lot of polygons--
00:13let's go ahead into face. If I want to select a lot of faces, I could just left
00:17click and drag and select a bunch of faces.
00:20But this really isn't as accurate as I want. Now, I could use a Lasso Select,
00:25but I think Drag Select is actually even more accurate than that. Let me go
00:29ahead and unselect here.
00:31To turn on Drag Select, all I have to do is go Ctrl+Shift and right-click over
00:37the object and then under Select, all I have to do is just go up to here and
00:42just go Drag Select.
00:44Now, left-click and drag, selects, which is kind of cool. You can see how it's
00:50very easy to paint out your selection. This makes it much, much easier to
00:56select fine areas or kind of complicated areas within a model.
01:01Now, one of the things with Drag Select is that you can turn it on to select
01:05opposite faces or not.
01:07So for example here, I had camera based selection turned off, so I selected the
01:13polygons or the faces on the opposite side of the character's head.
01:17If I go here to the Tool Settings, you will see that I actually have a second
01:21camera-based paint selection toggle for Drags. So if I turn that on-- let's go
01:28ahead and select that-- then it will only select those things that the camera
01:34sees. So in this case I am not selecting the opposite side of the character's head.
01:39So you can see how Drag Select makes it much easier to select things within
01:43complex and oddly shaped areas.
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Making multi-component selections
00:00Another handy little feature in Maya 2009 is the addition of a Multicomponent
00:06Select mode. Now, let me show you what that is.
00:09I have this model selected and let's just go ahead and zoom in. If I want to
00:14do some modeling I would right click over that and select the face, an edge, or
00:19a vertex and in previous versions of Maya I would have to them one at a time.
00:24But we don't have to do that anymore. We can go to just this Multi mode here,
00:28and this gives us any one of these types of components.
00:31So for example, if I put my cursor over here, I could select a face, an edge,
00:35or a vertex, or any combination of those. So if I hold down my Shift key I
00:40could select vertices, edges, faces, really anything I want.
00:45Now, this is really handy for those times when you do need to select more than
00:50one component, such as well, Wedge Faces is one example. You need to select an
00:56edge and then you also need to select the face.
00:59So for example, if I go here, select this edge and then Shift-Select that face,
01:04I can just go into my Polygonal tools and just go Wedge Face and you can see
01:10how I have got that tool very easily. Now before I would have to select one,
01:15switch modes, Shift-Select the other, and it got really complicated, but this
01:20makes it a lot easier.
01:22As you can see, Multi Select mode is a much better way to select components
01:26within Maya.
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Selecting portions of edge and face loops
00:00One additional feature in the Selection tool is the ability to select portions
00:04of a face loop or an edge loop, so let me show you how that works.
00:08We have got this Head model open and let's go ahead and start with Edge Loops.
00:13So I am just going to go ahead and select Edge. We know that if I double click
00:18on an edge, you get the whole Edge Loop.
00:22Now, if I just want portions of that Edge Loop, I can use a Shift+Double-click.
00:27So for example, if I select the Edge Loop here at the front of his hair and go
00:32back here and Shift+Double-click that one, I get all the edges in between.
00:39Pretty simple! It's a great way to select portions of this. So for example, if
00:44I wanted to move this or remodel this, it would be very easy to select that
00:48portion of his head.
00:50Now, it also works for Face Loops as well. So let's go ahead and right click
00:54here, go to Face and I could, for example, click here and Shift+Double-click
01:02here and I can select, again, just portions of his head.
01:05So if I click here and Shift+Double- click here, again I am selecting that
01:11whole loop of edges in between those two, which is really handy because you can
01:17certainly see how that makes it much easier to select very specific areas of
01:22your model when you go to model.
01:24So that's just about it for Face and Edge Loop selection.
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2. Organizing with Maya Assets
Creating assets
00:00Now let's take a look at a new feature in Maya and it's called Assets.
00:04What Assets does is it allows you to take a complex assembly of objects and boil it
00:10down into one simple node.
00:13So for example, a character or special effect can be simplified so it's much
00:17easier to animate and see within a scene.
00:20Now, I already have something that we built using assets and I want to show
00:25that too. I have a file here called Jack_in_Box_04.mb. As you can see we have
00:31got a fairly complex little assembly here. We have got a box, we have got a
00:36key, spring, some joints, we have got a whole bunch of different things here.
00:41But if we look at this in the Outliner, you will see that I really just have
00:45two nodes. I have a node called Jack_in _Box and a little transform node and
00:50they really allow me to completely control this object without having to dig
00:55through all the other things that comprise it.
00:58So I can, for example, translate this, I can rotate it, scale it and I have a
01:05couple of custom attributes here; one to open and close the box lid, one to
01:10rotate the key, one to move that little spring up and down and left and right,
01:17and back and forth.
01:18Now with this simple number of attributes I can pretty much animate this
01:23Jack_in_Box and I don't have to worry about all of the different things that
01:27make it up. So let me show you how to start building these things.
01:31We are going to go ahead and open a scene called Jack_in_Box_01.mb and this is
01:38the basic Jack in the box. So let's go ahead and take a look at this in the
01:42Outliner. You will see we have a node here called JackInBox, which is just a
01:46group and this has all of the attributes that we really want to play with.
01:51This is where I have assigned the box lid. I have created some custom
01:54attributes here for the lid and all that sort of stuff.
01:59This pretty much works the same as the one that we had before, except it's a
02:02lot more complex. You notice here we have got a lot of different joints, we
02:06have got the lid, the hinge for the lid, the gasket and then the key as a
02:10group, with all sorts of different NURBS surfaces in there. So we have got a
02:15whole bunch of different objects and you can see how this can get very complex
02:19when you go to animate it or distribute it out to a production, it's messy.
02:24Let's go ahead and clean this up by using Assets.
02:26Now, we can find Assets; it actually has its own Menu here next to Window and
02:31this is where we have all of our options. So let me go ahead and tear this off
02:35so I can explain some of these.
02:37Now, Assets works by creating what are called Containers and into those
02:42Containers basically what we do is we put the Assets of our scene that we want
02:46to be in that particular container. So we have tools that add or remove things
02:51from the container.
02:52Then we also have what's called an Asset Editor, which allows us to publish or
02:56unpublish the attributes of those objects in the container. We also have some
03:01tools here that will allow us to publish and unpublish without going into the
03:05Asset Editor.
03:07Let's go ahead and create a container. I am going to go ahead and bring this
03:10down and let's just go ahead and select the Jack_in_Box and the box and just
03:15go create Container.
03:17Now, if you notice here we have got the container, we also have the JackInBox,
03:21we also have Box itself, but if we go further down the hierarchy you will
03:26notice that we don't have anything else.
03:30So how this works is, what you selected when you created the container is all
03:34that gets added. So if you want stuff that's further down in the hierarchy you
03:37have got to make sure you select it. Let me show you how this works.
03:41I am going to go ahead and select the JackInBox and the Box and I am going to
03:45go ahead and use the tool that removes them from the container.
03:47Now if I go into that, you can see I have all these other options. So if I
03:51wanted to I could select all of these and then just add them to the container,
03:55but of course I need to select the container and go add and then you can see I
04:00have got all of these in the container. If I want to I can remove them again,
04:05and I can also create multiple containers. If I want to I can delete this
04:09container because it's empty. And I can select again my JackInBox and the Box
04:15and let's just go back to what we had before.
04:17Now also, I have the Spring, which is actually outside of that hierarchy and I
04:24do want to add that in as well. So let's go ahead and Ctrl+Select the container
04:29and add in that Spring, so now we have all of these objects in that container.
04:33Now, once we have everything in the container we can start editing the Assets
04:39to publish and unpublish the attributes that we want to show to the world. So
04:43let's go ahead and do that in the next lesson.
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Editing assets
00:00Now that we have our container created let's go ahead and start publishing
00:05attributes to that container. So if I select this container you will see that I
00:09really have nothing in the Channel Box for this. I do have all of the inputs,
00:14which are basically the objects that are in the container, but I really want to
00:19publish some of these so that I can just animate the container itself. So we do
00:23that by using the Asset Editor.
00:26I go into Assets, Asset Editor and make sure my container is selected. It's
00:33basically almost like a little Outliner window here and I can just go through
00:38and Show or Hide any of the objects that are in that container.
00:43Now if I want to I can start publishing things to that container. So for
00:48example, if I take this JackInBox node, that has almost everything that I need--
00:52It has my Translate, my Rotate, my Scale, all of that stuff, so what I can do
00:57is I can take this and I can pin it.
00:59If I pin this I can go into my JackInBox node, open it up and you can see
01:06these are all the attributes for that. Well, I don't want to show all of these.
01:10I really just want to show Translations, Rotation, Scale, plus the custom ones
01:15that I gave it.
01:16So I can go into Show and I can add or subtract anything that I want. So for
01:23example, I can do Scale, Rotate, Translate and User Defined. So what that does
01:35is it gives me all of the options that I want, so I can just select those and
01:41add those in. Once I do that you can see that if I select my container, I have
01:49these options now in that root node of the container.
01:53So what I am doing here is I am actually taking these different objects
01:56attributes and I am publishing them to this container at the very top. So all I
02:00have to do is go to this container and now I can, for example, move this,
02:04rotate it, scale it and so on and so forth.
02:10In this Asset Editor there is also a number of different options; obviously we
02:14can add, we can publish, we can Unbind, we can add and subtract all of these
02:20different attributes. In fact, when I hit this Plus sign, what it does is it
02:24publishes that. So I also have some options here. In fact, this is the same as
02:28my Assets window and you will notice I also have what's called Publish and
02:33Unpublish connections. I find it's much easier to do it using these buttons
02:37here in the Asset Editor.
02:40Now once we have these set, we can start animating. We could actually just do
02:45whatever we want with this particular object.
02:49Now, if we want we can actually customize this a little bit more and let's go
02:52ahead and do that in the next lesson.
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Modifying asset attributes
00:00So, now let me show you a little bit more about how to modify containers and
00:04that's why you are modifying their attributes.
00:07I have a file here called Jack_in_ Box_03.mb open and if I select this
00:11container and go to the Attribute Editor, you'll notice that I've got a bunch
00:17of attributes here. I have got the Published Attributes, which are the things
00:22that I have actually published using the Asset Editor and in this case it's all
00:26of these assets for JackInBox.
00:29Now, if I go a little bit further down, you can see that I've got a roll out
00:34here called Container Attributes and what this does is it allows me for one
00:40thing, make this into what's called a Black Box. So if I create this Black Box,
00:45you can see now all I have are the attributes for that container. I don't have
00:52anything else and if I go back into this Attribute Editor, you can also change
00:58the way that these Published Attributes are shown. So in this case, I have
01:03Group By Node, but I can also do what's called Use Template, which gives a much different view.
01:08So, for example, like I have nice some sliders here for translation, that sort
01:12of thing. I also have what's called Group By Node and these are just different
01:19ways to look at this data here, which is all the data I can animate. Now this
01:25is just viewing it in the Attribute Editor. Typically, I like Flat because I
01:30tend to just do things in the Channel Box anyways, but it's really up to what you want to do.
01:34Now if you want, you can also create your own Custom Template. Now, this is the
01:39default template here. But you can also create your own Custom Template, using
01:44XML programming, I am not going to get into that, but you can actually write
01:47your own interfaces for this and you can just load up that template, give it a
01:51path, that sort of thing.
01:53Now in addition to this, you can also give ownership. Now, when you give
01:57ownership to this, only the owner can uncheck this Black Box tab and make the
02:05contents of this visible. So if I click Black Box here and I have got an owner
02:11on this that means that only the person who created this can modify it. This is
02:16great if you are a technical director and you don't want people touching what
02:20you've done and you want to distribute this out to a production, you can
02:23basically lock it.
02:25Now, in addition to this we also have an Icon Name, so you can actually give a
02:28nice clever little icon to this. I am just going to use the HappyFace. That's
02:33what I use for the texture here and if you want to, you can look at it in the
02:36Hypergraph and you can see that there is a little happy face there. In fact,
02:42let's go ahead and zoom in there and you can see that there is a nice little
02:47happy face there and of course we can give our containers a name. All you have
02:50to do is just double-click on it and type whatever you want.
02:57So those are the basics of how to change the attributes of a container and as
03:03you can see you can make this very, very easy to use for the users.
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3. Creating Maya Muscles
Introducing the Maya Muscle system
00:00Now, we are going to look at a new character rigging feature in Maya 2009 and
00:05this is called MayaMuscle and what it does is it actually simulates the affect
00:09of real muscles on skins, so you can get much more realistic character
00:14deformations and animation.
00:17So I have a file here called Arm_03 and what this illustrates is the two
00:21different types of muscles that you can create with MayaMuscle. Now, if you
00:26don't have MayaMuscle available, you'll find it under the Animation menu and
00:31there is actually little series of menus here called Muscle. If that's not
00:35available you are going to have to load the plug-in. Let me show you where that is.
00:39We are going to go into Window > Settings/Preferences > Plug-in Manager and
00:44then you just scroll down until you find MayaMuscle, make sure you check
00:49Loaded. And if you want it to load every time you load Maya, just go Auto load.
00:56Now, once that's loaded your muscles should pretty much come up.
00:59Now, let me show you the two differences between these and then we'll go into
01:03exactly how to create both of these types of Muscle systems. I have got some
01:08layers here, so we can actually turn off the Geometry here. This is actually an
01:13arm and these are biceps. So you can see how the bicep muscles flex as the arm animates.
01:21Now, we have two types of muscles. The one here on the top was built using the
01:25first option which we will go through and that's called the Muscle Creator and
01:29what this does is it gives you a muscle that has all of these control boxes,
01:34which can control reflex and stretch and the bulging of the muscles. Now,
01:39what's really nice about this particular type is that you actually have these
01:43control points here, which you can use to actually fit and move and adjust the
01:49muscle wherever you want, so it's very interactive. It's very nice, very handy
01:54to work with.
01:56Now, the second type which is that type down here is built using the second
02:00type which is called the Muscle Builder, and what this does is it gives you a
02:06kind of more of a shape animation. You actually define the actual shape of
02:12the muscle as it bulges, which is kind of nice, so you can get some really very
02:16realistic effects.
02:18Now, which type of muscle you create, just depends on how you want to rig your
02:23character. Typically, I use Muscle Builder, which is this second type, but you
02:27can use both and I am going to use both as we go through the next lessons.
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Setting up a muscle system
00:00Let's go ahead and start with Maya Muscle by setting up a very basic Skeleton
00:04Deformation System and this will be similar to what we would do with the skin
00:08deformer with joints. Now, this is the starting point for Maya Muscle is to
00:14basically create the skeleton, create the basic deformation and then you add in the muscles.
00:19So I am starting here with a file called Arm_00.mb. If we take a look at it,
00:25this is very simple setup. It's just a polygonal arm or portion of an arm and
00:31then three joints and I have some animation on those joints so we can bulge the
00:37bicep here. Now, we are going to get to that in a bit, but first of all let's
00:41just go ahead and set this up.
00:43Now, Maya Muscle has its own set of menus. But it doesn't load by default, so
00:48let's go ahead and make sure we have it loaded. So we are going to go to the
00:50Windows > Settings/Preferences > Plug- in Manager and just scroll down until you
00:55get to the MayaMuscle, which is right around here. And just make sure that it's
01:00loaded. And if you want, you can turn on Auto load so it loads every time
01:04you'll load Maya, but MayaMuscle is the plug-in that you need to make sure you
01:08have that loaded. And once you have that loaded, this menu will show up. So,
01:13let's go ahead and take a look at some of these options here.
01:16Now, what we are going to do is we are going to take these joints in this
01:22object here and we are going to convert them into what are called Capsules and
01:28capsules are essentially the same as rigid objects or the same as the skeletal
01:33bones that you have in a character and so let's just go ahead and do that. So I
01:39am going to go into my Outliner, I am going to move that over here so you can
01:44see it and then I am just going to expand out. We've got 1, 2, 3 joints. I am
01:49just going to select all three joints and then under Muscles / Bones, I am
01:55going to go Convert Surface to Muscle / Bone. Now, I am converting a joint to a
02:01muscle/bone, but you actually can convert a polygonal surface or a NURB surface
02:06to a muscle or bone as well, so if you wanted to you could actually sculpted
02:10out a real skeleton and use that, but we are just going to use these joints.
02:14So when I do this it's going to ask me which axis aims down the arm length.
02:20Now, because I use the standard Maya Drawing tools, the default axis for these
02:24joints is the X-axis. Now, when I do that you can see some stuff shows up here.
02:30In fact, let's go ahead and shade this. L et me go ahead and X-Ray shade this
02:35and may be even turn on Wireframe on Shaded, so let's take a look at what's
02:42been created in the Outliner.
02:44Each one of these joints now has a shape attached to it. Now it just a
02:49polygonal shape, so these shapes can be use to deform the mesh. So we have to
02:55do a couple of things. First we have to make the mesh able to accept the
03:00muscles and then we need to add in the deformation. So we are going to start by
03:04selecting this mesh here, it's called Cylinder1 and under Muscle, we are going
03:09to go Skin Setup and this is the skin of our character, we are just going to
03:14Apply Muscle Systems Skin Deformer. Now, what this does is it sets it up to
03:20accept deformation from muscles. So when I apply that, it's going to do some
03:25stuff and then it's applied. So now, if I looked at it, for example, in the
03:30Channel Box, you would see I have a MuscleSystem Deformer right here.
03:36Now, once this is set up with the deformer I can now add in my muscle, in fact
03:41I am going to tear this off so we can see this. So all I have to do now is just
03:47go Connect Selected Muscle Objects, but of course, before I connect them I have
03:51to select them. So I am just going to go ahead and select everything, my joints
03:55and my joint shapes and then I am going to Ctrl-Select that pCylinder1 last
04:01and then I am going to connect all those as Muscle Objects. So what that does
04:07now is it connects the muscles to the skin, but if I scrub this you can see
04:13it's still not deforming. I have to do one more step. I have to add in my
04:19Weighting. So all I can do here is go Apply Default Weights.
04:23Now, when I do this it brings up a little menu and I have a number of different
04:28ways of deforming it. These are actually just presets for how to do the
04:33weighting. You can do Jiggle, Relax, you can do Sliding skin or Sticky skin or
04:39really any type of skin you want, there is a lot of different defaults. I am
04:43just going to select this Sticky, which is my basic default here and then you
04:47can also select a Smoothing value and I am just going to leave everything at
04:51the defaults and then just go Apply Default Weights. When I do that, it does a
04:57bunch of stuff and it will do a few collections and then I get my deformation.
05:04So this is the first step for doing this.
05:06Now, we can add in our muscles. So let's go through this one more time. We
05:10create our joints and then what we do is Convert the Surfaces to muscles or
05:16bones, then we select our Skin, Apply the Skin Deformer, add in the selected
05:22Muscle Objects and then Apply Default Weights and now once we've done that,
05:29we have our deformation, so there we go. Okay, so now let's move on to adding in
05:36muscles and doing some more sophisticated work.
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Using Muscle Creator to create and edit muscles
00:00Now, let's take a look at how to add in more realistic muscles. We've already
00:06done skeletal deformation, let's go ahead and do muscle deformation. Now, I
00:10have saved out that last project that we've worked on it and it's called
00:14Arm_01.mb and essentially what this has is the skin that's being deformed by this skeleton.
00:25So what we can do now is add in actual muscles. There is two methods for doing
00:31this. So I am going to show you the first one and that's through the Muscle
00:35Creator. So, let's go ahead and look at this menu here. So what this does is it
00:40brings up a menu that allows us to create or edit muscles. So we are going to
00:45start off with creation.
00:47Now first thing we have to do is give it a name. So let's go ahead and create a
00:50Bicep and then we have to give it a number of Controls. How many different
00:56points of control along this are we going to need? Now one thing about this is
01:01that once you've created this you can't go back and change the number of
01:05controls or cross sections, so you really need to consider how many you are
01:09going to need. Now typically five is plenty. I find that I can actually get
01:13away with three and I am going to drag this down to three and then the number
01:17of Segments around which is basically, the muscle is a cylinder, how much
01:22radial detail do you have and then also what we have is the Attach Start and End.
01:28In fact, I am going to go into my Outliner here, I am just going to click this
01:32little icon here and so I am going to select my joint1, I am actually
01:37selecting the joints, not the shape, and so we are going to select joint1 as my
01:42Start Attach point and joint2 which is my elbow as my second Attach, so I am
01:50going from here to here. So basically from the shoulder to the elbow and these
01:55are going to be my Attach Points and then it says you want to create a
01:58MuscleObject shape node. And I'll say yes and then if you are working on a
02:04symmetrical character or something like that, you can also Mirror this.
02:09We can create a Mirror Muscle that's identical, but we are not going to do
02:13that here. We are just going to go ahead and click this button here, which is
02:16Create Muscle and what this does is it creates a muscle. In fact, let's take a
02:22look at this in the Outliner creating the whole bunch of stuff here. So let's
02:26take a look at this. So what it did was it created starting and end points
02:34under joint2, so essentially when this bends you can see it actually is moving
02:39these little locators. These locators actually control where the muscle
02:45attaches along this form essentially and then these two here, Start1 and Start2,
02:52these actually control where it's attached to the shoulder. So what we can do
02:56is we can move these around to reposition the muscle and reshape how it works.
03:03Now, in this case it's actually put the muscle in a little bit sideways. I
03:07really want the muscle to turn 90 degrees. So the easiest way to do that is
03:12select both of those and I am just going to go ahead and group them. Now these
03:16are just locators so you don't have to have them in the hierarchy, if you group
03:21them you can really do whatever you want with them and then I am just going to
03:24rotate those 90 degrees.
03:28Actually let me go ahead and look this up and you can see what it does is it
03:31creates this flat shape and that's basically what my muscle is. Its squash
03:38NURBS sphere shape. In fact, I am going to go ahead and move that muscle a
03:41little bit up on to the forearm so now when it bends, you can start to see how
03:48this is actually starting to flex. May be I can move it back just a little bit,
03:53but typically bicep actually isn't attached right at the elbow, it's actually
03:57attached a little bit further down from the elbow, so that way it can actually
04:02pull that arm in this liver there to work.
04:06So I have got that first part of that working and now what I need to do is
04:10rotate the back part of this muscle here. So I am just going to select these
04:15two locators and again group, Ctrl+G, and that groups them and then I can just
04:21again rotate those 90 degrees and then again I can move that group wherever I
04:29want. So now, I've got a nice muscle, may be I can move this up a little bit,
04:36and if you want, you can also move these locators and what those will do is
04:40those will move the actual attach points.
04:43So if you are rigging a character you might want to get something a little bit
04:46more accurate, like for example, here you might want to move these attach
04:50points in on the forearm to give it a little bit more of an natural profile
04:56because it is going to be thicker at the shoulder then it is at the elbow.
05:01So now that I have this I can add in this muscle to the deformation I already
05:06have. In fact I've got some layers setup here, let's go ahead and turn this
05:12off, you can see that this skin is not really deforming with that muscle. You
05:19can see the muscles there in red and the skin is in green and so the muscles
05:24not affecting the skin, the skin is just affected by the bones in the joints.
05:29So what we can do is we can add that muscle in. So I am just going to go ahead
05:32and select the shape, so actually select that NURB surface and then
05:37Shift-Select my arm geometry. And then I am going to go Muscle > Muscle Objects
05:45and we are going to use the exact same menu option we have before which is
05:48Connect Selected Muscle Objects. So let's go ahead and do that. It's going to
05:54say what's my bind distance which is basically how far away from this muscle is
05:59it going to affect the skin. I always just do Auto-Calculate because we can go
06:04back and repeat these and change these later. Let's just do Auto-Calculate. So
06:09what this does is it brings it into the calculations of the arm, but we still
06:14need to reset our weights.
06:17So let's go ahead and go one more step here, Apply Default Weights, which is
06:21exactly what we did before, but now we've added in this additional muscle and
06:27then again we are going to pick whatever weight preset we want to, we leave
06:31this as Sticky and just go Apply Default Weights. Now, you can see the muscle
06:38is actually bulging that arm. In fact, if I select this muscle here and I add
06:45this into that layer, you can see-- So now that I have got this hidden, let's go
06:51ahead and turn off X-Ray here. As you can see this is joint now is affected by the muscle.
06:58So as the muscle moves it bulges and it affects the underlying surface, pretty
07:08cool. So you can obviously go through an add muscles into the entire character
07:14and entire body and get a much more rich deformation. So, this is the first way
07:20of creating muscles and that's just creating muscles and attaching them manually.
07:24The other way is just sculpt muscles and let's go ahead and show that in the
07:27next lesson.
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Using Muscle Builder to sculpt deformable muscles
00:00Now I am going to show you the second way to create muscles and this one is
00:04actually a little bit more controllable action. I like this one better. If your
00:08setting step up from scratch, I probably recommend you do this one and this is
00:13actually sculpting muscles. This is actually called Muscle Builder, is the
00:18technical name. So what we can do is just load that up under Simple Muscles we
00:22can go Muscle Builder and what this does is that it gives us a whole new menu,
00:30but it works pretty much the same as the Muscle Creator in that we have to give
00:33an Attach Object and then set number of Spans and all these other Parameters.
00:39In fact, I am going to load up my Outliner here so we can see what we have got
00:42and so I am going to select Joint 1 here and make that Attach Object1. Select
00:49Joint 2 ,make it a Attach Object 2.
00:52Now what I am going to do is just update that Muscle. So let's go ahead and go
01:00Build/Update and what it does it creates a little muscle there. You can see it, kinda of,
01:06and then what we can do is start affecting the parameters of that ,uscle. So I
01:09can, for example, affect the attach point here, how far away in X I am actually
01:18affecting a muscle, a start point here and then I could do the same for the
01:26attach point at the elbow. So I can actually make it go a little bit more. In
01:30fact, you can actually see how this is going to deform. Nice. So what that you
01:37want to do here is just get this attach in just about where you want. If I am
01:44going to turn off Geometry I am going here to this layer and turn that off, so
01:48we see how this works. So you can see how that creates the basic muscle. Now we
01:56still haven't finished the muscle; we are just updating what we have got.
02:00In fact if we want to, I can add in more Spans, more
02:03segments, that sort of stuff, I can actually add in. So more spans would be more
02:08detailed in that muscle. You can see here I am adding in more or less detail
02:14here. So all of these are kind of temporary until we do this finalize
02:19operation, but before we finalize let's go through the Cross Section Editor.
02:24Those are actually two little mini- viewports that allows you to select these
02:28cross sections and actually move them.
02:32In fact if we match them up with the Geometry we can
02:35actually move them, we can even move them here in this viewport or in one of
02:41these viewports, so I can select any one of these and I can actually move them
02:47to actually match my skin and even more than that I can actually go through and
02:54reshape these. So for example this one here, this small one say here at
02:59the beginning, I can actually right click over that and go on to Control Vertex
03:04and literally re-sculpt that muscle.
03:06So I can actually make it bulge out a little bit
03:08more if I want. I could take this little one here, again just right click over it,
03:15 go into Control Vertex mode and I can actually take-- let's go ahead and
03:20turn off this Geometry here. So you can see I can actually take and reshape all
03:28of these outlines. So you can actually fine-tune this muscle so it exactly fits
03:34into this skin that you are working with.
03:36Now you can spend lot of time tweaking this, but
03:40once you have got this all set up, we can go to the finalize operation and his
03:45gives us a number of controls we want and then whether it's a Muscle Spline
03:50deformer or a Muscle Stretch. We are going to use Spline deformer because it's
03:53going to give us more power later on. So all I am going to do is leave it at
03:57these settings and just go Convert to Muscle and then it's going to ask for a name
04:02and it give us some warning here so I am just going to call it Muscle bicep and
04:06go OK. So now I have got this muscle pretty much set up.
04:10Now again all I have to do is keep that muscle selected, Shift-select my skin
04:17and then I could add this into the deformation. So I am just going to go Muscle
04:23> Muscle Objects > Connect Selected , Muscle Object, which connects it to the skin
04:28and then we have to reset our deformation again by going into Weighting > Apply
04:33Default Weights, we'll just leave that at Sticky and now this muscle deforms to
04:41that mesh. So let's go ahead and show you how to further refine these muscles
04:47in the next lesson.
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Modifying muscle bulge and jiggle using Muscle parameters
00:00So now that we have learned how to add in muscles to a skeleton, let's go ahead
00:05and show you how to modify their behavior and edit those muscles.
00:10I have saved out a scene here called Arm_02.mb and it's pretty much like the
00:15last one that we have been working with and it's essentially that arm that
00:21bends. Then I also have a little bit of vertical motion here, because I am
00:25going to show you how to work with muscle jiggle.
00:26So I am going to go into my Outliner here and let's just go ahead and go here
00:35to Group Muscles. Let's go into Wireframe Mode here. If I want I could actually
00:41just select that muscle here. So Muscle Bicep is what we want to have selected.
00:49So once we do that, we can actually go back into Set Muscle Parameters. Now
00:56what that does is it brings us into our Muscle Builder. Remember how we had
01:00Build, Cross Section and Finalize, but we also have a fourth tab here called
01:05Muscle Parameters. What this does is it allows us to change the way the muscle behaves.
01:13So we can change the basic Object Settings, such as how much Fat is in the
01:20muscle and how Muscular it is. This will affect the dynamics of this, the
01:25Radius of the muscle. But first, before we do any of this, we need to load the
01:30selected muscle. So I have Muscle Bicep selected, so let's just go ahead and go
01:34Load Selected.
01:36Then I can go through and change some of these parameters. Now, the ones that
01:40are probably the most important are these ones down here called Stretch and Jiggle.
01:46So Stretch Volume Presets gives you the ability to change how the muscle
01:51stretches when the muscle actually bends and moves.
01:55So for example here I want to actually make this Small, Medium; you can see how
02:00this works, or Large. What this does is it actually changes these numbers here.
02:05So we have a Start number, a Mid number and an End number. So this is the
02:11start of the muscle, the middle of the muscle and the end.
02:17Now, notice I only have three of these. That's because I only have three
02:21control points. If I had added more in when I created the muscle, I would have
02:26more places to actually bulge that muscle, but for this case we really don't
02:31need more than three.
02:32So this Mid number actually gives us the amount of bulge. If I wanted to make
02:36this more, I could say just bring those up to say 3 or something like that. I
02:45could actually type in whatever numbers I want and then just apply those
02:51values and you can see how this now affects it. If I want to I can always go
02:58back to these Presets, which I think actually work just fine.
03:01Now, in addition to this we also have what's called Jiggle. So if I go to the
03:08second part of this animation, you can see that as the muscle moves up it
03:12doesn't really jiggle. But in the real world you would actually get a little
03:17bit of jiggle in muscles; as the character runs around, muscles due tend to
03:21jiggle. So we can actually add in the Jiggle here. So I am just going to turn
03:25on Heavy and see what happens.
03:30You can see now the muscle is actually jiggling. It's actually giving you some
03:34nice secondary motion. Now, we can do Light, Medium, or Heavy and again, these
03:41numbers here change and these are just Presets here, so how much Jiggle do you
03:46have, at what part of the muscle? So is the start and the end of this part of
03:51this muscle going to jiggle? No, because they are actually tied down, but the
03:54middle will.
03:56Then how much does it Cycle and how much does it Rest; how many frames to
04:00Cycle and how many frames to Rest and then a Dampen amount. So how long does
04:05it take to kind of settle out?
04:07Now, once you have all these set you can basically change them whenever you
04:13want or you can just leave them as it is. So you can see how you have a lot of
04:18control over how the muscles work dynamically using Muscle Presets.
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Sculpting muscle shapes
00:00Now let's go one step further and we will show you how to sculpt custom muscle
00:04shapes. Now, I have the same file open, Arm_02.mb, and this is a muscle and
00:15this muscle actually has a Muscle Spline Deformer applied. Now remember, there
00:18are two different types of Deformers: there is a Stretch and the Spline
00:23Deformer. And we have a Spline Deformer on this particular muscle and this is
00:27what we need in order to customize the shapes of this.
00:30So what I am going to do is I am just going to work with the first 16 frames.
00:36We are just going to go ahead and work with this muscle bulge. But in fact,
00:41I am going to turn off that Geometry layer so we can just see the muscle itself.
00:45Now, if we select this muscle, it should be called Muscle Bicep, we can go into
00:54Simple Muscles and just go into something called Custom Muscle Shapes. What
01:00this does is it allows us to sculpt a shape for each of the major points in the
01:09deformation.
01:09So for example, if I go to frame 16, I can sculpt a custom bulge. Now, I do
01:16that by hitting this Prep for Sculpt button and essentially all that does is
01:22it gives me my control vertices and allows me to just move them around. Now,
01:28this is just modeling, so all I am doing here is selecting some CVs, moving
01:33them around. I can scale them. I can pretty much do whatever I want in terms of
01:39just sculpting out this shape.
01:40So if I want more of kind of a cartoony Popeye bulge, I can do that and
01:47whatever shape I sculpt in I can lock that shape in when I hit this Create New button.
01:55So I can just go, this is my bulge shape and just go OK. So now that's locked in.
02:03So now I have this bulge shape.
02:06Now, when I go down to this stretch shape I want to reshape this. So let's go
02:13ahead and make sure this is still selected and let's again hit Prep for
02:17Sculpt and now I am going to go ahead and just flatten this out. If I want I
02:24can select all the vertices I want and sculpt this muscle pretty much however I want.
02:32Again, once I have sculpted that shape I can go Create New and just give it
02:38another name.
02:45Now once I have done that, you can see how this works in. So you can actually
02:52blend this in or out by using this Blend here. You can see how this particular
03:02shape blends out and then it goes into that stretch.
03:13So as you can see you can create very customized shapes for the muscles at any
03:18position that they are stretched.
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Painting muscle weights
00:00So the last thing I want to show you is painting muscle weights. Now, we have
00:05just been working a little bit with just the default muscle weighting. If we go
00:10into, in fact let's go ahead and tear this off here. If we go into our
00:15Weighting menu, you'll see we have a lot of different ones. Now, we were
00:18working with Apply Default Weights and what that does is it gives us our
00:23different types of options here for how the weighting is applied.
00:30But, we also can paint the muscle weights. So if I select the skin and go into
00:38Paint Muscle Weights, this will actually give me list of all the muscles in
00:44here. So these are my joints as well as the muscles. So I can have a huge list
00:51here. This is a very simple set up here, but each muscle can affect different
00:57parts of the mesh and you can actually paint that deformation.
01:01So you can show this in color, you can show it in gray scale, you can also just
01:08use your standard Artisan tools, so for example B changes the sizes of the
01:13brush. You can change the radius here as well. You can paint different types of
01:20weights here. So, for example, if you want to paint sliding weights, if you
01:24want this to kind of slide over the bicep rather than stick to it, you can.
01:31So the way that the skin is affected by the muscle can be changed by the
01:36weight. So you can affect all of these different types of parameters by
01:41painting this weight. Now again, you can stick to sticky or go to any of these
01:45other parameters. Then of course you can set a default weight that you want to
01:51paint. So for example if you do it to 0, you can say, well, I don't want the
01:55bicep to affect this part of the mesh.
01:59So as you can see, you can go through an entire mesh and using your Paint tools,
02:08you can fine-tune your mesh so that it works perfectly.
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4. Working with nParticles
Introducing nParticles
00:00Now we are going to take a look at a brand new feature in Maya 2009 and that's
00:05called nParticles. Now, this particular feature is only available for those who
00:10have Maya Unlimited. So if you have that version of Maya you can certainly follow along.
00:16Now, nParticles is a brand new particle system and it uses what's called the
00:21nucleus engine. What that is, is the same engine that's used for Maya's nCloth,
00:28and it's a much faster physics solver, so nParticles has a lot of additional
00:33features. They have built in collisions, they have built in gravity and they
00:38have a lot of built in forces.
00:40So let's take a look at some nParticles in action here. We have a teapot that's
00:44emitting some steam and those are done using nParticles.
00:50Now, you can find nParticles here under the nDynamics tab and right here there
00:57is an nParticles menu. This has pretty much all that you need. Now, these work
01:02pretty much the same as Maya's regular particle system, but they have a lot of
01:08additional features and we have the ability to create Emitters, emit from
01:12object, so on and so forth.
01:14You can also create Collision Events, and have the particles collide with one
01:19another. Let me go ahead and stop that. So let's go ahead and take a look at
01:25nParticles in action.
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Creating emitters
00:00Now, let's take a look at how to use nParticles to create a particle system.
00:04First of all, before we start I am in a file here called Emitters.mb. And this
00:10has actually couple of different layers here and we are going to use these
00:13throughout this particular lesson.
00:16So to create particles we go under nParticles > Create nParticles and there is
00:21a couple of different tools here. One here is called the nParticles tool and
00:25that allows you to place particles one by one throughout the scene.
00:30You can also create an Emitter, which is probably the most common way of
00:34creating particles. You can also emit from an object, so from the surface of
00:39any object. You can also fill an Object. Now, this is new in nParticles, in
00:43that you can actually fill an object with particle and then use those particles later.
00:48Now, the particles you create can be any number of different types and these
00:52can actually be changed later. You can start with Points, Balls or Spheres,
00:57Clouds, Thick Clouds and Water. I am going to leave this on Cloud and let's
01:02go ahead and actually create using an Emitter.
01:06In fact, let's go into the Options here and see what we have. We can obviously
01:10give the Emitter a name. We can give it a type, either Omni, Directional, or
01:18Volume and we will go through those. You can give it a Rate; how many
01:22particles per second will this emit. Then in addition to that we have Speed,
01:28a Randomness Value to the Speed and additional things for if you choose a
01:33Volume Emitter or whatever. So I am going to leave these at the defaults and
01:37just go Create.
01:38Now, what this does is it actually creates an Emitter here at the origin.
01:43In fact, let's go ahead and give ourselves some more frames, so I am going to give
01:47myself 200 frames here so we can actually see how this emits. You can see that
01:53it creates an Emitter that emits a cloud or cloud-like particles. Very, very
02:00simple. Kind of nice.
02:02Now, if we want we can actually go into the Outliner and we can find that
02:05Emitter that we have created. We can go into the Attribute Editor and if we
02:10want we can change our Start parameters.
02:13So for example, if I want it to be Directional instead of an Omni, I can do
02:17that. What Directional does is emits the particles pretty much in one
02:22direction, almost like a spray. We can also do a Volume Emitter and that
02:27actually emits from any number of different types of volume, such as a Cube, or
02:32a Sphere, a Cone; really any of these basic primitives and you can see that,
02:37that emits those particles from that particular object.
02:44So we can also create Emitters from other types of objects, we can actually
02:50emit from an object itself. So I am going to go ahead and select this Emitter
02:54and this particle system here and just delete those.
02:58Let's go ahead and turn on this EmitObject layer and we have the letter M. So
03:04all I have to do is just highlight that and we can use that as an Emitter by
03:10going Create nParticles, Emit from Object. Again, we have a number of options
03:15here, most important of which is the Rate in particles per second. If we create
03:21that, you can see now that the object itself is emitting the particles.
03:26Now what happens here is that if we select Omni, every point in that object
03:33becomes an emitter. So we are creating a number of different emitters. Instead
03:37of just having one point emitter at the origin, we have a number of different
03:41ones along the surface here.
03:43So what we can do is go into our Attribute Editor and we find geoConnector.
03:49That's the node that we want. We can turn down this Tessellation Factor to turn
03:55down how many points on that surface we are actually emitting. So we can
04:00actually create a little bit more detail, that sort of thing, in terms of how
04:05this particle is emitted.
04:08Now, the last way is to fill an object. So I am going to go ahead and turn off
04:11this Emit Object and actually I am going to go select this particle system and
04:15delete it in the Outliner.
04:18Now, let's go ahead to the last one, which is FillObject. So I am just going to
04:21go to this layer here called FillObject and turn it on. So that's just a basic
04:27cylinder with the top cut off and what we can do is we can actually fill this
04:31with particles.
04:33So I am just going to go nParticles, Create nParticles and I am going to
04:36change this to Balls, so that we have a different type of particle. Then I am
04:43just going to go FillOjbect.
04:44Now, what this does is it fills that particular object with spheres. Now, the
04:52thing about these spheres is that they have dynamics already applied to them,
04:56so they have gravity, so when I play them, you could see they actually fall down.
05:02Now, if I want to I can actually use these particles and use this container to
05:07actually direct the particles. Now, what I can do is I can make this container
05:11into what's called a Collision object.
05:13What it does is that it collides with the Balls and it contains them. So if I
05:17select that cylinder and I go Create Passive Collider, now the balls just kind
05:24of settle into the bucket. So now I have a bucket filled with spheres.
05:31Now, because these obey the laws of gravity I can do something else. So for
05:36example, I go here and say frame 20, select the cylinder, set a keyframe here,
05:42and then let's just go ahead to say frame 50 and then let's just go ahead and
05:48dump that out. So I am just going to go ahead and set another keyframe here, so
05:52this is the keyframes. So all we have to do now is just run the simulation.
06:00There we go. We are dumping out the bucket essentially.
06:04So that's a really easy way to create that sort of particle system. Let's go
06:07ahead and show you this one more time. So you can see how gravity and the fact
06:14that this is a collision object allows you to create a very complex effect very simply.
06:20So as you can see, there is a lot of different ways to create a particle system
06:23using Maya's nParticles. So go ahead and play with some of these and then we
06:28are going to move on to some more stuff.
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Working with particle attributes
00:00So now that we know how to create particles, let's show you a little about how
00:04to make them look interesting and different.
00:06So we have got this file here called Teapot_01.mb and this is a just a teapot
00:12that's emitting some steam and the steam is just basically a particle system.
00:17So I can select those particles and go into the Attribute Editor and let's go
00:23through some of the attributes of this particle system to show you how we can
00:28affect the way that it looks.
00:29I am going to actually zoom in here so we can see the particles. Now, under the
00:34Particle System we have got a number of different tabs here. We have got the
00:40actual Particle System itself, which is really just positional, where is this
00:44positioned. Then we have 1 or 2 ParticleShape tabs. Then we also have what's
00:51called a Spray and that's for the type of emitter that it is. This is actually
00:57kind of a directional emitter. Then we also have the nucleus, which is
01:02basically the physics controls of this Particle System, and we will get into
01:09that a little bit later when we get into forces, but this is where the forces
01:13are located.
01:13But we are just going to go through some of the ParticleShape attributes here.
01:17Now, the first one is Count, but that's really just the number of particles
01:22that we have at the moment.
01:24The next one here is important and this is called the Lifespan; how long do
01:28you want these particles to live? Do you want them to live forever? Do you want
01:32them to live a Constant life, or a Random range, or if you want to lifespan Per Particle?
01:40So if I change this to Constant, you could say I want them to live however many
01:45frames or seconds. Random range from this to this with a Random seed. We are
01:51going to keep this on Live forever.
01:53We can also change; let's go down through these, we can change the Particle
01:56Size. So we can make them small or big, really whatever size we want. We can
02:06randomize how big or small they are.
02:11We can also worry about Collisions. Do you want them to Collide with other
02:15objects, or do you want them to Self Collide; so do you want them to collide
02:20with themselves? So for example, if you had particles representing marbles, you
02:25would want them to collide amongst themselves. If it was steam, you would want
02:29it to collide with other objects but not themselves.
02:36We can also add in things such as Bounce, Friction, Stickiness, that sort of
02:40stuff. So for example, if you wanted to do Foam, you might want them to collide
02:45and stick together or something like that.
02:47Next, we have Dynamic Properties, which allow us to change the Mass and the
02:53Weight and how it's affected by forces and we will get into that.
02:58Then we also have one here called Liquid Simulation. When you turn that on what
03:03it does is it allows this to simulate water. So it will create particles that
03:10will not compress. So water is pretty much a viscous fluid so it will not
03:15compress as opposed to say a cloud or some gaseous sort of effect where it
03:21actually can compress. So liquids kind of keep the volume of the particles together.
03:27Then Output Mesh. Do you actually want this to output as a mesh and how do you
03:32want that to output?
03:34For example, if we are doing a thing such as a Blobby surface, how do you want
03:38that to output?
03:39Then we can go down here and we can go down to Shading. Now, this is actually
03:45probably one of the most important rollouts, because it really determines what
03:48type of particle you are creating. These are familiar to anybody who has used
03:53the other types of particles in Maya, and we have a number of different Render Types.
03:59First one is MultiPoint, which basically is almost like sparkles or something
04:04like that. It's basically points. So each one of these -- in fact, let's just
04:09go ahead and create some here and we will highlight these. You can say
04:12MultiPoint or MultiStreaks. You can see these are streaks. In fact, we might
04:18want to make these a little bit bigger, so let's go ahead up to Radius here and
04:22just make them a little bit bigger, see if we can affect those.
04:26We can also do Numeric. What Numeric does is it just gives you a Particle
04:30Number, so each particle does have a number; this is more for debugging.
04:34You make them Points and we can assume we make them bigger if we want.
04:40Spheres. Again, we can change the size.
04:46Sprites. Now, Sprites are really handy, because what those do is those allow
04:51you to map images. So each one of these is a rectangle and you can actually
04:56use texture mapping to map an image to that, which can be really handy.
05:01Streaks and again, we can create them bigger or smaller.
05:06Then some other ones here such as Blobby Surface, which again creates -- let's
05:12go ahead and make these a little bit smaller so you can see how Blobby Surface
05:15works. Now, what Blobby Surface does is it creates kind of more of a watery
05:20type of effect.
05:22Cloud, which is steam, which is basically what we were doing.
05:26Also Tubes.
05:28Now some of these, ones with the s/w behind them, will render in the Maya
05:34Software Renderer. Some of these will not. All of these will render in Mental
05:39Ray and they will also render in the Maya Hardware Renderer. Now, typically
05:44for these types of particles systems we just tend to render them in Mental Ray.
05:48Now, in addition to this we can also create Opacity and we can actually Scale
05:54the Opacity so it actually can be completely opaque to completely transparent.
06:00What this does -- now, this is actually new to nParticles -- is that over the
06:04lifetime of a particle, makes it go more transparent or less transparent.
06:09So what this ramp does is it keys off of this Opacity. When this top value is
06:16one or if it's less than 1, this value is essentially that and then it just
06:21translates all the way down to 0. This one is always 0. This top one is
06:26whatever number is in here.
06:29Then we can also play with color. In fact, you can also do color by time. So
06:36you could actually make the color change over time. So for example, if I wanted
06:40to I could say the age of the particle affects the color. This is great.
06:47Previously, in Maya Particles you had to go through all sorts of gyrations to
06:51make this work and this just puts it right here, right in front of you, makes
06:54them a very easy.
06:55You can also do the same for incandescence or a number of other things.
07:00Now, if you are familiar with Maya's existing particles systems you can still
07:05do particle array attributes like you have done before and this is where it
07:09gets a little complex.
07:12So those are some of the attributes that you can use to change how a particle looks.
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Adding forces to particle systems
00:00Now, previously in Maya you had to create separate wind and separate gravity
00:05and other forces separately in order to have them affect the particle system.
00:09With nParticles, it's all built-in, which makes it a lot easier to set up. So
00:14let me show you how this works.
00:16We are going to start with nParticles, and let's go ahead and set our preset to
00:19Balls. Then we are going to just create an emitter. I am just going to go ahead
00:25and move that above the ground plane a little bit and this should just be an
00:29Omni emitter and let's go ahead and emit those spheres.
00:35As you can see, they are actually falling down; they actually have gravity
00:40applied to them. So if we keep that emitter selected and go over to our
00:44Attribute Editor, let's just go ahead and see how this works.
00:47Well, we have got the emitter. We also have the ParticleShape, which is what
00:52defines the actual particle, which makes them for example Balls rather than
00:56Clouds and we also have the nucleus tab, which actually defines the forces,
01:03such as Gravity and Air Density and the Wind Speed and so on and so forth.
01:10So if we go over here to the ParticleShape and we scroll down to Dynamic
01:14Properties, we can turn on or off the Wind or the Gravity. So if I click this
01:22button here, that means it's going to Ignore Gravity, which means gravity is not
01:27going to affect it, and now you can see it gets more of that cloud shape
01:30because the particles are just moving in the direction in which they were emitted.
01:35As soon as I turn off this tab, it means that Gravity is back on and you can
01:41see how the spheres respond to gravity.
01:45Now, if I go over here to the nucleus tab, you can actually affect Gravity. You
01:49can turn gravity on or off. You can actually affect the strength of Gravity
01:53here so I can make gravity weaker or I can make it stronger. Now, 9.8 is earth
02:01gravity, or 9.8 meters per second squared.
02:04You can also change the direction of Gravity. Right now it's -1 in the y
02:08direction, which means it pulls straight down. If you want Gravity that pushes up,
02:13you can certainly do that.
02:16You can also change the Air Density and the Wind Speed. Let's go ahead and turn
02:20up the Wind Speed a bit and see what happens. Well, you can see how the wind
02:26actually does affect how these particles move.
02:33You can also turn on what's called a Ground Plane. Now, what this does is you
02:38can actually create a Ground Plane for those spheres to impact with or to
02:43collide with and then you can see now that when they actually hit 0, they fall
02:47on the floor.
02:48Now, we can also change some features about the particles. Let's go back to
02:56this ParticleShape tab here and go back down to Dynamic Properties. One of the
03:00things we can change is the Dynamics Weight. We can also change how it
03:04conserves energy. So when it hits the ground, do you want it to bounce like a
03:09marble, or do you want it to kind of slow down and not conserve that energy as much?
03:17So if I turn down Dynamics Weight here, you can see how it affects it. You can
03:21do this interactively as well.
03:23The other thing is how much drag does it have. So for example, if I turn up
03:28Drag, you can see that it's actually dragging in the wind a little bit more.
03:34So let's go ahead and turn Drag way down, you can see how that affects this.
03:41Then we can also Dampen. What that does is obviously it dampens the effect of
03:53the forces. Let's go ahead and turn that way back down again.
04:03We can also give the particles mass. This is probably the most important one,
04:06because what this affects is how external forces, such as wind, affect the
04:11particles. So if I have a heavy mass particles, the wind is not going to affect
04:16it as much as if I have a 0 or near 0 mass.
04:20So for example, when this is really high, the wind doesn't affect it hardly at
04:25all, but when this is low, you can see how the wind even blows these particles
04:30across the floor.
04:31Now, one of the nicer things about this is that you can actually scale the mass
04:36of a particle with age. So for example, I could take this basic mass here and
04:42scale it down as the particle ages. Now, these particles aren't aging; they
04:47live forever. So this isn't going to really work on this. But you can see how
04:50you can actually make the particles lighter as they get older. This is probably
04:55good for things like smoke or something like that, where you want the smoke to
04:58bellow up and then kind of float off in the wind as the particles get a
05:03little bit older.
05:05So in addition to these forces that are built into the Particle System, you can
05:09certainly use the other forces that are available in the standard dynamics
05:14model, such as any one of these fields here, such as Air, Drag, Gravity. Any of
05:20these forces will work on an nParticles field. But typically, I like to
05:25use the built-in Wind and Gravity because it's so much easier.
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Creating particle collisions
00:00Now let's take a look at collisions between particles and objects in
00:04nParticles. This is pretty simple to use. I have a file here called
00:08collisions.mb. So let's take a look at this. I have got a trough, a spout and
00:13then in the back of that spout I have a little plane. Let's go ahead and select
00:18that. And then under nParticles we want to make sure that we have a Water
00:22checked. So we are going to create water type particles and then we are just
00:27going to go Emit from Object, make sure that the plane is selected. And then
00:32when I scroll back to zero and play this, you can see that it's emitting water,
00:38or water-like particles. Now what is happening here though is that the water
00:44is just emitting from that plane and it's being affected by gravity, but it's
00:48not flowing.
00:50So as you can see this is not interacting with the trough or the spout, so
00:54let's go ahead and add those into the solution. We can do that by selecting
00:58these and simply going over to nMesh. And all we have to do is Create Passive
01:04Collider. Now let's go ahead and see the options here. There's really only one
01:08option and that is what the Solver is and the default Solver is always
01:13nucleus1 and that's what we want to use. So all we have to do here is go Make
01:17Collide and when we do that, what happens is the water will now be channeled
01:24down the spout and into the trough.
01:28So as you can see you can make some very complex effects using just collisions
01:35and gravity. Now in addition to rigid objects you can also have things collide
01:40with stuff like cloth. Let's go ahead and show you that. I am going to open a
01:44scene here called ClothCollision and what it has is basically just a plane and
01:51some cylinders. Right now there is nothing going on here. So let's go ahead and
01:55add in some cloth and we'll show you just a little bit of nCloth here. We are
01:59going to select this plane and just go nMesh > Create nCloth and what that
02:06does is it creates a cloth.
02:09Now what we want this cloth to do is collide with these cylinders. Now this
02:14Solver is the exact same Solver that we used for particles. So it's exact same
02:20procedure. We can go nMesh > Create Passive Collider and now the cloth will
02:28collide with the cylinders, just like the particles collided with the trough.
02:32Now we can take this one step further and add particles into this equation. So
02:38I am going to scroll back to zero. Go nParticles > Create nParticles. I am
02:42going to go ahead and change this to balls and just let's go ahead and Create
02:47an Emitter and move that Emitter slightly above that cloth. Now watch what
02:56happens. When the balls are created, they will collide with the cloth and they
03:01will also interact with the cloth.
03:07So they are actually going to push the cloth down. If I took those particles
03:12and selected them and went into the Attribute Editor, I could under Dynamics,
03:21increase the mass. And if I increased the mass, I can also increase the radius
03:26of the particles, make them a little bit bigger and if I do that then they are
03:32going to have a bigger effect on the cloth.
03:35Now as I start using cloth you're going to see, you're going to have a much
03:40deeper effect here. So you can see how we have created a very complex effect
03:50with just a few keystrokes. It's actually makes these sorts of things very easy.
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Creating collision events
00:00Now let's talk about Collision Events. These are events that happen when a
00:05particle hits something. So for example, if a particle hits a wall, you may
00:09want it to break into several different particles. We can do that using the
00:15Collision Event Editor. Let me show you how this works. First thing we need is
00:18something to collide against. So I am just going to create a plane, move it up
00:24a little bit and then let's go ahead and create a particle system. We are
00:30going to create an Emitter, let's go ahead and create balls. I am going to
00:34create an Emitter Omni and let's make sure the rate is kind of low. In fact,
00:39let's just make it like five particles per second. We are not going to emit a
00:42whole lot here and just leave the speed here and just go ahead and create
00:47that and move it slightly above the plane, so it will collide with it. But of
00:51course, if you want it to collide, you need to select the plane, go nMesh >
00:55Create Passive Collider. So I am going to go ahead and expand my frame rate
00:59here and let's just go ahead and create a simple particle system.
01:06That's great. Now, what we want to happen is that when each of these spheres
01:11hits the ground, we want it to break up, or do something a little bit more
01:15interesting. So what I can do here is select this particle system and go into
01:20nParticles and go Particle Collision Event Editor. Now what this has, it has
01:25the list of the particle systems in the scene. And what we can do is we can
01:29create an event. So we can say when all collisions happen, or the first
01:35collision say, we want something to happen. So we want it to either emit more
01:41particles, or we want it to split into multiple particles. So let's go ahead
01:47and emit a couple of particles, like three or four particles and then down
01:52here go Create Event.
01:53Now what this does is as you can see here, you get these particles. I don't
02:02know if you can see them all that well, but what happens is, particles start
02:06flying off as these hit the ground, and also you can see that these balls
02:11disappear and turn into these other types of particles. In fact, we have now
02:16two particle systems in the scene. We have the first one which is the spheres,
02:21and then we have the second one, which is the emitted particles, and we can
02:25certainly change those from dots to spheres, or whatever type of particle we want.
02:30Now let's go ahead and reselect particle one and go back into that Particle
02:35Collision Event Editor. So I can select that event and I can delete it. Now
02:40let's go ahead and create a new one here. If I want to, I can split these
02:45particles. Let's go ahead and create one more. We'll split the particles into
02:48say, three separate particles and create that event and let's see what
02:54happens now. So now when they hit, they split into three separate particles.
03:01Now if I want, I can select this second particle system and go into the
03:06attributes from that and change the Render type to sphere, streaks, whatever.
03:13So if you want to make that into spheres, you can certainly do that.
03:17So let's go back into this one more time and let's go over it again. So what
03:25you do is select your particle, select the event and then select what
03:30happens. So one of the things you can do is you can keep going. You can have
03:33your initial particle system create additional particles, which in turn create
03:39even more particles. So as you can see this can get very complex, very quickly,
03:43but it's also very, very powerful.
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5. Animating with Animation Layers
Working in the animation layer interface
00:00Now let's take a look at animation layers. What this does is it allows you to
00:04place motion on multiple layers and then be able to mix and switch between
00:10different types of motion. You can also blend motion together to create all
00:15sorts of really cool effects.
00:16The file we have open is called Simple_ WalkRun.mb. Now, if I hit Play, you will
00:23see I have a simple walk. Now this is just a walk cycle. Now this walk is
00:29actually on a layer. So you can see here, we have several different types of
00:34layers. We have a Walk, a Run and a BaseAnimation layer. Now these layers are
00:40in what's called the Animation Layer menu. This is very similar to Display
00:45Layers, which we have all worked with, Render Layers and now the new one is
00:50called Animation Layers.
00:52Now if I want, I can take this layer and I can actually manipulate it. So if I
00:56hit Play, you can see if I hit this Mute button, you can turn on and off the
01:02animation. There is another button here called solo and what this does is
01:08allows you to solo the animation. So if you've got more than one clip mixed,
01:13you can just highlight that one clip and turn everything else off. It's kind
01:17of the opposite of a Mute button.
01:19Then we also have a Lock button, which allows us to lock the layer. Now the
01:25other thing we have is we actually have a Run Layer as well. So if I hit Play,
01:30I can actually turn on that Run layer, and turn off the Walk Layer. So I can
01:37actually mute each one of these and so either I can turn them both on or both
01:42off. Now if I have them both on, let me slow this down so you can kind of see
01:48what happens. What it does is it actually adds those two layers together. So we
01:54are in what's called Additive Mode, and what this does is it takes the Run
01:58Layer and it just lays it over and adds the keyframes to the other layer. Now
02:03what you can see here is you are getting kind of-- it's not really a walk or a
02:08run. It's kind of like a hop-skippy kind of thing and it's not really all that
02:12great. But what we can do is, we can actually take both of these layers and mix
02:16between them. So you can actually go from a walk to a run and back. So let me
02:21show you how this works. We have a Weight slider here and what we can do is
02:27we can actually weight the animation on or off. Rather than just muting it on
02:32or off, we can actually fade it on or off.
02:36So what I am going to do is turn on both of these layers. And I am going to
02:40take this Run Layer. And turn it all the way down to zero. And then there is a
02:47little K button next to it and that just keyframes it. So now at frame one,
02:52I have completely turned off the run. So now all I have is the walk. So let's go
02:58ahead and fade from the walk to the run, or we can do the exact same thing with
03:03this Walk Layer by keyframing it. So if I want to, I can just hit this key
03:08here while the weight is at one. So that just sets that to one and now I am
03:14just going to fade this out over say, about 12 frames. So let's go to frame 37,
03:20and I am going to turn this all the way down to zero. Now there is another good
03:24shortcut here. These two buttons allow you to go from one or to zero
03:30automatically. And then if I just hit a keyframe here, you can see this walk
03:35kind of fades out. It fades out to whatever is below it, which is this
03:40BaseAnimation Layer.
03:41Now if I want, I can go back and I can take this Run Layer, which I had keyed
03:47to zero and key it up to one, so we can go from the walk to the run. So as
03:53this walk fades out, I am going to fade in the run. So here at frame 25 I am
04:02going to hit K for Keyframe. Go up to 37. If I want, I can bring this up to one
04:08or I can just hit this little button here and that brings it up to one and I
04:12keyframe it. Now, if I play it, walk to run.
04:19Now I can certainly go back the other way as well. So if I take, for example,
04:24this run, I can certainly key it here, and then just fade it out over a few
04:31frames. So now I have got walk to run, and then run to standing. Now I can
04:40certainly take that Walk Layer again, and just keyframe it up to one and so now
04:49what I have done is I have actually gone from walk to run back to walk.
04:55Now notice here I've got a little bit of a glitch that comes in as this fades
05:01in. Now one of the things is, when we are doing cycles like this, you may have
05:06a little bit of overlap where the feet don't quite match up between the two
05:10cycles where they are kind of out of sync. And so you really have to pick your
05:14spots as to where you want to fade between something like this.
Collapse this transcript
Creating animation layers
00:00Now let's take a look at how to create layers. I have the same file open,
00:05Simple_WalkRun and this has that walk and run cycle in it. So I am just going
00:12to go ahead and scroll back and what we are going to do is we are going to
00:16create an animation layer.
00:18Now you can do that by going here and we can actually create empty layer, or
00:24create layer from selected. You can actually create layers, or create layers
00:28from selected here with these two buttons as well.
00:31Let's go ahead and create a layer that has the body of the character. So if I
00:36click on this sphere, it's actually called Body and let's go Layers > Create
00:42Layer from Selected. And what this does is it creates a new layer here called
00:47Animlayer1. This layer only has that body object in it; it doesn't have any
00:54other objects. So if I animate anything else, that animation will go into a
00:59different layer. So you have to be careful when you actually create layers that
01:05you put exactly what you want to animate into those layers.
01:09So I am going to hit my Move key and let's go ahead and animate this character
01:14walking under something low. So as he walks I want that body to drop down. So
01:21all I have to do is just set a key and then move it forward and drop the body,
01:32maybe set another key and then lift them back up. So what you can see here is
01:40that as this character walks that additional animation is layered on top of it.
01:46So anything in Animlayer1 is laid on top of anything that's below it.
01:52So if I play this and I mute it, you can see it goes away. If I solo it, you
01:59can see that this is the only thing that animates, is that the body going down,
02:04and coming back up.
02:09Now if I want, I can actually add to that layer. So let's go ahead and select,
02:14in fact, let's go to our Outliner, let's go ahead and select the left ankle
02:17here. And as he goes down, you'll notice how that foot kind of gets stuck
02:25underneath him. Now we can certainly use animation layers to fix that, but
02:30before I do this, I need to make sure I add that ankle into the layer I am
02:35going to work with. So if I select this Animlayer1, right-click and go Add
02:40Selected Objects-- that's very important.
02:43So now, let's go ahead and set a keyframe here somewhere around 50 and then as
02:50it comes out, I am just going to move that foot out and then I want to just
02:59copy and paste that other key. So now you can see I have just added that kind
03:06of foot going out to the side. Now again, if I solo this, you can see what's
03:12happening. In fact, it just goes down, the foot goes out and it comes back up.
03:18Now when I mix that with everything else, look what you get. So you can see how
03:25this can be very, very effective, particularly when using things like cycles or
03:30motion capture, or other types of complex animation, you can go in and just do
03:35some very quick tweaks to your existing animation and be done with it.
03:40Again, I want to make sure that you understand this. You have to very careful
03:44as to what is in specific layers. Now if you want to see what's in any given
03:48layer, you can go into the Layers menu, and go to this little menu option here
03:53called Membership. And what this does, is it gives you the Relationship Editor,
03:59and all you have to do is just open up any one of these layers and it will tell
04:02you exactly what's in there.
04:05So this one has the body, translate, rotate, scale, handles for the toes and
04:10the ankles and then this one animation layer here, Animlayer1, just has the
04:16body and the ankle. It doesn't have both ankles and it doesn't have the toes
04:22either. So you can see how it's very easy to set up these layers and add
04:28additional animation on top of something that you already have. So let's go
04:32ahead and move on from here.
Collapse this transcript
Editing animation layers
00:00Now let's take a look at how to edit animation that is in layers. I've got this
00:05file open called Simple_WalkRun and we have a couple of layers here. And if I
00:11select this body and go into the Graph Editor, you'll notice something a little
00:21different. What happens is when you create layers, those layers actually show
00:27up in the Graph Editor. So I have a Run_Layer, a Walk_Layer and my
00:32BaseAnimation layer just like I have here.
00:35So if your object is a member of any layer, you are going to start getting
00:41additional entries here in the Graph Editor, as well as the Dope Sheet.
00:47Now if I want to, I can certainly expand the layer and edit the curves. So for
00:52example, this is my active layer and so I can actually edit those curves. If I
01:02unlock the Run_Layer, you can see I can edit those curves. If I select my
01:08Walk_Layer, while it's locked and the other one is active, you will see that I
01:14can't touch these curves. They are grayed out, so I really can't see them.
01:18Now this is also another way of finding out what objects are in what layers. So
01:24if you select an object, you can actually see what layers those objects belong
01:29to. So when you go to edit curves in Maya and you are using layers, just be
01:35aware that you will have additional curves for each layer.
Collapse this transcript
Exporting animation layers
00:00One of the nice benefits of working with layers is that it allows you to easily
00:05export animation, or actually your animation layers. This can make it very easy
00:11to create libraries of motions. So for example, I have this character that has
00:15a walk and a run. I can actually export each of these layers individually. So
00:22that way I can import them later into another scene and just mix them right in.
00:27So let's just go ahead and show you how to do this. It's really a very simple
00:30process. All I have to do is select a layer. So for example, let's go ahead and
00:36take this Run_Layer and if you right- click over this, we have a number of
00:40options for the layer. The one I want to take a look at is called Export Layer.
00:46All you have to do is just go Export, and what it does is it allows you to
00:50export a Maya Binary File. So you just export a file called run and that's it.
00:59Now if I open a scene with a brand new character here. I've got one here called
01:04Simple.Legs and this is just that same character with no animation on it. So,
01:13all I have to do is just import that file that I exported. So I just go Import,
01:19run and notice how the layer comes right up and all that's imported is just
01:27the layer. It didn't import any characters or anything else.
01:31I've also exported that walk. I can also import that walk scene. So let's go
01:36walk.mb and now you can see I have two layers. I have the walk and the run
01:42layer and now I pretty much have what I had before in that scene. So you can
01:48see how it's very easy to move animation between scenes just by using layers.
Collapse this transcript
Conclusion
Goodbye
00:00So that's pretty much it for all of the new features in Maya 2009. I certainly
00:06hope you have a chance to use all of them in your projects. Until next time,
00:11I am George Maestri. Thank you very much and goodbye!
Collapse this transcript


Suggested courses to watch next:

Maya 2011 Essential Training (9h 8m)
George Maestri


Maya 2011: Modeling a Character (3h 3m)
Ryan Kittleson

Maya 2009 Essential Training (10h 0m)
George Maestri


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