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Maya 2011 Essential Training
Maria ReƱdon

Maya 2011 Essential Training

with George Maestri

 


In Maya 2011 Essential Training, George Maestri demonstrates the tools and feature set in Maya, as well as the skills necessary to model, texture, animate, and render projects with this deep and robust piece of 3D animation software from Autodesk. This course takes an in-depth tour of Maya's interface, including navigating and manipulating objects in 3D and customizing the workspace. The course also covers object creation and modeling basics, shading and texturing, surface mapping techniques, character rigging, and lastly, rendering and final output. Exercise files accompany the course.
Topics include:
  • Getting familiar with the Maya interface
  • Organizing scenes
  • Creating hierarchies
  • NURBs modeling for solid objects
  • Adding color to models
  • Applying bitmap textures
  • Working with mental ray materials
  • Polygonal modeling for characters and organic objects
  • Deforming with the Skin tool
  • Setting up lights and cameras
  • Creating realistic effects such as depth of field
  • Working with the Timeline
  • Creating animation cycles
  • Batch rendering
  • Rendering with the mental ray engine

show more

author
George Maestri
subject
3D + Animation
software
Maya 2011
level
Beginner
duration
9h 8m
released
Jun 01, 2010

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Introduction
Welcome
00:04Hi! I'm George Maestri.
00:05Welcome to Maya 2011 Essential Training.
00:08Maya 2011 is one of the most popular 3D modeling, rendering and animation
00:13packages on the market today.
00:14It's used for special effects, character animation and motion graphics for
00:18feature films, television, design and games.
00:22Maya 2011 Essential Training will give you the skills you need to model,
00:25texture, animate and render within this very deep and robust piece of software.
00:31First, we'll look at Maya's interface, learn how to navigate and
00:34manipulate objects in 3D.
00:36Next, we'll create some objects and learn how to model.
00:39We'll start off with polygonal modeling to understand how to build characters
00:42and other organic objects.
00:44After that, we'll move on to NURBs modeling, which can be used to create
00:48vehicles and other solid objects.
00:50Maya's shading and texturing tools allow you to add color to your models.
00:54I'll show you how to create surfaces that mimic those found in the real world,
00:59and use bitmap textures to add in your own images.
01:02Maya 2011 has some very robust animation tools that allow you to bring things to life.
01:07I'll first show you how to rig a simple character.
01:10Then, we'll animate the character in a short scene using the assets we've created.
01:15Finally, we'll look at rendering in Maya.
01:17We're learning how to set up lights and cameras, as well as how to create
01:21realistic effects, such as depth of field and motion blur.
01:24We'll also set up a complete scene for rendering and final output.
01:28We've got a lot to cover, so let's get started with Maya 2011,
01:32Essential Training.
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Using the exercise files
00:00Premium subscribers to lynda.com will have access to the exercise files that we
00:06use in this tutorial.
00:09So when you download your exercise files folder, it will come up in a folder
00:14named Exercise_Files.
00:16This will have one Maya file per chapter that we use in this course.
00:20So all you need to do is just drag that onto your desktop, and we should be
00:24set to go.
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A note on screen resolution
00:00Maya is a very robust program, and as such it has a lot of different options.
00:06These actually show up with a lot of different elements on the Maya screen.
00:10Now here we have the full Maya interface.
00:12You can notice there is a lot of different buttons, which we'll be explaining
00:16throughout the course.
00:17But before we actually dive into Maya, I do need to make a note about screen resolution.
00:23Now at the full screen resolution, which is about 1280 x 1024, 1920 x 1080,
00:30basically full screen resolution, you'll see all of the Maya elements.
00:35Now we're actually going to be recording the majority of this course at a
00:39slightly reduced resolution, so that way, you can read all of the menu options.
00:44Let me show you what it's going to look like.
00:46Here we have the screen at 1920 x 1080 or full resolution, where you can see everything.
00:53For the majority of the course, so we're actually going to be using 1280 x 720,
00:57which will show you almost all of the interface options except for a few.
01:02The one that's going to be most noticeable is right here along the left side of
01:06the screen, and what we call the toolbar.
01:08Now notice it kind of drops off here at the reduced resolution.
01:13If we go to the full resolution version of Maya, you'll notice that below that
01:17cutoff point, there are a number of Presets for different screen resolutions.
01:22We'll discuss these in the course.
01:24These basically, just are different presets for different layouts of the screen.
01:29Now typically when I use Maya, I'm actually going to use this four views, and
01:33then just switch between that, and that's my normal method of working.
01:37So, I'm really not going to be using this too much throughout the course.
01:41So it's not really going to be that big of an issue, but I just want to let you
01:45know that we're recording this at a slightly reduced resolution.
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1. Getting Started in Maya 2011
Overview of the Maya interface
00:00When you open Maya, the first thing you'll see is the Maya interface.
00:04Now I'm showing you this interface at full resolution.
00:08So we're actually going to be showing you this at 1920 x 1080, so you can see all
00:13of the menu options.
00:14Let's go through some of the basic interface elements in Maya.
00:18Maya looks pretty much the same on the Mac, the PC and Linux.
00:22So this should work for just about everybody.
00:25The first thing you'll notice is that Maya does have a menu along the top, just
00:29like any other program.
00:31So we have, for example, File, Edit, Modify.
00:34But the one thing that Maya has that other programs don't have, it has what's
00:38called menu sets, so some of these menu options actually change depending upon
00:44where this pulldown menu is set.
00:47Now Maya is so robust.
00:48It actually has too many menu options, to fit on one menu bar.
00:53So you kind of have to pick and choose which menus you want to see.
00:57So for right now I have Animation loaded, and we have all of the animation
01:01tools as menu options.
01:03If I go to Polygons, notice how some of these change.
01:06And so when I'm doing polygonal modeling, I'll want to be in this menu set.
01:11If I go to Surfaces, which is for NURBs modeling, a different menu set shows up.
01:16Now the reason I want you to be aware of this is that if I go to menu option, and
01:21it's not there, be sure to check where this particular pulldown menu is to
01:26make sure that we're both in the same menu set.
01:29Now this pulldown menu is actually on what's called the Status bar.
01:33And this gives you a number of options that show you the status of the scene, and
01:37also gives you some additional options.
01:39Here we have some very simple Load and Save options, Create a new scene, Open a
01:44scene, and Save the current scene.
01:46These are just duplicates of what's in the File menu.
01:50Now along here we have what are called Selection sets.
01:55Here, we have what are called Select options.
01:58So we can select by object, which is basically selecting any particular
02:02object in the scene.
02:04If we go to the right here, we can select by component, which is the vertices
02:09and the edges inside of objects.
02:12And if we go to the other side of this, this allows us to select by hierarchy.
02:15So, for example, if I click on the body of this character, I can select the
02:20entire hierarchy that he is in.
02:23So typically, we're going to keep this on object, but as we get into modeling we
02:26may go into Select by component type.
02:29Once we have these selected, we can also create what are called Masks.
02:33Mask allows us to select certain types of objects, but not others.
02:37So, for example, I could not select joints in an object, or curves or something
02:42like that, and this will allow me to more easily select things in the scene.
02:47So, for example, if I was just working with a character, and I just wanted to
02:51deal with the joints, I could go over here, turn all objects off and just turn
02:56on the joints, and I'd only be able to select those particular objects.
03:00So in this case, this character has a joint in his arm that we can select.
03:04But I'm going to go ahead and make sure that that's all objects on, and then all
03:08over here we have what are called Snapping options.
03:11So this is really helpful in modeling or in positioning anything in your scene precisely.
03:17So we can snap to grids.
03:18We can snap to curves.
03:20We can snap to points.
03:21And also notice, as I hover over these, a little help menu comes up, which is kind of nice.
03:27Little bit further along here we have our Render options, and we'll get into
03:31those a little bit later.
03:32Then over here to the right, we actually have some configuration menus here.
03:37So this actually turns on what's called the Channel Box and the Attribute Editor right here.
03:44If we click here for tool settings, this actually brings up the settings for
03:50whatever tool I'm using.
03:51So, for example, if I'm doing a move of an object, I'll have the options for
03:55that particular tool, or if I'm doing a modeling operation, those options will
04:00come up here as well.
04:01And we can just toggle that on or off.
04:04Along the right side, let's just go down from little bit further.
04:07We have what's called the Channel Box and the Attribute Editor, so if I click
04:12open the Channel Box, this basically shows me where objects are located.
04:17So, for example, if I click on the head of this character, you can see where
04:21he's located, what his rotation is, and so on.
04:24Now below this I have what's called the Layer Editor.
04:28And this actually has three panels here, one for Display, which is what I'm
04:32viewing here, one for Rendering and one for Animation, which we'll get into
04:37a little bit later.
04:38But right now for Display, this actually allows me to turn things on and off.
04:42So I can actually turn on and off the background,
04:45for example, if I want a closer view of my character, or something like that.
04:49Now in addition to this, we also have what's called the Attribute Editor.
04:52So if I click on this little tab, this brings up all the attributes for the
04:56object that's selected.
04:58So, for example, the head of this particular character has a number of different
05:01things that have been done to him.
05:03And these are all listed here, and again, we'll get into these later.
05:07I'm just showing you where stuff is at.
05:08Now if I want to, I can click on this again.
05:11And that will go away.
05:12And it gives me a much bigger screen.
05:15So if you need more real estate, just go ahead and click here, and that will
05:18give you a little bit more to the side.
05:20Now let's go back over to the left side of the screen, and we have what's
05:25called the tool bar.
05:26Now this basically allows me to select things, select with a Lasso tool.
05:31You can also do what's called Paint select.
05:33And we also have our Move and Rotate and Scale.
05:38So, for example, if I select this object here you can notice how when I've got
05:42this, I can actually move the object.
05:44I can rotate it and scale it, if I want, and we'll get into those as well.
05:52Now little bit further down, we have what are called our Preset layouts.
05:57Now this we can actually have just a Single Perspective View.
06:01This gives us a Four view.
06:03This gives us different presets of different ways to view your screen.
06:08This is really just kind of a convenience.
06:09This is not something that we actually absolutely need to use.
06:14Now along the bottom, we have our Time slider.
06:17So all I have to do is click and drag, and you can actually slide your animation.
06:22We also have, down here, we have what's called a Range slider.
06:26So right now this particular animation is going from frame 1 to frame 96.
06:31If I wanted to kind of zoom in on my Timeline, all I have to do is just grab
06:35this, and I can zoom in on my Timeline.
06:39And I can also pan that window by just grabbing here in the middle.
06:44So each one of these ends is a zoom point, right there and there, and then, if
06:50you grab in the middle, you can just move that window around.
06:53And if you stretch it out, you can do that as well.
06:57Now also notice that as I change it, notice how these two sets of numbers change.
07:02The outer numbers is the actual length of the animation.
07:05The inner numbers is how much of that you're actually seeing.
07:08Now along the bottom right, we also have our playback options.
07:14So I can actually play this, and I can play backwards, if I want, and I can also
07:21step through it a frame at a time or keyframe at a time if I want.
07:26Again, we're going to go into all of these options a little bit more deeply.
07:30So this is a brief overview of the Maya interface.
07:33I know there's a lot to absorb with Maya, but as we work through all the
07:37functions, you'll become a lot more comfortable and start knowing where
07:40everything is at.
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Working with files and Maya projects
00:00When you work with Maya, oftentimes you'll have a lot of different files that
00:04contribute to your Maya project file.
00:07For example, in this file we have a bitmap that creates the sky, as well as a
00:13couple of other bitmaps and other things that are actually included into this
00:17scene to make an entire file.
00:19So when you work with Maya files, it's always a good idea to learn to how
00:23to work with projects.
00:25And what these are, it's just a standard way of organizing your Maya data.
00:30So before I open a file, I want to make sure that I set my projects.
00:34So I'm going to go ahead and go Project > Set, and then I'm going to set it to
00:40the chapter that I'm working in.
00:41Let's just go ahead and go Set.
00:43Now what this does is it actually creates the proper paths so that all of the
00:48bitmaps in a project show up.
00:51Now let me go ahead and show you what this looks like in the directory.
00:55I'm actually going to go into my Exercise Files, and in Chap_01 you'll notice
01:00that I have all of these standard directory names.
01:03All of my Maya scenes are in the scenes folder of the project.
01:07I also have source images which have all of my textures, and then we have a
01:13number of other ones.
01:14For example, 3dPaintTextures, motion clips and so on.
01:19Now how we set this up in Maya is by going into the Project menu.
01:26So when you actually start a new project, you want to go into Project > New.
01:33And this allows you to create a Project, Browse for a specific directory that
01:40it's going to be located in, as well as what the paths are for each one of
01:45these many different types of data.
01:48And if you want you can just hit this Use Defaults, and it will create all the
01:52default names that Maya normally uses, and once you hit Accept, it can create a new project.
01:57I'm actually going to hit Cancel at this point, because we're actually using
02:01the Chap_01 project.
02:04So when you start working with Maya, be sure to set up a project first.
02:08That way, your data will be portable.
02:12It allows you to just take that Project directory and move it to another
02:16machine, and then be able to have all of your paths line up.
02:20And this is very important, particularly if you're downloading the Exercise
02:24Files and following along with me.
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Navigating viewports
00:00Maya is a 3D program.
00:02But we actually operate Maya through a 2D interface, which is our flat screen of our computer.
00:09Now in order to overcome this difference, we need to use some special keyboard
00:13and mouse functions in order to be able to navigate in 3D space on a 2D screen.
00:19The simplest way to change your view in Maya is by using what's called the View
00:23Cube, and it's this little cube at the top right of every viewport.
00:28If the View Cube doesn't show up on your screen, you can reveal it by going to
00:34Display > Heads Up Display.
00:37And down here we have an option for ViewCube, so you can just turn it off here,
00:41so Display > Heads Up Display > ViewCube, and that will turn it on and off.
00:47Now we can just hit any one of these points on the Cube, and we'll see that option.
00:54So if we hit the Front view, we'll see the front.
00:57If we hit the Corner of this, we'll see kind of like a three-quarter or the
01:01left, or if you want, we can hit the top arrow here. We can see the top.
01:05We can also rotate this around, and so on.
01:09If we hit the Home, it goes back to Perspective view, or we can go to our Front view.
01:14Now this is great for just giving a general overview of what we want to look
01:18at, but if we want to actually zoom in and get in close, we need to actually
01:23start navigating in 3D.
01:26Now we navigate in Maya using a combination of the keyboard and the mouse.
01:31Now on the keyboard, you're going to notice just immediately to the side of the
01:35Spacebar, there's going to be the Alt key on the PC keyboard, or if you have a
01:39Mac keyboard, it's going to be called the Option key.
01:43So what we do is we hold down Alt or Option, and then we left, middle or
01:48right-click, to do our navigation.
01:50So what I'm going to do is hold down the Alt key, and then left-click.
01:54And notice how my cursor changes, and if I drag, you can see that well, I'm rotating.
02:01I'm actually spinning around the scene.
02:03So I can actually change my angle of view, or tumble, by using Alt+Left-click.
02:08Now if I middle-click, while holding down the Alt key, you can see I can pan and
02:15just move left or right.
02:17If I right-click, notice how that changes again, and you can see how I can
02:21basically zoom or truck into the scene.
02:25So between these three, you can see how I can actually tumble around the scene,
02:30zoom in, get in close, come out to see more, and so on.
02:34Now there is also one more mouse function, and this is for people who have a
02:38mouse with a middle scroll wheel.
02:40And just by rolling that scroll wheel, you can zoom in and out.
02:45So in order to zoom, you can either Alt +Right-click, or you can just roll the
02:49middle mouse button.
02:51They do pretty much the same thing.
02:53Now there's also other ways to look at the scene.
02:56We're actually right now looking at what's called a Perspective view, which
03:00allows us to see things in Perspective.
03:02But there are going to be times when you want to see kind of more of a drafting view.
03:06Well, it's called an orthographic view.
03:09And those you can get to by using the Presets down here, or if you just hit the
03:14Spacebar, it'll go to that default Four view.
03:18Now you'll notice here we still have our Perspective view, but we also have a
03:23top, a front and a side view as well.
03:27Now in this top, front and side view, I can also navigate using the same keys,
03:33except I can't tumble.
03:35So if I hit Alt+Left-click, you're going to see the little "no, you can't do
03:39that" sign on the side view.
03:41But I can still pan, and I can still zoom effect.
03:46Let's go head over to this view here, which is in Wireframe, but you can see I
03:51can still zoom, pan, but I can't rotate.
03:57But that's because this is really a fixed, flat 2D view, or an orthographic view,
04:03kind of like how you would see a top view in a drafting program, such as a CAD
04:07program or something like that.
04:08Now if I want to switch between any one of these viewports, again, the
04:12Spacebar is what I need.
04:14So if I just place my mouse say over the top viewport and hit Space, I go
04:18into the top viewport.
04:19I hit Space again, and it goes into my four view.
04:24If I put my mouse over my Perspective view, hit Spacebar,
04:28again, I get into my Perspective view.
04:30Now the thing here is I'm tapping the Spacebar.
04:33If I hit the Spacebar and hold, you'll notice that a menu comes up.
04:37We're going to discuss this menu a little bit later.
04:39But for just switching between viewports, it's actually just a very quick tap on that Spacebar.
04:46So let's go back into our Perspective view, and let's do a little bit of practice.
04:50Let's say we wanted to zoom into the couches, in this office.
04:53All I have to do again is hold down Alt or Option and then right-click and zoom
04:59in. And of course, I'm zooming into the center there, so I'm going to have to
05:02middle-click and drag, and again, I'm holding down the Alt key the whole time.
05:07And then if I wanted to get a different angle on this, I can just, again, left-
05:12click and drag, and notice how by just moving your fingers on the mouse, you can
05:16pretty much get this intuitive way of positioning yourself in the scene.
05:22There is another way of navigating, and that's using the frame key, or actually
05:27the F key, so if I hit the F key on the keyboard, it'll frame everything in the
05:32scene, except when I have an object selected.
05:36So if I left-click say on the couch and highlight it, and hit F, it will go
05:41ahead and frame that couch.
05:43That's a great way to zoom in very quickly to a certain place in the scene.
05:47So now you know the basics of navigating in Maya, so go ahead and practice this
05:53and get fluent with it.
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Reviewing the Viewport menus
00:00Now Maya is a texturing and rendering package in addition to being a modeling
00:04and animation package.
00:06And there are times when you want to preview what you're lighting, texturing,
00:11rendering in the viewport before you actually go to render.
00:15Now Maya has a number of different options that allow you to pre-visualize your
00:20rendering before you actually go to rendering.
00:22Now a lot of these are actually held in the Viewport Shading options.
00:26So, for example, we could go to Wireframe, and that would actually just show us
00:30the wires, or the outlines of the objects that we're working with.
00:35If I want, I can go into Smooth Shade.
00:38And what that does is basically gives me rough color, and it also shows me the
00:44actual objects themselves, so it actually allows some shading.
00:49One option that I really like is called Wireframe on Shaded, and that is kind of
00:53combination of both of those.
00:55It allows you to view the wires, but with shadings.
00:58You can actually see where all of your vertices and edges are in your models,
01:02but also see the actual result of those with shading.
01:06It's a lot easier to visualize things.
01:08And I'm going to go ahead and turn that Off.
01:11There's other options you can have, and another nice one is called X-Ray.
01:15And what this does is allows you to kind of see through stuff, in kind of an X-Ray view.
01:20This is great for modeling, if you want to actually kind of visualize what
01:24you're modeling, but you still need to see all the wires, and you need to see everything.
01:28This is a really great way to work with that.
01:30I'm going to go ahead and turn this off.
01:33Many times when you want to be working with textures, and actually see the
01:37textures on the objects that you're working with, we can turn those on, by going
01:41all the way down here to something called Hardware Texturing.
01:45If I turn that on, you can see I've got some textures on the carpet, the
01:50pictures on the walls, and there's like background image to show what's behind
01:54the windows, that sort of thing.
01:57So I can actually turn those on or off.
01:59There are some keyboard shortcuts that probably are going to make this a lot
02:03easier for you, and those are 4, 5 and 6, and let me show you what those do.
02:08When I hit 4, it goes to Wireframe mode.
02:12So I can see the wires.
02:13When I hit number 5, it goes to Flat Shaded mode. Number 6 goes to Hardware
02:21Texture mode, so 4, 5, 6. 4, 5, 6.
02:25Much easier than digging through the menus in any viewport.
02:30So in addition to Shading, we also have Lighting.
02:35So we can actually just use what's called the Default Lighting, which is this
02:39kind of this generic flat lighting.
02:41Or we can use the actual lights in the scene.
02:43So when I turn this on, you can actually get kind of an idea to how the lighting
02:48is going to look in the scene.
02:50And in fact, if you look up here, we've got four lights up here, and then
02:54another little light down here.
02:55So I've got total five lights in the scene, and this is the lighting that they create.
02:59Now in addition to Lighting, we can also view Shadows.
03:04So if I want, I can come down here and turn on Shadows.
03:07And you can actually see how the shadows work with this particular scene.
03:12Now the next menu over here is called Show.
03:15And what this does is it allows us to turn on and off specific types of
03:20objects in the scenes.
03:21So let's say you're modeling, and you're working with all the NURB surfaces.
03:24You may want to turn off other things that are getting in the ways.
03:27You kind of clean out your scene and just view those things that you're working
03:30with at that particular time.
03:32So you can just turn things on and off by type.
03:35So, for example, if I turned off Lights, you wouldn't see the Lights.
03:39See how those kind of disappeared, but the Lighting still works.
03:43So the actual effect of Lights works, you just don't see them in the scene, so
03:46they don't clutter things up.
03:48So if I turn to back on, you can see how they come on.
03:51The next one is actually kind of important.
03:53We've got one here called Renderer.
03:55This just determines the quality of the rendering that you have in the scene.
04:00So right now we have what's called Default Quality Rendering, which is what we're seeing.
04:06We also have another one called High Quality Rendering. That actually gives you a
04:09much better quality rendering.
04:12Now notice how the shadows and the lighting look a lot more realistic. In fact,
04:16if I zoom in here, you can see I've got kind of this semitransparent shadow on
04:21the coffee table, which I wasn't getting before.
04:24So this High Quality Rendering actually will give you a much better idea as to what
04:30your final render will look like.
04:33The one issue with this is that it is graphics-card-dependent.
04:37So the better the graphics card, the better this rendering will look, and a
04:42lower-level graphics card might not show it as well.
04:45But for a scene of this caliber, you probably can get away with High Quality
04:49Rendering on almost any graphics card.
04:50There is an additional Renderer, and this is actually brand-new to Maya 2011.
04:55And this is called Viewport 2.0.
04:58What this does is it can get you even better quality lighting.
05:01But again, it makes even more demands on the graphics card.
05:04And another thing you need to be aware of with Viewport 2.0 is that some
05:09functions within Maya don't show up when you're rendering in that method.
05:13So it some things may not seem to work properly,
05:16it's because you're not currently supported in the Viewport 2.0 Renderer, so for
05:21the best compromise for me is to go into High Quality Rendering and use that.
05:28There is one more keystroke that I want to show you. Remember how we did 4, 5
05:33and 6, to show Wireframe, Flat Shade, Textures.
05:38And if you go 7, you go to High Quality Rendering.
05:42So actually we have four keystrokes, right along the top of the keyboard.
05:45So 4, 5, 6 and 7, and those are basically just increasing levels of quality, in
05:52how you render viewport.
05:54Now every viewport renders by itself.
05:56So, for example, I can have one here rendered in High Quality Rendering, and
06:00here I could do one in Wireframe or Flat Shaded.
06:04So, each individual viewport has its own rendering style.
06:08So you can actually mix-and- match these if you have multiple
06:11viewports available.
06:12So those are some of the options for viewports, and as you work in Maya, you'll
06:17find uses for each of these.
06:18When you're modeling, you'll probably stick to the Wireframe menus, and then as
06:22you get towards rendering, you probably get into the Shading and Texturing
06:25options of those Windows.
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Configuring safe frames and grids
00:00Now when you use Maya, you usually are animating to a very specific output.
00:05A lot times you'll be animating for film output or video output, and you'll be
00:10animating for a very specific aspect ratio.
00:13Now your screen, or your viewport may not match that aspect ratio.
00:18For example, here I am on a fairly wide screen.
00:21So my perspective viewport is actually pretty wide.
00:24But let's say I was animating for just standard NTSC Television. I would have a
00:294x3 screen that I actually need to render for.
00:33So what Maya does is it allows you to actually restrict your viewport so you can
00:37actually see exactly what will be rendered.
00:40A lot of this happens through the View menu, under Camera Settings.
00:45So, for example, we have what are called Gates.
00:48There are two types of gates. One is the Film Gate, now this is really for people
00:53who are using film, and this is exactly what will be shown on the film.
00:58If you know anything about film, you'll know that the Film Gate is not exactly
01:02the same as the resolution that we're using.
01:05So if you actually wanted to go for the Resolution Gate, what that does is
01:09actually shows you exactly what will render.
01:13And in this case we're set for 640x480.
01:17So in this case we have what's called the Resolution Gate, and when we actually
01:21set the Resolution Gate, it puts up these little green bars that shows you
01:25exactly what will render.
01:28Now if you want to see that a little bit more clearly, you can turn on
01:31what's called the Gate Mask, and what that does is it actually kind of masks out the size.
01:39You actually have a much clearer view of exactly what's going to be in the
01:44final rendered output.
01:47Now in addition to this, anybody who has done animation or has done work with
01:51motion graphics or television, you always know that we have what's called Safe
01:55Actions, which is here, and we also have Safe Title, which we can do here, and
02:02this would just give us our Safe Action and Title.
02:06And then in addition, anybody who's actually worked with animation will know
02:11what a Field Chart is, and this actually would give you an actual animation
02:16field chart, and that's actually a 12- field Field Chart, for those who
02:23actually know what that means.
02:24Now a lot of this is actually accessible through this View menu as well, so you
02:30can actually turn on most of this.
02:32You can turn on Safe Title.
02:34You can turn on Safe Action.
02:36You can toggle your Field Chart right here.
02:41You can also toggle your masking, as well your Film Gate and your
02:46Resolution Gate as well.
02:48And there is one more that you actually can toggle, and that's called the Grid.
02:51You'll notice here it has a little grid here, and sometimes when you model it's
02:56nice to have that grid as kind of a measurement point or kind like a piece
03:01of graph paper under what you are modeling, so that way you have some reference
03:04as to size and shape.
03:06So those are some of the ways that you can configure your viewport in Maya, so
03:11that you can animate for a very specific aspect ratio, and you know that you're
03:16actually going to be outputting what you see on the screen.
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Selecting objects
00:00A scene in Maya consists of a number of different objects.
00:04So, for example, in this room we have furniture.
00:08And all the furniture in the room is a separate object.
00:11Now if you want, you can select stuff in your scene object-by-object.
00:14So, for example, if I wanted to selected couch all I have to do is left-click on
00:19the couch, or if I want to select the table and so on.
00:23So selecting objects in Maya can be as simple as just pointing and clicking.
00:28If I want to select multiple objects, I can hold down the Shift key and select
00:34as many different objects as I want.
00:36Now notice when you select an object it also shows up here, so you can see that
00:42actually every object has a name.
00:44This one is called ExecDesk.
00:46This was called Officechair.
00:48This one is called Couch2, and if I select multiple objects notice how just
00:55the last one selected is showing up here. Also notice how the last one
00:59selected shows up as green.
01:03Every time I select a new object it shows up as green, and the other ones go to
01:07white. Now this will be important later on, so just remember this.
01:12Now there are other ways to select objects.
01:15We can do a rubber band selection, so if left-click above here and just drag
01:20down, it will select whatever is inside that rubber band.
01:25If I want, I can also do what's called a lasso select.
01:30So here, I have my Select tool, and I can also do what's called a Lasso tool.
01:37So if I want, I can just left-click and drag, and just lasso-select whatever it
01:43is I want it to select.
01:45And again, the Shift key works with that as well.
01:47So if I wanted to Shift+Select with the lasso, I can do that.
01:51There is a shortcut key for the Select tool, and that's the Q key.
01:57In fact, this is actually part of another set of hotkeys that you really need to know.
02:02They're called the QWERTY keys, so there is really the top letter row of the keyboard.
02:09So it's QWER. So Q brings you into select mode, W brings you into move mode, E
02:19brings you into rotate mode, and R brings you into scale mode.
02:25Now we are going to work a little bit more with just select mode, but I wanted
02:28to show you those, because these are going to become very important as you
02:31start working with Maya.
02:33So let's go ahead and go back to our Selection tool.
02:35I am going to hit Q.
02:37And there are other ways of selecting objects.
02:40One is to restrict what you select, so if we go up along the top here to
02:46this status bar, you'll notice that we've actually have all of these little buttons are on.
02:52And this allows me to select anything in the scene, but if I click here and I
02:56say All objects off,
02:58it means I can't select anything, because I'm not allowing myself to select
03:04any particular object.
03:07But if I wanted to, I could, for example, turn one of these buttons on and be
03:11able to select surface objects.
03:13But notice here, there is a bunch of lights at the top here, and those are
03:17not being selected.
03:19That's because I'm not allowing myself to select that object.
03:23So, for example, if I turn off surface objects and go over here to rendering
03:28objects and right-click over it and make sure that Lights are on,
03:32that means I can actually select lights, but not surfaces.
03:36So that means I can actually just select only the lights.
03:39So this is another way to restrict what you select to make it easier to select
03:45objects within a more complex scene.
03:48Now another way to restrict selection is to use what are called layers.
03:52Now I am not going to get into how to configure layers, but this particular
03:55scene does have them open.
03:57So what I can do is I can actually turn on and off layers here by just hitting
04:03the V button for visibility.
04:05I can also hit what's called this button here, which actually turns it into a
04:10template, which allows you to kind see it, but not select it.
04:13If I go to R, it allows me to actually shade it, but not select it.
04:18And then again, I can actually select it.
04:22And again, I am going to go ahead and turn All objects on here, and you can see
04:25that you can select all of this.
04:27So those are some of the various ways that you can actually select
04:30objects within Maya.
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Using the Move tool
00:00One of the things you'll doing in Maya a lot is using the Move tool, and this
00:04basically just moves things around.
00:07It either moves objects around, or parts of objects, or groups of objects around.
00:12So let's take a look at how this works.
00:15All you have to do is basically hit the W key of the keyboard, or select the Move
00:20tool from the toolbar.
00:22So again Q is the Select tool, W is the Move tool.
00:28So if I have the Move tool selected, I can use all of the same options I have
00:34with the Select tool.
00:35So, for example, I could Shift+Select multiple objects, but notice how the
00:39cursor has changed, and I have this little kind of three arrows over the objects.
00:44So, for example, if I select this couch, I actually have three ways to move this object.
00:50I can actually move it along each of the axes in the scene.
00:56Now notice here along the bottom of this Viewport, I have an X, a Y and a Z axis.
01:03So basically X would be east and west, Z would be north and south, and Y
01:10would be up and down.
01:11So these are the three dimensions of my scene, and each one is represented with
01:17a color, red, green, blue; X, Y, Z. So red is X, green is Y, blue is Z. So all
01:28I have to do is just left-click and drag on any one of these arrows, and I can move my object.
01:36Or if I click in the middle, I can move it along any axis.
01:43I am going to hit Ctrl+Z here to Undo.
01:47If you want to take a look at little bit more deeply into the Move tool, you can
01:50go into your tool Settings.
01:52So if I click this button, you'll see that I actually have some additional
01:56options for my Move tool.
01:58So, for example, I can move my object along what's called World space, which is
02:04along the X, Y and Z axis of the World.
02:09I can move along what's called object space, which is along the space that the
02:13object itself is oriented.
02:15I can move along what's called a local axis or along what are called normals.
02:20That's mostly for modeling.
02:22I can also create a Custom axis.
02:25So let's say I wanted to move this at 45 degrees or something like that.
02:28I can actually type that in here, or I can set it to any sort of Point Edge or
02:34Face in a model and actually move it along that.
02:37This is great for precision modeling.
02:40Now in addition to just moving the object itself, we can do what's called Soft
02:46Selection, which allows us to actually move the object at anything close to it.
02:52So if select Soft Select, and go into object mode, you can see I can
02:57actually select objects that are very close to this and actually move them
03:03along with this object.
03:05This is great for repositioning certain things in a scene or whatever.
03:10This gets a little bit more complex, but just know that that's there.
03:13I am going to go ahead and turn this off, and I am going to close my
03:17Tool Settings window.
03:19Now if I want to move multiple objects, all I have to do is just Shift+Select,
03:23and select all of the objects, and then I can move them around.
03:28So when I move an object, all of the parameters of that object actually show
03:34up in the Channel Box.
03:35So you can actually see exactly where this is.
03:39So those are some of the basics of the Move tool.
03:42Go ahead and practice this, and go ahead and move some more objects around
03:46in the scene.
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Rotating and scaling
00:00Maya also allows you to rotate and scale objects.
00:04Now rotation and scale work pretty similar to the Move tool.
00:07Now again, let's reiterate the QWERTY keys here.
00:11Q, if we hit the Q, that's select.
00:15W is move, E is rotate, and R is scale.
00:20So let's go ahead and select this couch.
00:22I am going to hit E to go to the Rotate tool.
00:26And in fact, I am going zoom in. Now notice how you can actually zoom and orbit
00:32and pan while the Rotate tool is active. Just as long as you don't click
00:38anywhere within this area where the tool gizmo is you can actually position your
00:44camera, so you can see exactly what you're doing.
00:47Now let's take a look at this Rotate tool.
00:50Notice how we have, again, three colored axis.
00:54We have red, green and blue, and these correspond to X, Y and Z. But in this
01:01case we are rotating around the axis.
01:03So, for example, the Y is our up and down axis.
01:07If I grab the green bar there, you'll notice I'm actually rotating around that
01:14vertical pivot. It's almost like there is an axle through the object that's
01:18going up and down, and we're just spinning that axle.
01:21So if wanted to rotate around the X axis, that would be this
01:25particular direction.
01:27So we would be rotating around that axle, and the same for the Z axis.
01:31And in fact, I am going to go ahead and hit Ctrl+Z to undo my way out of this.
01:37Now also notice that there is about light blue ring completely around this three-
01:43colored gizmo, and that light blue ring always is on the direct outside of that.
01:49Now what that ring does is it allows me to rotate around a pivot directly down
01:55the direction that we're looking.
01:56So right now I am looking kind of through this direction.
02:00That's how I will rotate.
02:01So if I go kind of in this upward direction, I would rotate around there, so
02:06this outer ring just rotates around the direction of view.
02:11Now if I want, I can also click in between any one of these green axes, and
02:17basically it allows me to rotate around all of the axes.
02:21I personally find this a little hard to control, so what I tend to do when I
02:26rotate is I rotate in one direction, and then I rotate in another direction as well.
02:34Now the next tool we want to look at is called scale.
02:37And this works very similar to the Rotate tool and to the Move tool.
02:42And again, notice how we have three axes.
02:44We have red, green and blue, and by grabbing any one of these handles we can
02:50basically scale along any of these axes, which is all kind of nice.
02:56But also notice how in the middle, if I grab that, it scales it uniformly.
03:01So if I just wanted to have a bigger couch with the same proportions, I would
03:06just go ahead and grab the middle.
03:08If I wanted to make the couch a little bit longer, I'd grab the Z axis.
03:13If you wanted to make couch little bit deeper, grab the X axis and so on.
03:19So now that we have all of these tools - we have move, rotate and scale -
03:23we can actually go ahead and rearrange some of the furniture.
03:27So let's go ahead and select the couch, the coffee table, and the other the
03:33couch, and let's go ahead and rearrange them.
03:34I can do that by just rotating them, and if I want I can also move them.
03:42So, for example, if I wanted to move this one here, I can select that, and I can
03:49move this one over here, and I can move this one here.
03:56And this allows me to basically reposition my couches, and basically
04:03rearrange the furniture.
04:05So what I'm doing here is I am basically just using the move, the rotate, and at
04:10this point not the Scale tool, but just by using move and rotate I can actually
04:14rearrange the furniture in my little office.
04:17So those are some of the basics on how to rotate and scale objects, and with the
04:22combination of move, move, rotate and scale will allow you to basically position
04:26any object in the scene just about anywhere you want.
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Manipulating pivots
00:00When you rotate and scale anything in Maya, you have to rotate it and scale it
00:06around a specific point.
00:08So, for example, if you imagine an axle going through an object around which you
00:13rotate it, that axle has to be positioned in order for you to rotate the object
00:18around your desired point.
00:20So, let's take a look at, for example, these two spheres.
00:24If I select this blue sphere, and hit E, to get into Rotate mode, you can see
00:28that this is pretty much rotating around the center of the ball.
00:32So, the ball is basically rolling.
00:34If I select the red ball, notice how the pivot point is actually at the
00:40bottom of the ball.
00:41So, actually, I'm rotating around the bottom.
00:45Notice how this gives a very different effect than this.
00:49Now, the same actually goes for scaling.
00:53If I hit R to get into Scale mode, you can see that when I scale this, this is
00:58scaling around the center.
01:01If I scale this, this is scaling up from the bottom.
01:06So, this is all dependent upon where that pivot point is.
01:09Now, I'm going to go ahead and just hit Delete and delete out these spheres.
01:14Let's go ahead and focus in on this office chair.
01:17Now, I'm going to go ahead and select it and hit W to get into Move mode, so we
01:22can kind of see where this pivot point is.
01:25Now if you notice here, by default, a lot of times when you build something, or
01:30you bring an object in that you've imported, a lot of times, the pivot point
01:35will not be in the right place.
01:38So, for example, with his chair, if I went to rotate the chair, I could actually
01:43swivel it, and it would look fine.
01:45But if I go to tilt the chair back, you notice how, well, it's tilting around the middle.
01:50It's not tilting around where it really should be, which is where that chair is
01:55attached to the base.
01:57So, in order to change that, I need to change where the pivot point is.
02:03I can do this by hitting a keystroke on the keyboard.
02:07Now, this is one of the few places where the Mac and PC differences show up.
02:13On the PC keyboard, you're going to hit the Insert key.
02:17Notice when you hit the Insert key, these lines show up.
02:21That tells me I'm in Move Pivot mode.
02:24Now, on the Macintosh keyboard, you are going to hit the Home key.
02:28Now, once you've hit that key, these little lines will show up.
02:32Now I can just grab the lines.
02:34It's pretty much like the Move tool.
02:36I can just move that pivot to exactly where I need it in order for that chair to pivot properly.
02:46Once I've done that, all I have to do to jump out of it is go into Move or Rotate mode.
02:51So I'm going to hit E to go into Rotate mode.
02:53Now you can see, this chair is tilting along its axis.
02:59Now, there is one other way to change the pivot point, and that's by
03:03centering the pivot.
03:05Now, for example, if I have this chair selected, I can go under the Modify menu,
03:10and you'll have an option here called Center Pivot.
03:14Now, a lot of times, you'll have an object where the pivot will be in some
03:17strange place, and you just want to snap it to a point where you can
03:20actually work with this.
03:21So a lot of times, you'll just hit Center Pivot, and it will go into the
03:25place where you want it.
03:26Then if you hit Insert, or Home on the Mac, you can then adjust it to where you want.
03:33So sometimes, that's going to be the process.
03:35If you can't find the pivot, you center it, and then you move it by
03:38hitting Insert or Home.
03:40So, as you can see, positioning the pivot is very important in whatever you do in Maya.
03:46Now, if you're going to make any sort of mechanical assembly or animating any
03:49object, you want to make sure that it's rotating around the proper center.
03:54By moving the pivot to the proper place, everything will work out fine.
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Understanding the Channel Box
00:00There are going to be times in Maya where you'll need to type in numbers, where
00:04you'll need to move things in very specific amounts, or rotate things very
00:08specific degrees, and so on.
00:10It's these times when you'll need an interface called the Channel Box.
00:15Now the Channel Box is typically located to the right side of the screen.
00:19So if we select an object we can actually turn on the Channel Box right here.
00:25So we have the Attribute Editor and the Channel Box.
00:28The Channel Box is actually right on top of the Layer Editor, but it's really
00:33just the top half of this window.
00:36In the Channel Box, you'll notice what we have is we have numerical values for
00:42all the translation, rotations and scale of the object.
00:47Also, if you scroll down, now if you have a bigger screen you may not have to scroll down,
00:52but you'll also see the operations that have been used to actually create this object.
00:58And a lot of times you may be able to open those up to access
01:00additional parameters.
01:02But right now we're just going to look at rotation and translation and scale.
01:06So if I were to, for example, move this object around, let's say I wanted
01:10to rotate this chair,
01:12so if I hit E to Rotate you can notice how I can rotate it along each individual axis.
01:19Now also notice in the Channel Box how those numbers change.
01:24So, for example, if I rotated it any number of different degrees, you'll see
01:29that my Rotation values are all changing as I manipulate it.
01:34Now if wanted to I could actually just type the numbers in right here.
01:38So, for example, if I want to rotate on 0 degrees I can do that, and I can
01:43actually do that for all of them to set it back to 0.
01:47Now if I wanted to rotate these all a very specific amount, I can highlight all
01:52of these and type in a number.
01:54Let's say I wanted to rotate it 45 degrees in all directions.
01:58I just highlight them all, type 45 into one box, and it rotates all of them.
02:04And again, I could do the same just to get them all back to 0.
02:07So I highlight them all by left- clicking and dragging over all of them and just
02:12hit 0, and it goes back to wherever I want.
02:16Now this works the same for anything.
02:18So, for example, if I wanted to move it, I could move it in one unit back, or I
02:25could move it to put that right back to 0 and so on.
02:29Now there is another way to manipulate these values, and that's by actually
02:34dragging in the Viewport.
02:36So, for example, if I took Rotate Y and I position my mouse over here, over the
02:42Viewport and I middle-click and drag left and right, notice how it becomes
02:50almost like a virtual slider.
02:52So I can actually rotate that and actually have it kind of like a number, and
02:59actually know exactly which value I am rotating.
03:01So if I wanted to rotate it along the X axis, again, I am just
03:05middle-clicking and dragging.
03:07And I am just going to go ahead and undo this so we can go back here.
03:10Now if I want I can also, in the Channel Box, turn on or off my manipulators.
03:15So this button here turns on my manipulators or turns them off.
03:20And here, this switches between slow, medium, and fast channel sliding.
03:27So if I were going this way or this way, and I wanted to go faster I just click
03:32this, and that actually spins it a lot faster or spins it very slow.
03:38And typically, you want to keep it on medium.
03:41And this actually determines what's called Linear and Hyperbolic, which means if
03:45you slow down, it will rotate slowly, and if you move your mouse a little bit
03:50faster, it will rotate more fastly.
03:53So it's kind of more like an accelerator button or something like that.
03:57So those are some of the basics of how to work with the Channel Box.
04:01There are additional things that you can do in the Channel Box.
04:05So, for example, if I go over this Translate X, if I right-click over it you
04:11will see there is a whole bunch of additional options that I can get to in the Channel Box.
04:16Now when you get into animation you'll see that you can actually set Key Frames here.
04:21We can also Cut, Copy, and Paste values.
04:24So if you have a value in one channel and you want to paste it to another
04:27channel, you can do that here as well.
04:30You can also lock channels.
04:32So, for example, let's say I didn't want to move this particular chair.
04:36So, for example, I want the actual chair itself to be kind of frozen in space
04:41and only able to rotate.
04:43So what I can do is I can Shift+Select all of these channels, right-click over
04:49them and just go Lock.
04:51And what happens now, you can see these are all kind of grayed out, and now when
04:56I select this, and I go to move it, it's grayed out. I can't move it.
05:01So this is a great way to kind of restrict how your objects are moving is by
05:06locking or unlocking specific channel.
05:09So, for example, here if I just Unlock Z, and I go to move it,
05:14I can only move along that Z axis.
05:17So as you can see, the Channel Box is very handy when you want to type in
05:22precise numeric values.
05:24It's also a great way to adjust parameters using kind of like a slider
05:28mentality, when you middle mouse click and drag.
05:31So I'm sure you'll be using the Channel Box a lot as you use Maya.
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Working with the Attribute Editor
00:00Now, if you want to dig even deeper into an object, you can use the Attribute Editor.
00:05Now, this has some of the features of the Channel Box, where you can actually do
00:08numeric entry on the position and rotation of an object.
00:12But it also allows you to control the parameters that construct the object itself.
00:17So, here I have a simple scene here.
00:19I'm going to go ahead and select the dog's head.
00:22Now, you notice in the Channel Box we have all of the rotational information.
00:26Now, if I click here into the Attribute Editor, you'll notice we get a lot more information.
00:32Now, the Attribute Editor is actually built up of tabs.
00:35So, each node, or each thing that changes the object, has its own tab.
00:42So the actual main tab, the very first tab in the Attribute Editor is your
00:47Transformation Attribute.
00:48So, for example, if I have my translation, my rotation, and my scale, and I can
00:52certainly type in numbers.
00:54I also can deal with my pivot information.
00:57I can actually display the pivots of my object if I want.
01:01I can also display what's called a Handle, which allows me to grab the object.
01:06So, you can see how the Handle is showing up here on the dog's head.
01:12This actually can be used with the Selection Mask to actually just grab only the Handle.
01:17So you can actually flip that on and off.
01:19Now, each tab has its own function.
01:23So, for example, if I go over here, this is the actual mesh of the dog.
01:28So, in this, we have things such as Render Stats.
01:31We also have things that allow us to smooth the mesh and so on.
01:35As we start to work with modeling and building objects, we'll be using the
01:40Attribute Editor a lot more.
01:41So I just kind of want to give you just a brief overview of it.
01:44Here, we have some left and right arrows that allow us to go through each of the
01:48nodes that affect this object.
01:50For example, here we have one for Blend Shape, which allows me to blink the dog's eyes.
01:56Usually, towards the end, you have the materials that are on the dog.
02:01So, for example, here, I have the color for the head, which includes that
02:05texture map, and I also have another one for the nose.
02:09So if I wanted to change the color of the dog's nose, this would be one place to do that.
02:14So, as we start working in Maya, we'll start to use the Attribute Editor a little bit more.
02:19Probably the best way to understand it is to actually use it.
02:22So, as we get into modeling and texturing, we'll be using the Attribute Editor
02:26a lot more.
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Using the Hotbox
00:00Now, as you get used to Maya and you start working with the menus, there are
00:04times when you want to go a lot faster.
00:06That's when we'll start to use a little trick called the Hotbox.
00:11Now remember when we click in the Viewport, and we hit the Spacebar, we
00:15typically go out to the Four View, and then we zoom in.
00:18But also remember when we hold down the Spacebar, up comes all of these menus.
00:24Now, this is what is called the Hotbox.
00:27Now, this is actually all the menus in Maya.
00:30Now, instead of going here, and switching between say polygons, and surfaces to
00:35get to all of these different menus, you can get to them all at once just by
00:39clicking in the Viewport and hitting the Spacebar and holding it down.
00:42So here I have the Animation menu.
00:44I have some modeling menus. I have Particles.
00:48I have Lighting/Shading.
00:49I have most of my main menus right here wherever I am working.
00:54I also have along the top my File, Edit and so on.
00:59Now, we can actually customize this by using these Hotbox controls.
01:05If we click on this, you can see we can actually show the Polygon menu.
01:09Let's say I wanted to just do Polygons Only. Well, this will only show the
01:13Polygons menu. Or if I want to just show the Rendering menu only, it will only
01:18show Rendering menu. Or if I want I can show Rendering and Animation.
01:23So I can actually have one or two.
01:25So really, I can configure exactly which menus are available underneath this Spacebar.
01:33So by hitting the Spacebar, going to Hotbox Controls I could actually Show All,
01:36and I can see all of my menu options.
01:38Now, the Hotbox has a couple of other additional options.
01:42If I click here in the center, I can actually change my view.
01:45So, for example, right now I am in the Perspective View, but if I want, I can go
01:49to a Side View, or a Top View, or a Front View very quickly.
01:55In fact, you can get to the point where you can just almost gesturally
01:59go between Viewports.
02:00So you just hit the Spacebar and move your mouse, and you can go from one view
02:04to the other very, very quickly.
02:07Another nice handy little feature inside this Hotbox, and this is one that I use
02:11a lot is this Recent Commands.
02:14So let's say you're modeling, or you're doing the same command over and over and
02:17over again. Rather than going up here and fishing through the menus, you just go
02:21to Recent Commands, and you can just have a list of your most recent commands.
02:25You can just go down the list, and you can pick out whichever one you want.
02:30So if I want to go all the way back to the point where I opened a scene, I can do that.
02:35So those are some of the basics of the Hotbox.
02:37Now, the Hotbox isn't for everybody.
02:39A lot of times people get into Maya by using the menus first, and then once they
02:43understand the structure of Maya, then they go into the Hotbox and start using
02:47the menus to speed up their workflow.
02:50But regardless of when you start using it, it will make things faster to use.
02:55So try and use it and get used to using the Hotbox.
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Working with marking menus
00:00Maya has a number of context-sensitive menus as well.
00:04So these are menus that change depending upon what sort of object or
00:08situation you are in.
00:10These are called Marking menus.
00:12Let me show you how these work.
00:14Basically a Marking menu will show up anytime you right-click over an object.
00:19So here I have a couple of objects in the scene.
00:22I have two spheres, one made of Polygons, one made of NURBS, and a Light.
00:29So if I right-click over the blue sphere, you will see that a number of options show up.
00:35Here I have all my different Component options, or different ways to Edit and
00:39Reshape this object.
00:41And as we get into modeling, you will see how this works.
00:44But also we have a menu down here.
00:46Now, this allows me to Select the object, Select the object's Hierarchy.
00:51That means if it's in a group with other objects, you can select everything.
00:55Also, it allows me to do something such as change my Materials and
00:59Material Attributes.
01:00In other words, what sort of color this object is.
01:03So, for example, if I right-click here over Material Attributes, you can see
01:06that this is a blue sphere, and here I am in my Attribute's Editor, so I can
01:11actually change that color to whatever color I want and so on.
01:15And that's simply by right-clicking over that and going to Material Attributes.
01:19There are also ways to Assign New Materials and that sort of thing.
01:23Another really important one is what's called Templating.
01:27So if we go here to Actions, we have something called Template.
01:31Now, this is great if you are wanting to trace over an existing object, or 3D object.
01:37You can just Template it, and what that does is it kind of takes stuff away, and
01:41it turns it this kind of pinkish color.
01:43And what happens is is that now that that object is templates,
01:48I can't select it or move it.
01:50It's just kind of there in the scene as a template that I can use to either
01:54trace over or use as reference, so it doesn't get in the way.
01:57Again, if I right-click over this, I can go and Untemplate it as well.
02:03So if we go to a different type of object, such as this NURBS sphere, as opposed
02:08to this Polygonal sphere, the NURBS sphere has slightly different options.
02:12If I right-click over this, you will see these options here are a little bit
02:16different, because this object is built a little bit differently.
02:20Now, down here, along this menu, I have pretty much the same options.
02:24So here, for example, I have Isoparm, Hull, Control Vertex.
02:30If I right-click over my Polygonal sphere, I have Edge, Vertex, Face, which are
02:36the way that these are constructed.
02:37Now, some objects may not have as much over their Marking menus.
02:41So, for example, if I click over Light, I just get the menu.
02:45I don't get any options as to how to edit it.
02:48So it really depends upon what object you right-click over as to what
02:53Marking menu will show up.
02:55But as you start to use Maya, you definitely want to rely on Marking menus, and
03:00we are going to be using them a lot.
03:01So just know that they are there and know how to get into them.
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Customizing the interface
00:00Maya allows its interface to be customized in a wide variety of ways, so let me
00:04show you some of the more basic ways to customize how you view Maya.
00:09One of the easiest way is to start with the Preferences.
00:12So if we go into Window, under Settings/Preferences, we have what are
00:19called Preferences.
00:20And these allow us to basically change our Preferences for just about anything.
00:25This is where we can change how the objects Display in Maya.
00:31So, for example, if we want our Animation, how our Animation is ghosting.
00:35How big are our Manipulators?
00:38How we want to show NURBS or Polygons or so on.
00:42Probably the most interesting one is UI Elements.
00:45So if we go up here to the Interface tab, under UI Elements, we can actually
00:50turn on and off all the different UI Elements.
00:54Let's go ahead and turn off each one.
00:56So, for example, if I turn off the tool Box, you can see there, that goes away.
01:00The Help Line is along the very bottom.
01:02The Command Line, the Range slider, so we are actually kind of working from the bottom up.
01:08And then our Time slider.
01:10If you weren't doing any Animation, this may be a much better way to model.
01:14For example, you would have a lot more room here.
01:17We can also remove what are called the Shelves, which are all of these kind of
01:20preset options here along the top, so we can take those out.
01:25And we can also take out what's called the Status Line, which is right here.
01:29Now, you are thinking, well, gosh, I don't have any options left.
01:32But hey, we still have the Hotbox here, and we can get to most of these here.
01:37So you can actually almost work in this in kind of like a heads-up display sort of option.
01:42So let's go ahead and turn all of these back on.
01:45So you can see how you can easily turn on and off elements in the interface to
01:50give yourself more room on the Desktop.
01:53There are a lot more options here under Preferences, but let's go ahead and show
01:57you some other options here.
01:59Another nice handy interface element is to be able to tear off menus.
02:03Let's say, for example, we were modeling, and we were using a lot of Edit Mesh
02:08commands, and we kept pulling down this menu, just to find the menu options that we want.
02:13Well, if you click on this dotted line here, you can actually tear off any menu.
02:19So now as I start working, I have all of these menus right there.
02:24So I don't have to keep reaching up here to pull it down.
02:27It's all right here.
02:29So I can work, grab, work, grab, and so on.
02:32Sometimes this is a lot faster than using the menus, or even using something like the Hotbox.
02:39Now, another type of menu that can be torn off are the Attribute Editors and the Channel Box.
02:45So, for example, if I have an object in the scene, in fact, I need to create an
02:49object, so let's go ahead and just go Create > Polygon Primitives > Sphere.
02:53So let's say I have a sphere in the scene here. If I want, I can actually
02:57tear off my Channel Box.
03:01So all I have to do is grab.
03:03I can do that with my Attribute Editor as well.
03:06See this dotted line here?
03:07I can just grab it and tear that off.
03:10Now, this may not be the solution for this particular screen, because I am
03:14working at a very reduced resolution.
03:17But if you are working, for example, on a dual-screen display, it would make a
03:21lot of sense to tear off some menus and put them on the second screen, so you
03:25have a lot more room on your primary workspace.
03:29So these are just some very simple tips and tricks for optimizing the way
03:34that you view Maya.
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2. Polygonal Modeling Techniques
Creating polygonal objects
00:01So let's get started with making some stuff in Maya.
00:03We are going to start with a form of modeling called Polygonal modeling.
00:07And this is probably the easiest type of modeling to understand.
00:11Now, Maya has actually two types of modeling.
00:14One is Polygonal modeling.
00:16The other is called NURBS modeling, which we will get to.
00:18Now, with any sort of modeling, you generally start with a primitive object or
00:24a basic type of object, and then use that as the basis for building something more complex.
00:30So whenever we start with Polygonal modeling, we usually start with
00:34what's called a Primitive.
00:36We can get to these by going into the Create menu.
00:39And under Polygonal Primitives, we have all of our Primitives right here.
00:44Now, I am just going to go ahead and tear off this menu so we have it.
00:48But also, you can get to this on your shelves right here.
00:52Now, all I have to do is go to the Polygons tab, and you will see that we have a
00:57number of these primitives as well.
01:00So these are all mirrored here.
01:01But let's go ahead and play with the actual menus themselves.
01:05Now, the Polygonal Primitives are really this list here:
01:08Sphere, Cube, Cylinder, Cone, and so on.
01:11So let me show you how to set up some of these and how to work with these Primitives.
01:17So let's go ahead and just start with the simplest one of all.
01:19And that's called the Sphere.
01:20So I am going to go ahead and click on Sphere.
01:23And notice how my cursor changes, and it tells me to drag on the grid.
01:26So I left-click and drag, and bingo.
01:30There is the Sphere.
01:31And I can go ahead and navigate around, and you can see, yes.
01:34It's a round thing. It's a Sphere.
01:36Well, one of the things I can do when I create a Sphere or after I create a
01:41Sphere is I can continue to modify this.
01:43And actually this is true for almost any Polygonal object.
01:46So if I go down in my Channel Box here, you will notice I have an Input
01:51called the polySphere1.
01:53And this actually tells me all the information I need to know to create this Sphere.
01:58So I have the Radius, the number of Subdivisions, which are the number of
02:02latitude and longitude lines in that Sphere.
02:05In other words, how detailed is that Sphere?
02:08Now, I can change any of these just by typing in a number or agai,n by middle
02:13click and dragging, so I can make it bigger or smaller, or I can add and
02:17subtract more detail.
02:19If I want, I can go into the Attribute Editor, and I can also find
02:24this polySphere1 tab.
02:26And instead of sliding in the Viewport, I can just use these sliders here.
02:31Very much the same thing.
02:32So you can create your size and your shape as well.
02:39Now, with any of these Polygonal Objects, you are going to have a Control
02:42panel very similar.
02:44Now, each object is going to be different in the type of controls it has.
02:48So let me show you some of the other types of objects.
02:51Now, probably one of the most popular ones is the Cube.
02:55How we create that is we left-click and drag to drag out the base and then drag
03:00up to set the height.
03:02I am going to go over here to the Channel Box.
03:05And you can see here we have, again, Width, Height, Depth, and we also have
03:10number of Subdivisions.
03:11Now, I can highlight all of those and just add Subdivisions to all of them or
03:16just highlight a single one.
03:18And again, I am just middle-clicking and dragging to change those values.
03:22Now, another one we can use is Cylinder.
03:27Again, very, very simple.
03:29It's just a simple cylinder.
03:31And some of the options we have on that are Subdivisions and Height and Width.
03:36All of these options are also available by clicking into the Tools options.
03:40I am going to move this to the other side, so we can take a look at this.
03:44So when I click on this little box, up comes my Tool Settings.
03:48Now, what I can do is actually set the Radius and the Height and actually type
03:52in very specific numbers.
03:54And I can change really any of these parameters I want, and then when I just
03:58click on there, it actually comes up exactly as specified.
04:03So you really have two methods of creating a Polygonal Object in Maya.
04:08One is by going to the Tool Settings, typing in the numbers, and just clicking,
04:13and the object appears.
04:14The second is by just clicking on the Creation panel, dragging into the object
04:22here, and then going into the Channel Box to change the Parameters here.
04:26So you can either create it before or adjust it afterwards.
04:31Typically, how I like to do it is just click and drag, and then I get my values here.
04:36That's kind of the way that I do it, but to each its own, and everybody can do it
04:40whatever way works best for them.
04:41So we have gone through a number of these here.
04:44Some of the more interesting ones -
04:46Pipe is actually kind of nice.
04:47It's a great way to create like tubing or glasses, that sort of thing.
04:52Another nice one is this Helix, great way to make springs.
04:57Some of these are actually kind of nice and canned.
04:59And actually with that Helix what's really kind of nice is that you can actually
05:04change the number of Coils.
05:05You can actually make it bigger or smaller.
05:08You can change the Height.
05:09So you could actually animate that Height and actually make it all springy like
05:12that if you wanted to. It's very nice.
05:15Some other nice ones are a Soccer Ball is actually pretty nice, because it's
05:19kind of a difficult surface to model by yourself.
05:22And that could actually become something like a geodesic dome or something like that.
05:26And then we also have what are called the Platonic Solids.
05:30And those are basically Dodecahedron, Icosahedron, Octahedron, and Tetrahedron.
05:38So, for example, if we wanted an Octahedron, that would be an
05:41eight-sided object.
05:43If I click on this tool for Platonic Solids and do Dodecahedron, then I get
05:50a ten-sided object. And so on.
05:53So these are the basic Polygonal Primitives.
05:55As you can see, there's a whole wide variety of Primitives that we can use.
06:00And which one you choose really depends on where you are going with your modeling.
06:03Each one is going to be basically the basic structure of a more complex object.
06:08So, for example, if you were modeling a helmet, you might want to start with a Sphere.
06:13But if you are modeling a character's torso, you may want to start with
06:16a Cylinder or a Cube.
06:18It really depends on where you want to go down the road.
06:22As you can see, Polygonal Primitives really are good basic starting point
06:25for any complex model.
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Working with polygonal components
00:00When modeling Polygonal Objects, typically you start with a Primitive and then
00:05reshape that into something a little bit more complex.
00:09Now, in order to reshape it, you need to kind of get into the substructure of
00:14the object and move it around.
00:16Now, this substructure is called Components.
00:19So let me show you how this works.
00:21Let's start off with just a basic Cube.
00:23I am going to go ahead and drag it up to set my Height.
00:26I am going to hit 5 to shade it.
00:29And then I want a little bit more detail, so we have some stuff to work with.
00:32So I am going to go here into my Channel Box, highlight my Subdivisions,
00:35Height, Width, and Depth.
00:36And just type in the number 4.
00:38So now I have got four Subdivisions on each side.
00:41So I have a little bit of detail to work with.
00:43Now, this particular box is made up of three types of Components.
00:50We have a three-dimensional object, and each Component represents one of the dimensions.
00:55In fact, let's go ahead and take a look at these.
00:58So if I right-click over these, I am going to go into my Marking menu, and I
01:02have three basic components:
01:04Vertex, Edge, and Face.
01:07So let me show you what each of these are.
01:09So I am going to go ahead, right-click over to Vertex, and notice how all these
01:13little points come up.
01:14Now, each one of these points is a Vertex, and that's really just a point.
01:19And the point is what? One-dimensional object.
01:21So Vertex is just a point on the surface.
01:25Now, if we go here to Edge, you will notice I can click on the Edges, and the Edge is what?
01:31An Edge is a line. What's a line?
01:33A line requires two dimensions.
01:35It actually connects two vertices, or connects two single points with a line.
01:41If I go into Face, well, that's a plane.
01:46And so that's the third dimensional object.
01:48So what we have is we have points, lines, and faces, or vertices, edges, and faces.
01:56Now, if I right-click over here, I also have a mode called Multi mode, which is
02:01actually very handy.
02:03And this allows me to pick anything.
02:04So I can just go here, and I can pick a Vertex.
02:07I can pick an Edge, or I can pick a Face.
02:12Now, any one of these can be moved and manipulated to reshape the object.
02:17Now, before we do this, let's go ahead, and I want to show you one more way to select this.
02:22If we go up here into Component mode or select by Component Type, you will
02:28notice here that I also have Vertices, Edges, and Faces.
02:34So if I wanted to, I could actually select by Vertices, Edges, or Faces.
02:39Now, generally, I like to use the Marking menus. It's a lot faster.
02:44This is really kind of almost like an archival way of working with this.
02:48I much prefer just going into Multi mode or Vertex, Edge, or Face mode and just
02:53selecting what I want, because it's so much faster.
02:56So what you can do is you can select Vertices, Edges, or Faces.
02:59So let's say, for example, we are in Vertex mode, and I wanted to reshape this.
03:03All I have to do is just rubber-band- select all of the Vertices, and notice how
03:08they show up in yellow.
03:10And then just select Move, Rotate, or Scale.
03:13So if I want to translate those, I just hit W, and I can move them.
03:18If I want to make them bigger, I can make them bigger.
03:21And next thing I know, I am grabbing Vertices, and I am starting to reshape this object.
03:27So if I can move this out, and then if I wanted to Rotate it, Rotate these, I
03:34could do that as well.
03:36So as you notice here, you can just very easily start sculpting either a
03:39Vertex or a Face at time.
03:41So if I wanted to, for example, move Faces, now what happens when you move a
03:46Face? Well, basically what you are moving is you are moving the whole Face, the
03:49four Vertices and Edges on the side.
03:52Or I can move Edges.
03:56So, for example, if I select this Edge here, I can also move that.
04:00So you can see how you can just start by just grabbing these Components or
04:05these Vertices and Edges and Faces, you can just basically kind of reshape
04:11something to your liking.
04:13Let's say I don't want that to be such a round corner.
04:16I could kind of cut it off and so on.
04:19Now, this is just a very beginning of Polygonal modeling, but knowing how to
04:25select Components within an object and move them around is probably the first
04:29thing that you need to know in how to model within Maya.
04:33So go ahead and practice this and get used to selecting all the different
04:38Components and being able to reshape an object.
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Selecting polygonal components
00:01Now, when you're working with components, there are times when you are going to
00:03have to select very specific parts of a model in order to be able to manipulate
00:08it the way that you want.
00:10So Maya has a number of different types of ways to select parts of a model.
00:15I am going to start off by creating just a very basic sphere here.
00:20I am going to hit 5 to shade it, so we can see what we are working on.
00:24Then I am going to right-click over it, and go into Vertex mode.
00:27Now typically, you can just rubber-band select.
00:31Let's say I want to select the top of this sphere.
00:34I could basically position it so I can see it and rubber-band select it, and
00:39make sure that I got it all selected, but look. I have got parts of it that
00:42aren't. So if I wanted to, I can just hold down the Shift key and Shift+Select
00:48to turn on and off the vertices that weren't selected properly, and then once I
00:53had that, I could actually move them up and down, or do whatever I need to do with those.
00:58I could actually scale those if we wanted to flatten out the top of that or
01:01something like that.
01:03This is one way of selecting is basically to rubber-band select.
01:08When you rubber-band select, you are just getting a rectangle.
01:11There are times when you don't want a rectangle, or you want to do what's
01:14called a Lasso Select.
01:15So this is very handy with modeling, so you could actually just click and drag,
01:22and just drag whatever it is you want to select, and there you go.
01:27So Lasso tools can also work very well for selecting just discrete parts of a model.
01:34Now, one of the things that actually can be a real problem with selecting like
01:38this is that if you Shift+Select, a lot of times what you will do is you'll
01:42Shift+Select parts of the model, but you'll deselect parts of the model, but you
01:47actually reselect other parts of the model.
01:50So sometimes you have to be very careful in how you Shift+Select.
01:56Another way to select is by using Paint Select.
02:01Now, this actually uses what are called the Artisan Paint tools, and this is
02:05going to be our first introduction to it.
02:07So there's a couple of keystrokes we need to learn.
02:10So let's go ahead and click on this.
02:12In fact, if I double-click on this, my Brush tools come up.
02:15Now if you notice here, let me go and zoom in a little bit here.
02:18Notice how this little circle is floating above my mouse, and it's turned into a
02:23paintbrush, and what this is is really just a brush, and all I have to do is
02:27left-click and drag just by brushing over the vertices,
02:32it kind of sticks to the surface, and I can just brush in all the vertices
02:37that I want to select.
02:39Now if I want to make my brush bigger or smaller, all I have to do is hold down
02:44the B, B for Brush key, and just left- click and drag, and I can make my Brush
02:49either smaller or bigger.
02:50So if I have a bigger brush, I am going to be selecting more vertices.
02:54If I have a smaller brush, it's going to be a little bit more precise.
02:58So all you have to do is just Paint Select.
03:01Now if you want, you can also, by using this Tool palette, Paint Unselect.
03:07Again, I am not holding down anything.
03:08It's not like I am Shift+Unselecting.
03:11I am just Paint Unselecting.
03:13Now, this is sometimes a little bit better than using like a Shift+Lasso tool
03:16because you are actually being very precise about what you're not selecting,
03:21rather than deselecting, that sort of thing.
03:24There we have some buttons to Unselect or Select everything.
03:27Let's say I wanted to select everything and just deselect these few. I could do that.
03:33Now, there are some other options here as to what type of brush we have, and
03:40also there is some additional stuff here, such as Stylus Pressure, and Stroke,
03:45which actually apply a little bit more to other types of tools which we will get to.
03:49Now, another way to select is by using edges.
03:53So let's go ahead and just deselect everything.
03:56There is also a Deselect here on the Edit menu, so we just do Deselect.
04:00And I am going to go ahead and right- click over here and go into Edge mode and
04:04just again hit my Q key just to go into Regular Select mode.
04:07So if I go into Regular Select mode and select an Edge, well I can select as
04:13many edges as I want.
04:14But a lot of times with a polygonal model, particularly like the sphere, you're
04:18going to want to select either the latitude or the longitude lines, and these
04:22are known as Edge Loops. And these can be very important when you start modeling
04:27polygonal objects because they can really define the contours of your object.
04:33So if I position my mouse over one of these and double-click, you can see I can
04:38actually select that Edge Loop.
04:42Now, if I hit my Left and Right arrow, you can see how I can move that Edge Loop
04:47selection up or down.
04:51Now if I hit my Up and Down arrow, you can see how I can actually select the
04:58other Edge Loops, these kinds of short Edge Loops, or if I want, I can
05:02double-click on each of the vertical ones to select those as well.
05:05But also notice how in this sphere, it doesn't quite go all the way around.
05:10That's because of the way this is constructed.
05:12So these particular lines will go all the way around, but the longitude lines
05:18won't. So these are basically some strategies for selecting individual components
05:24or groups of components within a polygonal object.
05:28Now, each one will depend upon your individual situation.
05:31So get to know all of these different tools. When you're in a situation where you
05:36need to select something very specifically, you'll know which tool will work
05:40best for that situation.
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Working with Soft Select
00:01Now there are times when you want to do a little bit more organic modeling
00:05to your polygonal object, and those are the times when you want to use Soft Selection.
00:10So let's go ahead and make a sphere, our best friend here, this sphere, and
00:15let's go ahead and shade that, and let's go ahead and just right-click over it,
00:19go into Vertex mode, and just select a kind of a random arrangement of vertices
00:24towards the top here.
00:25Let's just go ahead and move those.
00:27Now, you'll notice, if I move these, and they are not selected radially or
00:31linearly, you're going to start to get kind of all these creases and this kind
00:35of crunchiness, and it's not really going to look right, because you're going to
00:39have these kind of sharp edges.
00:40That's what happens with polygonal modeling when you just select individual
00:45components and you move them around.
00:47Now, I'm going to go ahead and undo this.
00:50Let's go ahead over to our Move tool, and I'm going to double-click on this, and
00:56it's going to bring up the Tool settings.
00:58Now, another way to get to this is to go to the top-right, and hit this little
01:02Wrench icon, and that will go ahead and bring up that same menu.
01:06Now these are our Move Tool settings and if we go down here, you'll notice there
01:11is a roll out here called Soft Selection.
01:14Now what this does is it enables me to falloff the selection.
01:21You notice when I click this on, all of a sudden this kind of falloff comes up on this sphere.
01:27So now when I move my vertices, it's actually kind of falling off towards
01:35the end of the sphere.
01:36So now I'm getting a much more organic deformation.
01:39Now, you can determine how much of a falloff you get by just working with this
01:45falloff radius here.
01:46If it's small, you'll just deal with just a small area, and you can also make it
01:51large and deal with almost the whole sphere.
01:54So let's go ahead and dial this down a little bit so we can play with it.
01:59We also have what's called Interpolation.
02:01So what we can do is we can actually play with this falloff curve to determine
02:07exactly how it falls off.
02:09Right now, we have got a very smooth falloff curve, but we also have these presets.
02:14So I can click on these and change the way that the falloff happens.
02:20So each one of these has a very different effect, like this one kind of has like
02:25a double bump in the middle.
02:27So it's actually kind of doing this, and this one here is like kind of a little different.
02:32So each one may or may not work for you.
02:34This one is kind of a stair-step effect.
02:36Again, each one is very, very different.
02:38I'm going to go back to the initial preset and if you want, you can also make
02:42your own preset as well.
02:44All you have to do is just left-click on this curve, and you can change it
02:49to whatever you want.
02:50Move it up or down, left or right.
02:52I can also add more if I want.
02:55If I want to get rid of these, all you have to do is hit that little X right
02:58there, and they go away.
03:00Now, in addition to this, we also have what's called the Falloff Color.
03:06This basically is just a feedback color.
03:09So typically it goes from yellow to red to black, which is fine, and I typically
03:15just leave it at the default.
03:16But if for some reason, you don't want to use red, or if it maybe is conflicting
03:20with your model or something like that, you can change the color very easily.
03:23All you have to do is select one of these, and just click on the Color, and the
03:28Color Picker comes up, and you can basically choose whatever color you want.
03:32So now it goes from cyan to red, and I'm just going to go ahead and put that
03:36back to yellow, just to put it back to default.
03:40Now, another thing you can do is change the way that we falloff by doing what's
03:45called the Falloff mode.
03:47Now, there are four different Falloff modes.
03:49One is called Volume, which is the default.
03:51Now, this is actually just determines a volume of falloff.
03:55So basically it just kind of creates a circle around whatever it is that you select.
04:02Surface walks along the actual surface of the object.
04:06So, for example, if you had a teapot with a spout going out, it would actually
04:11have to go along the surface in order to get to those vertices.
04:15Sometimes that's a little bit more handy.
04:17Now, the one I really like is called Global.
04:20Now, this works a little bit differently.
04:21So I'm actually going to have to model a second object here.
04:24So I'm going to go back into Object mode, and I'm going to go ahead and move
04:28the sphere up above this grid here, and I'm going to go ahead and select Polygonal Plane.
04:34I'm going to go ahead and draw plane on the surface, and again, I want to give a
04:38little bit of detail.
04:39So I'm going to go into Inputs and for Subdivisions for Width and Height, let's
04:43go ahead and just type in 8.
04:44So I've got a little bit more detail here on this plane.
04:49So now I've got two objects.
04:51I've got the actual sphere and the plane.
04:54Notice how now when I select the sphere, it's actually affecting the plane.
04:59That's because I have Global turned on.
05:02If I go back to Volume, it's just going to affect the volume within the sphere.
05:08If I go to Surface, again, it goes along the surface.
05:11If I go to Global, it actually affects separate objects that are nearby.
05:16So, for example, if I selected just the vertices on the bottom, you'll notice
05:20that now it's kind of jumping the gap to this particular plane.
05:27So I can actually move these vertices and actually have the plane follow along.
05:32This is really cool.
05:34And even if I go into Object mode, I can actually use this almost as kind of
05:38like a magnet way to manipulate that surface.
05:42So I think that's actually pretty cool.
05:44I'm going to go back into Object mode and delete this, and I'm going to put
05:49myself back to Volume mode.
05:50In fact, I'm going to take off Soft Select here.
05:52I'm going to show you one more thing, and that's called Reflection Settings.
05:56Now, with any object, you can also do what's called Reflection.
05:59So if you want to do some metrical modeling, you can do it.
06:02So I'm going to go ahead back into Vertex mode, select some vertices, and now
06:06when I turn on Reflection, notice how the vertices on the opposite side show up.
06:12So now, I can model symmetrically, and I can reflect this around any axis that I want.
06:19So if I want it to reflect around the Y axis, the Z axis, in this particular
06:23case, we want to reflect along X, which you can see is the right-left axis here, we can do that.
06:30We can also do that with Soft Select to actually do both.
06:36So I can actually do reflective modeling with Soft Select to get very organic
06:41modeling, and make it symmetrical, so if you're modeling a character or
06:44something and you want to work on the left-side, you can also have the
06:48right-side follow along.
06:50So those are some of the basics of Soft Select, which really works well
06:55for organic modeling.
06:56I'm sure you'll be using a lot of these techniques as you build things like
06:59characters and other organic objects.
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Using the Extrude tool
00:00Now as you get deeper and deeper into polygonal modeling, there are places where
00:04you're going to want to add detail to a model.
00:07Probably the best way to add detail is by using an Extrude.
00:12It's probably the most common way to start adding detail to models.
00:16So we're going to start off by creating a simple box.
00:19I want a little bit of detail on this box.
00:23So I'm going to go into my Channel Box, into my Inputs and for a Width, Height
00:27and Depth, I'm going to type in 3.
00:32Let's go ahead and shade that so we can see what we're doing.
00:34So let's go ahead and play with the Extrude tool.
00:37Now the Extrude tool is found under the Polygons menu.
00:41So let's make sure we have that selected and under that we have Edit Mesh, and
00:46you'll find a tool here called Extrude.
00:49Now, before I use this tool I need to select a component to extrude.
00:54This works on faces, edges, and vertices, but most often it's actually used on faces.
01:01So let's go ahead and start with that.
01:03I'm going to right-click over this cube.
01:05I'm going to go ahead and select this face on the top.
01:08I'm going to go Edit Mesh, and Extrude.
01:12Now, what it does is it brings up this little gizmo here, and this is our Extrude tool.
01:17So all I need to do is grab this arrow and pull it up, and you can see how I'm
01:22actually extruding new detail into this model.
01:27Now, this little gizmo that we have actually allows me to do a number of things.
01:31We've got these little boxes here, and those are very similar to our Scale tool.
01:36In fact, they are a Scale tool.
01:38Then also I can select that box in the middle to do a global scale.
01:43I can select the arrows to move this left, right, up, down, back-and-forth, and so on.
01:51So once I have this done, I have additional detail in my model.
01:56Now, if I go back into Object mode and select my model, let's go ahead and go
02:01into our Channel Box and scroll down a little bit.
02:03Now, we have our original polyCube, but on top of that you'll notice I have
02:09what's called an Extrude face.
02:11What this is is this is what's called a Node, and what this node does is it
02:16actually does the Extrude.
02:18So what we have got is we've got two objects here, or two nodes.
02:23We've got one that creates the cube, and one that does the Extrude.
02:26Now, this is kind of a history that we can play with.
02:29So let's go into our Attribute Editor, and let's take a little bit of a
02:33deeper look in this.
02:34You'll notice we have our CubeShape, but we also have one called ExtrudeFace.
02:39This actually gives us some control over how that Extrude happens.
02:44So, for example, I translated that, so you could actually change the
02:48translation of this.
02:50You can change the scale.
02:52You can also change the number of divisions.
02:55So I can actually give it more or less divisions.
02:58So I can actually add detail right here.
03:00So this is a great way to actually change something after the fact.
03:04Now, let's go ahead and play a little bit more with this Extrude tool.
03:08I'm going to go back to my Channel Box here to give some more room.
03:10I'm going to right-click over and select Face.
03:15So let's go ahead and select this face here.
03:18So we don't have to do one face. In fact, we can select multiple faces.
03:21So let's go ahead and select all of these faces here.
03:25Let's go ahead and do Extrude again.
03:26Now, I'm going to actually use my HotBox.
03:28I'm holding down my Space key, and I'm just going to do PolyExtrude, which is
03:33basically the last command I had.
03:35Now, if I want, I could actually push this in, and create a hole, or again pull this out.
03:41So you can see how this actually also works for multiple faces.
03:48You can also use this to create holes.
03:50So let's go ahead and use, just select one face here, do PolyExtrude, and you
03:55can see how I can actually create holes as well.
03:58So what I've done is I've taken this basic cube, and now I've added additional
04:02detail, and you can see how this can be the basis of how to sculpt.
04:07Now, we've just been working with faces, but you can also work with edges and vertices.
04:13So I'm actually going to select this and delete it, and let's just go ahead and
04:17create a simple plane, and I'm going to move this above the grid so we can
04:22actually see what we're doing.
04:25Again, I'm going to go into my Channel Box, and I'm going to add a little bit of
04:29detail to this plane so we have some stuff to work with.
04:32Now, one of the nice things about Extrude is that it does work on edges and faces.
04:37So let's go ahead and show you how it works on edges.
04:39I'm just going to select one edge here, and I'm going to do Edit Mesh > Extrude.
04:44Let's go ahead and extrude that.
04:48Notice what happens is it actually is just extruding the edge.
04:52If I were to select the face and extrude that, it's actually going to add a lot more detail.
04:59But when you extrude only the edge, it's really just creating an additional face.
05:04It's kind of creating a plane, because really, what are you doing?
05:07You're actually extruding a 2D line into a 3D space, rather than extruding a plane, which
05:16actually has more dimensions.
05:17So that's why you get actual kind of four-sided geometry here by extruding the
05:21plane, and we're actually extruding an edge.
05:25Let's go ahead and select some edges here.
05:28When we actually extrude those, we're really just getting additional faces.
05:34So this is a great way to kind of model like a shell-like object, or something like that.
05:39That will be a great way to do that.
05:42In addition to all of these, we can also extrude vertices.
05:45Now this is actually a lot more simple, and as soon as I extrude one, you'll
05:48see what happens here.
05:50All I have to do is just hit Extrude, and all it does is it kind of subdivides
05:55it and makes that little pyramid here.
05:57So that's basically what an extruded vertice looks like.
06:00There is not really as much control as you would have with an edge or a face.
06:05Each one of these actually creates another node.
06:09So we started with a PolyPlane.
06:11We extruded an edge, a face, some more edges, and a vertex.
06:14So you can see how we have this whole history just sitting here.
06:18If we go into our Attribute Editor, we can start playing with any of these.
06:21So if I wanted to add some divisions here, I can do that just by selecting any
06:25one of these nodes and manipulating it. Kind of cool, huh?
06:31So those are the basics of Extrude.
06:34You can see how Extrude can be used to add geometry and start really sculpting
06:40a basic primitive into something that's a little bit more complex and a little bit
06:44more interesting.
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Keeping faces together
00:00Now, there are two ways to use Extrude.
00:03One is to keep the faces together.
00:05The other is to let them go their separate ways.
00:09Now, this may sound confusing to you, but let me show you what I mean.
00:12I am actually going to create a sphere, and I am going to shade it, and let's go
00:16ahead and right-click over this and select a couple of faces here.
00:21So when I do a standard extrude, what happens is I just extrude that geometry.
00:30If I want to select any individual face on the extrude geometry,
00:34everything sticks together.
00:36So I am going to go ahead and select some additional faces here.
00:39I am going to Shift+Select four more faces on this sphere, and I am going to
00:43go back to Edit Mesh, and this time I am going to Uncheck this box that says
00:48Keep Faces Together.
00:50So now with that Unchecked, I am going to use the Extrude tool.
00:54Now watch what happens.
00:57The faces don't stick together.
00:59So what I'm getting here is additional geometry.
01:03With this here, I've got one big block with four faces on the top.
01:08This one I've got four separate blocks.
01:12Now, this can be used to really good effect for certain types of models.
01:17Now typically, we want to keep faces together because that's kind of how we
01:21think when we model using Extrude, but this could be used for some really cool effects.
01:27So let me go ahead and select the sphere and delete it and just create a new
01:31sphere from scratch.
01:33I am going to right-click over this, select Face, and let's just select every
01:38face on the sphere, and then just do Edit Mesh > Extrude.
01:43I am going to go ahead and grab this blue one, and you can see what I'm doing
01:48here is I am extruding every single face on the sphere.
01:52Now I'm getting this really kind of like sea urchin effect here, so I can
01:57actually scale those down and make them into almost like points, and then I can
02:03actually manipulate basically all of that, manipulate the depth by using this
02:09particular axis, and now I've got a really cool little object.
02:14If I want to, I can even go into my Attribute Editor, select the object
02:18itself, and go into my ExtrudeFace, and I can even add in some additional detail for this.
02:25You can see how you can make kind of spiny pointed objects very, very easily.
02:30Now, this is actually another way to use Extrude.
02:33By turning off Keep Faces Together, you can get multi-sided objects that could
02:40be very cool-looking.
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Extruding along curves
00:00Extrude can also be used in conjunction with curves to create even more refined effects.
00:08Now, we really haven't touched on drawing curves, so I have drawn one for you.
00:12We have this file open, and it has a very simple box and a curve in it.
00:17And all we have to do is select the box, right-click over it, and select
00:23an individual face.
00:25Now, all we have to do is hold down the Shift key, and select the curve.
00:28So we have the face on the box selected and the curve itself selected.
00:34Then, let's go into Edit Mesh > Extrude.
00:38Now make sure that Keep Faces Together is toggled on. Make sure that's checked.
00:43Let's go into our Tool options here for Extrude, and I want to make sure I up my
00:49number of Divisions a little bit.
00:50So let's go ahead and give it maybe 8 or 9 divisions here.
00:54Let's go ahead and do Extrude.
00:56Now what it does is it uses that curve to actually extrude my faces, very cool.
01:04Now I have additional control over this. In fact, if I went into my Extrude tool
01:09here, you see I have two options here;
01:12One is called Taper, and Twist.
01:15Now, I am going to go ahead and close this, because I've already done the
01:17Extrude, but if I go into my Attribute Editor, I can actually play with
01:21those effects here.
01:22So if I go into my polyExtrudeFace, you see I have Twist, which actually twists
01:28along that curve, as well as tapers.
01:31So do I want it to go to a point or do I, for example, if I keep it at 1, it
01:35actually keeps it the exact same size the whole time, and how many times do I
01:39want to twist it, do I want to twist it or not? And so on.
01:43I can also use what's called a Taper Curve.
01:45So I can actually taper it down.
01:48So I can do Linear or Smooth, so I can actually make a very nice, very nice
01:57curve here, and so on.
02:02So it makes it very easy to create these kind of tentacle-like effects without
02:07having to do too much modeling.
02:09Now, once I have got this done, let's go back into, I am going to right-click
02:12over this, go back into Object mode, and I am going to go into XRay mode here.
02:17So this will actually give us a good reason to use this.
02:20If I go into that, you can see that there is that curve on inside of there.
02:24If I actually can select that, you see that moving the curve actually changes,
02:31in fact, let's go ahead and turn on Wireframe on Shaded here, so you can kind of
02:37see how that affects that.
02:40Now let's go ahead into Wireframe mode, so we can actually change this a little bit more.
02:43If I right-click on this and hit Control Vertex, I can actually take the actual
02:48shape of the curve and change it as well.
02:51Now, once I've got that, you can kind of see how I can actually change the whole
02:55shape of the curve, and actually manipulate how this effect works.
03:01So I can change the curve.
03:02I can change the position of the curve or the shape of the curve and actually
03:06affect that Extrude.
03:08So you can see there is a lot of different possibilities here. In fact, I could
03:12even animate that curve and make kind of like a flowing tentacle type effect.
03:16So the possibilities with this sort of extrude are endless, which is kind of why
03:21I wanted to show it to you.
03:22So go ahead and play with that, and have some fun with this particular tool.
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Using the Polygon Bevel tool
00:00There are times when you'll need to round off or smooth edges, and those are the
00:05points where you'll need to use the Bevel Polygon tool.
00:09Let's go ahead and create a simple cube, and shade that, and then let's just
00:17go ahead and right-click over this and select Edge, and then go ahead and select an edge.
00:25Let's take a look at what Bevel does.
00:27So under Edit Mesh, I am going to select Bevel.
00:32Notice what it does.
00:33It actually creates a Bevel along that edge.
00:36Now, we can affect this Bevel by going into the node that created it.
00:41So, if we go into our Inputs, in our Channel Box, or if we go into our Attribute
00:47Editor and find the polyBevel node, we can look at how we can affect this.
00:53We can actually change the number of segments to make that Bevel a little bit
00:57more round, and as you can see, we can use this to actually round off corners.
01:02In fact, I am going to go ahead and undo that, and let's go ahead and select all
01:08edges along the top here.
01:10So I have selected a total of four edges all along the top, and let's go ahead
01:15and do Bevel again: Edit Mesh > Bevel.
01:20Again, if I keep my Attribute Editor up, you are going to notice I have my
01:24polyBevel here, and you can see how I can add in segments here to actually create
01:30kind of a rounded corner effect.
01:32Now, if this is a little bit too big,
01:34we have another parameter here called Offset, which allows us to dial that in or out.
01:40Now if I wanted to, I could certainly set these parameters before I do the Bevel
01:44by going into the Tool Settings here, and this allows me to set the number of
01:49Segments as well as the width of the Bevel.
01:54Now, we don't just have to Bevel edges.
01:56We can also Bevel faces and vertices.
01:59So I am going to go ahead and undo this again.
02:01And instead of selecting the edges, let's go ahead and select a face.
02:06Again, I am just going to repeat that command by doing BevelPolygon.
02:11Again, you can see the effect is almost the same as selecting all four edges and
02:15beveling those as well.
02:17So I still have my Offset, and I can change the number of Segments there.
02:22Now, Bevel also works for vertices.
02:27Now, I am going to go ahead and undo this, so we can actually see how it works on vertices.
02:32Again, I am just going to select Vertex, and then let's just repeat that. Do BevelPolygon.
02:38Now, as you can see, what it does is it kind of triangulates that corner and
02:43again, we can add in segments, and you can see how when you Bevel corners like this,
02:47you can actually get some very nice effects.
02:49Now, Bevel can also work within the face of an object.
02:55So let me show you what I mean by that.
02:56Again, I am going to undo this.
02:58I am going to go to my polyCube, and I am just going to add in a little bit more detail here.
03:03So that way I have some additional geometry to work with.
03:07Then, this time let's just go back to Face mode, and I am just going to select a
03:11single face within this field of faces, and let's go ahead and do Bevel again.
03:17So, you can see exactly what this effect is, so how this Bevel actually works.
03:22So this is my original face, and then what's surrounding that is the Bevel itself.
03:30You can do the same for an edge or multiple edges.
03:33So let's say I've selected these two edges here, and just beveled those.
03:38You can see how that works, or you can work with this with the vertices as well.
03:44So you can see how that works.
03:50So typically when you are using it on the face of an object, you are going to
03:54get this kind of effect.
03:55So in some ways it may not be as productive.
03:59Typically, you will use Bevel along edges and to just kind of round off the
04:03corners of objects, and it's particularly valuable for things such as text or
04:09graphics where you need to round off edges.
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Smooth and subdivision surfaces
00:01Now, there are other ways to smooth out the edges of a polygonal surface, and one
00:05way is to use Smooth.
00:08So let's go ahead and take a simple cube, and shade that, and then under Mesh,
00:17I'm actually going to select this option called Smooth.
00:21Now watch what it does.
00:22It actually collapses the Mesh into a smoother object.
00:27Now I'm going to undo this. What we're going to see here is you're going to see
00:30how this one phase to the Mesh collapses down into four faces.
00:35So each single phase of the Mesh is subdivided into four separate faces.
00:42In fact, you can probably see this a little bit better if you added some
00:44detail to that cube, so I'm actually going to go into my inputs here and
00:49actually dial this up a little bit so that it's about three, and then let's
00:55just go ahead and do Smooth again.
00:57Now you can see that this is a little bit better.
00:59So what it's done is it quadrupled the detail of that cube, and it's exactly
01:04given me a brand-new cube with smooth edges, but also a lot of extra detail.
01:10Now this is actually one way of smoothing things out in Maya.
01:14Another way is just to have Maya automatically do it on Render, so I'm going to
01:19go ahead and undo this again.
01:21I'm going to start with our three by three cube, and this time instead of doing
01:27anything, all I'm going to do is hit a keyboard shortcut.
01:31I'm going to hit the number 3 on the keyboard and watch what happens. This smoothes out.
01:37Now what this is doing is Maya is actually doing pretty much that same operation
01:41that we just did of smoothing the object without actually affecting the
01:46underlying geometry.
01:47Let me share how this works.
01:49If I hit the number 2, what you'll see is a little cage will show up around the
01:56object, so this is my original box.
01:58If I hit 1, this is the geometry that I have.
02:02If I hit 2, it's the geometry and the smoothed result, and if I hit 3 ,it only
02:09shows the smooth result.
02:11This is a great way to do what are called Subdivision Surfaces.
02:15Let me show you how this works a little bit more deeply. I'm going to hit number
02:182 here so we can see our original Mesh.
02:21And then I'm going to go ahead and do some editing.
02:24So, for example, if I could take a Vertex here, you'll notice how it shows up
02:28here in yellow, but also in white on the corresponding smoothed surface.
02:34And if I move that around you can see I get a very nice, kind of gloopy
02:38deformation, or basically I can sculpt this, so basically what I'm doing is I'm
02:43actually sculpting the original bounding box, or the original cube, and the
02:49underlying smoothed, or subdivided, surface is following along, and this works
02:54really for any sort of operation.
02:56So, for example, if I selected a face, and I extruded it, the subdivision goes
03:07with me. And if I change any of the number of divisions on that, you can see how
03:11that affects the way that the smoothing works.
03:16So if you notice the more subdivisions, or the closer that subdivision is to the
03:22edge, the tighter the corner.
03:24So, for example, if I would select all these vertices and move them in, you
03:28could see how I could tightened up that radius there.
03:31So what it's really doing is it's kind of whittling down and rounding off these corners.
03:35So, for example, at the very edge of this you could see how I get that either
03:39really square or really round depending upon how close these two edge loops are together.
03:47So this is a really great way to start blocking out things such as characters or
03:53really anything that's going to deform and needs to be smooth.
03:57This is the way to actually create characters.
04:00In fact, I'm going to go ahead and delete this. I'm going to open a very simple
04:05scene. Now we're in Project 2. Make sure you set your project to Project number
04:092, and we have one here called Dog_ model, which is basically that model that
04:15we've been working with, and this is actually modeled completely using
04:20subdivision surfaces.
04:21So let's go ahead and just select the whole character, and if I hit 1, you'll
04:27notice that this is actually what is modeled.
04:30Especially his nose, you can see how his nose is really very, very simple
04:34geometry, but when I subdivide it, you can see how it rounds off into almost a
04:39perfect little ball there.
04:43Now this is actually controlled through the Attribute Editor, so let me show you
04:48a little bit more as to how to actually control this.
04:50So let's keep this head selected and go over to the Attribute Editor.
04:55And under here, we should have a rollout called Smooth Mesh, and this is
05:00under Surface Shape.
05:02So under Surface Shape we should have Smooth Mesh, and now what we can do is we
05:07can see how this works, so when I hit 1, notice how it actually is setting these values.
05:13So it's saying, Do I want to have Smooth Mesh preview or not?
05:16So if I hit 1, 2, which is the Cage+Smooth Mesh, and if I hit 3 ,it's just the Smooth Mesh.
05:25So I can actually change this manually if I want,
05:29if I want to be able to edit the Cage or the Smooth Mesh or both, or if I just
05:32want to work on the Mesh itself.
05:36Now the other one, and this is actually a little bit more important is Do you
05:40want to display the subdivisions that are actually happening?
05:44So this is actually the Mesh that it's calculating, and this is the Mesh that
05:50it's using so you can actually see what Maya is doing here, and you can also
05:57dial in the number of subdivisions.
06:01Now you really don't want to go much above 2 because every division
06:05quadruples the number of polygons you have in the scene. It certainly makes it
06:09smoother, but it also adds a lot more geometry, so you have to be very careful
06:13about this, and also, you can also use this preview level for rendering.
06:19So when I go to Render, which is actually this little button here, I just want
06:23to render this frame,
06:25you'll notice that the character itself renders pretty smoothly, and if I dial
06:31down that Subdivision Levels and I Render, he renders a lot more blocky.
06:39So what you can do is you could actually use this tool to actually model with
06:44very simple characters and then just smooth them at rendering.
06:48This is a really great workflow, and this really is the core of most character
06:52animation, or any sort of polygonal model that you need to have look organic.
06:58So get used to these tools. They'll serve you very well with whatever type of
07:02organic modeling that you do.
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Blocking out a character body
00:00Now let's go ahead and put some of our knowledge to use and start by modeling
00:05the body of a simple character.
00:08Now we're going to model that dog character that we've been playing with, and
00:11I've actually got a drawing of him already up here.
00:14We should have our project set to Chap_ 2 in order to pick up all of the image
00:20planes here, and basically what I have is I have two planes, and onto those
00:26planes I've mapped a sketch of the dog.
00:29Now in order to see this, you want to make sure that you have Hardware Texturing
00:33turned on, or you can also hit the number 6 on your keyboard.
00:38Now let's go ahead and just start working with the body itself, and I'm just
00:42going to model his torso and his legs in this first part.
00:47Now you can see that we need to start with some sort of primitive.
00:52In this case, I'm actually going to start with a box. Now in order to model
00:56accurately, I need to go into one of the Orthographic Viewports, so I'm going
01:00to go ahead and hit Spacebar, put my mouse over the front view, and let's go
01:05ahead and start there.
01:06So I'm going to go ahead and select the box, and then I'm going to take this box
01:10and kind of roughly position it around where his torso area is.
01:18And now I need to go into another view to set the height.
01:21So let's go ahead into our side view and make sure that the height is about the
01:26same to what we have for his body.
01:29And now I'm actually going to go into that side view and move the box so that it
01:35pretty much surrounds his body.
01:37Now again, this isn't going to be perfect.
01:38We are going to have a lot of tweaking here, and then I'm going to go back into
01:43the front view and make sure that this is centered.
01:46So under Translate X I'm just going to type in 0 to make sure that's centered,
01:52and then I want to add some subdivisions here.
01:54So I'm going to scroll down until I see my INPUT polyCube, and for Width
01:59I'm going to type in 3.
02:01In fact, let's go into our perspective here.
02:06For Height, I'm going to type in again 3 and for Depth, this can be about 5.
02:13So what I'm doing here is I'm just adding in enough detail to give me some room
02:18to actually start sculpting and shaping the surface.
02:21Now when you start working like this, you really need to only add enough detail
02:27to get the effect that you want.
02:28Because remember, all I have to do is hit 3, and I can subdivide that surface to
02:34get an actual smooth surface.
02:35So we're trying to get this surface blocked out but not without too much detail,
02:40because more detail means more stuff that we have to animate.
02:43So I want to keep this as simple as possible.
02:45Now first thing I want to do is start working on the legs.
02:49Now in this case, sometimes this image plane may get in the way.
02:54Now one way to get around that is to just work in XRay mode, so you can kind of
03:00see through everything.
03:02Another way is to simply hide that layer every once in a while.
03:07Now I have actually the image planes set up on a layer called Ref, and all I
03:13have to do is hit this Visibility button here, and I can just toggle those on
03:17and off, and that actually will make it a little bit easier.
03:19So I'm going to start off by making the legs of the character, so I'm going to
03:23actually go underneath this box and look for this face and this face.
03:30So I'm going to right-click, go into Face components, select this face, hold
03:37down the Shift key and select again.
03:39Now we're going to go ahead and extrude the character's legs.
03:43So I'm going to go Edit Mesh > Extrude. I'm going to grab this blue arrow and pull it down.
03:49In fact, I'm going to pull all the way down to the ground, which is that kind
03:54of dark line here, and we're actually going to pull it down to right about there or so.
03:59In fact, if we turn on our reference, I want to pull it down right about where
04:04the top of the shoe starts.
04:08And now let's go ahead and do another Extrude and pull it down again until
04:16it hits the ground.
04:17Now what I've done here is I've actually created some additional geometry.
04:23You can look here from the front.
04:25I've created enough room to pull out the front of his foot.
04:32Let's go ahead and select those faces. Actually I've got two legs here, so I'm
04:37going to select this face and again Shift+Select this face, and again ,I'm
04:42going to do Extrude.
04:44I'm going to Extrude that foot to right about here or so, and again we want to
04:52try and get this curve.
04:54So one thing I can do is I can go back into Vertex mode and start pulling these
04:59up and then go back into Face mode and reselect these and then go Extrude again,
05:15and then maybe one more.
05:21Now that I have this, I can start shaping that foot a little bit more.
05:28Now in order to actually see, this we may have to go into XRay mode so you can
05:32kind of see how this works, and then select these Vertices and start sculpting.
05:38So I'm really just pushing and pulling these around to match my drawing.
05:44Okay, so I'm not going to do this all too much.
05:47We're really just going to be roughing this in.
05:49Now one thing you can do is also is as you start to work with this, you can hit
05:57the 2 or the 3 button to see exactly how this is smoothing.
06:01So if I hit the number 2 button, you can see how I've got my feet, but they are
06:06way too skinny on the left and right side.
06:10So one thing I can do with that is I can again go back into Face mode, select
06:15the outside of the feet and again, do another Extrude.
06:26You can see now I'm extruding his feet out a little bit, and I can squash it
06:36down, and then from the front, I can again adjust these, so again, I'm going to go
06:47into Vertex mode, select these and move them down.
06:53You kind of get where I'm going with this, adding enough geometry to make my
06:58character and checking how it smoothes and then matching that to my drawing.
07:05So you can see I've got kind of that foot roughed out a little bit.
07:07So let's go ahead and work a little bit more on the character's upper torso and
07:12body and see if we can get that into shape as well.
07:15Let's go and turn off this reference here.
07:17The first thing I notice is that it's still kind of boxy. I really want it to be
07:21a little bit more round, viewed from the top.
07:24So let's go back into our top view. I'm going to hit F to Frame All, and then I'm
07:29going to go ahead and select the vertices in the corners of this box.
07:36You can see what I have selected here.
07:39And then I'm going to scale.
07:41But if I just scale from the middle, notice how it also scales going up and down
07:45this way, and I don't really want to do that.
07:47So what I want to do is scale just in the Z direction and then again in the
07:55X, and what that does is it kind of smoothes it out and makes it a little bit more cylindrical.
08:02Then I can also select these vertices in the middle and just translate those up -
08:13oops I selected a vertices on the side there you can see how I made a little mistake
08:17there, so let's go ahead and make this -
08:18In fact, probably the easier way to do this is just select this one face
08:22and pull that up, and now what I've got is I'm kind of getting a little bit
08:25of a shoulder here.
08:27And now once I have this I can basically go back in and match it up to the
08:31reference and just work with it from one view or the other.
08:37So, for example, here I want to make sure that this matches the beltline of the
08:42character. So again, I'm just going to start playing with these vertices, and
08:48really all I'm going to do is just pull vertices around.
09:01And again, here with his rear end, I'm going to go ahead and kind of clip off
09:06this corner a little bit and again, all I'm doing is trying to match his
09:14geometry to the drawing.
09:16It's simple as that.
09:18So these are some of the basics of how to model against a reference drawing.
09:21Now the better the reference drawing you have, the better your modeling will be.
09:25It's always good idea to have great reference when you model like this, and
09:31again I'm just using things like Scale and Rotate to move the vertices globally,
09:38and then I go in one at a time and I tweak it.
09:41And again, what I'm trying to do here is I'm trying to create loops of edges that
09:44are actually pretty much in line.
09:50So you don't want geometry that's all over the place.
09:53You want things to be regular and smooth and to kind of match what you're doing.
09:59So now I've got this kind of blocked out from the side.
10:01Let's go back into the front and do it again. And again, I'm going to turn on XRay
10:06right here, so I can start playing with this.
10:08I'm going to go ahead and take this, and another way you can do this is by using Edge Loops.
10:13So if I go into Edge and I double-click on this edge, remember, it'll select the
10:17whole loop, and then I can go ahead and start scaling this.
10:22And if I select this one I can double- click that, maybe scale it up a little bit
10:26because he is a little bit wider.
10:28Notice here's the curve, so he is actually a little bit wider here than I've got
10:33him, so a little bit wider.
10:35And again, remember I've already shaped him from front to back, so I'm really
10:40only working left to right here, so I don't want to just globally scale because
10:45then I'll get him out of proportion.
10:48Anyways I'm going to stop here, and as you can see, I've already got this body
10:53kind of blocked down, and you can see I've got some of the basic shape.
10:57You can see I already have the character.
10:59It's already starting to look a little bit like the character.
11:02Now we will do more tweaking on this, but for right now, let's go ahead and
11:06just leave this, and we'll pick it up and refine it a little bit in the next
11:10couple of lessons.
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3. Refining Polygonal Models
Working with edge loops
00:00One of the more important concepts to understand when working with Maya is the
00:04concept of Edge Loops.
00:06Now these are just groups of edges that form concentric loops around your model.
00:10And it's really important to organize your geometry in this way to make your
00:14model easy to manipulate as well as to form, particularly if you're doing
00:18character animation.
00:19Now I have a character here, and let's take a look at how his geometry is organized.
00:25If you notice here we've got loops of edges, in fact, I am going to go into Edge mode here.
00:29I am going to double-click on one of these edges here.
00:32You can see we've got loops of edges that just surround this character.
00:36And by selecting just the Edge Loops, I can actually step through parts of the
00:41character just by hitting the Left and Right Arrow.
00:45So, for example, if I go to his arm here, if I hit the Left and Right Arrow I
00:50can just step through this geometry very, very quickly and get from one place to another.
00:56Now Maya has a number of tools that allow us to manipulate both edges and Edge
01:02Loops, and let's take a look at some of those.
01:04Let me go into Edit Mesh and in fact, I am going to tear off this menu, so we
01:08can actually just see everything.
01:09First of all, let's take a look at the Slide Edge tool.
01:13Now let's say I have this edge of the character selected.
01:16If I wanted to I could just move the edge. For example, if I have this edge
01:21here, this really isn't quite perpendicular.
01:24So if I start moving the edge you are going to see I am going to start
01:26reshaping the character.
01:29If we use the Slide Edge tool, this allows to actually move the edge along the
01:34surface without too much deformation.
01:36So I am going to select this.
01:38Now notice how it gives me a little hint.
01:39It says Drag with the Middle Mouse Button (MMB) to slide.
01:42So all I have to do is Middle Mouse over this, and I can move this edge, and
01:47it'll pretty much maintain the shape of the character.
01:51So if I had to select this edge and then just hit the Right Arrow to select the
01:54whole edge loop. I can go again Slide Edge with my middle mouse button.
01:58I am using this for Edge Loops, but you also can just use it for individual
02:04edges as well, so I can just slide an individual edge.
02:08And again, it's going to try and stick to that surface.
02:10So it is a great way to reorganize geometry without actually reshaping it.
02:16Now there are some other nice little tools that Maya has, and one is called
02:20the Spin Edge tool.
02:22Now this is actually new in Maya 2011, and in fact, let's go ahead and take this
02:26character here, and let's go ahead and play with the Spin Edge tool.
02:29Right-click over his face here and select this edge on his cheek.
02:35Now this particular tool, the Spin Edge tool is actually a tool that is best
02:40used with the keyboard.
02:41So all I have to do is hold down Ctrl and Alt, or I believe that would be Option
02:44on the Mac, and just do right and left.
02:48And what we can do is we can actually spin this geometry to line it up better.
02:53So, for example, if maybe this edge coming this way is not right for what you
02:58want to do, you can put it there.
02:59And now I have a complete set of lines to go from here to here, and this may
03:03actually be a better way to reorganize the character's cheek, for example.
03:07By using the left and right arrows along with Ctrl and Alt, I can actually spin those edges.
03:13So these are some basic tools for manipulating edges and edge loops within a model.
03:19Now go ahead and use these to keep edge loops of your model organized, so that
03:24it makes it easy to deform and manipulate.
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Inserting and offsetting edge loops
00:01Now as you start working, there is got to come a point where
00:04you're going to want to add in some edge loops.
00:06And there are a number of tools in Maya that allow you to create new loops of edges.
00:12We are going to be working with this basic character that we started with in the last chapter.
00:16And I am going to show you some of the Edge Loop tools, which would be Insert
00:21and Offset Edge Loop.
00:23So let's go ahead and bring this character up.
00:25In fact, I am going to go ahead and turn on the Reference here in the Layers
00:29Box, so we can see that.
00:31And in fact, I am going to go into my Side View.
00:34So I am going to hit the Spacebar, jump out to my Fore View and then highlight
00:39that and jump back in using the Spacebar.
00:42So let's take a look at how some of these tools work.
00:45Probably the most common one is called Insert Edge Loop.
00:48So when I select Insert Edge Loop, notice how my cursor changes, and it says to
00:53Click-drag on edges.
00:54Well, I have two directions to create edge loops.
00:57I can create it horizontally or vertically.
01:00In this case, I kind of want to add in some edge loops to define maybe the
01:04outline of this character's belt.
01:07So in order to add a horizontal loop of edges, I need to click on a vertical edge.
01:11And in order to create a vertical group of edge loops, I need to click on a horizontal edge.
01:17So let's go ahead and click on this vertical edge.
01:20And you can see how I can slide this up and down.
01:23And all I have to do is position that pretty close to where that beltline is and
01:28then just let go, and I have some additional geometry.
01:31And now I have some stuff that I can use to model that character.
01:35Now if I wanted to create a vertical group of edges I could do that as well.
01:38In fact, let's go into the Front View of this character.
01:41In fact, I am going to turn off Reference so we can see this.
01:45And let's say I wanted to create a line straight down the middle of the character.
01:49Well then all I have to do is just click on any one of these rings, and I can
01:53create a edge loop that's vertical.
01:57Insert Edge Loop really just inserts one loop.
02:01Now there is another one called the Offset Edge Loop tool.
02:05And what this does is it actually takes one of these horizontal or vertical
02:10loops and adds what's called an Offset.
02:12Basically what it does is it kind of brackets that edge loop with a new pair of edges.
02:17Okay. Well I really don't want to do that on this particular character.
02:21But let's go ahead down to the belt area, and let's say I wanted to add
02:25something in here, say I wanted to add a little bit of detail here, add in the
02:30loop and then another one right about here.
02:33So now I have a little bit of extra detail in which to model that belt.
02:38And then all I have to do is just go into my Side View here, just double-click
02:44on that and maybe Shift+double-click on this, and all I have to do now is expand
02:50these, and now I'm starting to get the belt.
02:52In fact, let's take a look at this Reference here.
02:55And now I've got enough geometry in here to create the belt.
02:58Now if I really want to see how this works when it's smooth, I can just hit
03:03number 3 button or the number 2 button to kind of see how that's deforming.
03:07Now one thing I could do with Edge Loops is I can double-click on this one
03:11here, and if you slide it down, that crease gets a little bit tighter, and
03:17that's kind of what I want.
03:19So as you can see, Insert and Offset Edge Loop can really help to sculpt and
03:24define your character.
03:27The typical process is you rough out your geometry, and then you add Edge Loops
03:32at very precise places to further refine the geometry of your model.
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Symmetrical modeling techniques
00:00There are many times when you want to model something that's symmetrical.
00:05You know a car, for example, is symmetrical, characters are symmetrical.
00:09There are a lot of things that have a symmetry to them.
00:12Now learning how to model things symmetrically will make it much easier to
00:15create things that are balanced.
00:18So there are number of tools that we can use to model symmetrically.
00:22The first one is just Reflection.
00:25So, for example, if I take this model. In fact, I am going to hit 1 here just so
00:29we can go out to the raw model itself.
00:31And let's say I take a Vertex, and I want to let's say reshape this character's
00:35beltline or something like that.
00:36Now if I move this on one side, I need to have it also move on the other side.
00:41Well, one way to do it is to make sure I select everything exactly precisely and
00:46instead of move, I scale things, but that can get really complex very quickly.
00:52Another way is to use the Reflection tools.
00:54Now we kind of covered this a little bit before, but let me show it to you again.
00:58So, for example, if I select a part of the model, and let's say I wanted to move it.
01:03All I have to do is select the Move tool and either double-click here or click
01:08on the Move tool settings.
01:10You will notice that in here I have, towards the bottom, something called
01:14Reflection Settings.
01:15So all I have to do is turn this on and then tell it around what axis to reflect.
01:19In this case, we are reflecting along the X axis, which is this red X.
01:23So as long as this is on X I should be okay.
01:27So anything I select on this side now gets selected on the other side.
01:32So now as I model and reshape this, everything is reflected.
01:37Now the one problem with this is that it only works for manipulating geometry.
01:43So, for example, if I wanted to move a face, I could easily move a face and
01:48have that reflected.
01:49But if I wanted to add geometry, such as add an edge loop or Extrude a
01:55face, then it won't.
01:58So, for example, if I select all of the faces on the inside of one foot, and I
02:04do an Extrude, it doesn't reflect on the other foot.
02:09So I am going to go ahead and hit Ctrl+Z twice to undo this.
02:12And know in order to actually have this completely symmetrical, including adding
02:17geometry, then that's using a tool called Duplicate Special.
02:21I am going to go back in Object mode and select my object.
02:25So let me show you very quickly how to duplicate objects, and then I'll show you the trick.
02:29Under Edit, we have a tool called Duplicate.
02:31If you hit Ctrl+D, you can just duplicate an object and you can actually make copies of it.
02:36Very simple.
02:37It's almost like copy-and-paste, so all I have to do is select an object,
02:40Ctrl+D, and we have an object.
02:43But the real cool one is called Duplicate Special, which is Ctrl+Shift+D. Now in
02:49order to do this I need to actually cut my model in half first.
02:53So select our model, and I am going to go into Face mode.
02:57And I'm just going to select the faces on the right side of my model.
03:01In fact, I've got Reflection still turned on.
03:04Let me turn that off here.
03:05So I've got the faces on just one side of the model selected, and now all I have
03:10to do is hit the Delete key, and I've cut my model in half.
03:14Well now I have half a model, but I still need to model that symmetrically.
03:19Well this is where Duplicate Special comes in.
03:21I am going to go into Edit > Duplicate Special, and let's go into the Options.
03:26Instead of making a copy, which actually just copies the object, I am going to
03:30make what's called an Instance.
03:32Now what an Instance is, it's a copy that still points back to the original.
03:37So any changes to the original are reflected on the copy.
03:41So this is really cool if you want to edit one thing, and it affects a number of other things.
03:46It's really kind of a cool tool for that.
03:48But also what we want to do is we want to make sure that this is mirrored.
03:52So if I just Duplicate Special with the Instance and nothing else, let's
03:56go ahead and do that.
03:57Now I have got two copies of the same object.
04:00And what the Instance does is it allows one change to affect the other. Okay.
04:05Well we are kind of halfway there.
04:07That's pretty cool.
04:08So now as I model this, it's actually affecting the copy, pretty cool.
04:13But what I really need to do is have this flipped over.
04:18So one thing I could do is I can actually mirror this by scaling it.
04:22I could scale this say -1 and that would flip it around.
04:26And that's a great way of doing it, but that's actually a two-step process.
04:29I can actually do this in one step by selecting the object, going back into
04:33Duplicate Special, selecting Instance.
04:36And then for Scale, I am going to do -1 around my reflected axis, which in
04:42this case is my X axis.
04:44And that actually copies it and flips it and also creates an Instance.
04:49So now anything I do to one side affects the other.
04:52So now when I go back into my foot and I select these faces, I am just going to
04:58Shift+Select these and I Extrude them,
05:02they now Extrude on the other side as well.
05:06And then when I scale these down and move it, everything now
05:11models symmetrically.
05:13So if I were to just pick some vertices here and move them, you can see that
05:18it's doing what Reflection is doing, but it's also allowing me to add geometry.
05:24So in this case, for the character's knee let's say I wanted to add in some edge
05:28loops so that his actual knee can bend.
05:31Well, then all I have to do is go into Insert Edge Loop tool.
05:34Click on that, and I can add them in.
05:36And notice how it adds in on the other side as well.
05:40So once I have this, I can just work on one side of my character, or whatever else I
05:45am modeling, and the other side will follow along.
05:48This is a great tool for doing any sort of symmetrical modeling.
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Combining objects
00:00Many times when you model with polygons, you model things separately.
00:04You'll model one part over here, and another part over here.
00:07There are times when you'll need to stick them together as one object.
00:12You can do that by using a function called Combine.
00:15Let me show you the basics of how that works.
00:17Let's go ahead and just make two very simple spheres.
00:20So I have Sphere1 and Sphere2.
00:25In fact, I am going to shade these.
00:26Let me go ahead and turn off the Grid, so we have a little bit better view of this.
00:30So I actually have two separate objects.
00:32You can see here we have two separate names.
00:34I have Sphere1 and Sphere2.
00:36If I Shift+Select them, I still have two separate objects.
00:40So you can see one is green and one is white, which means that the green one is selected last.
00:44Now if I wanted to combine these into one polygonal object, I can do that using
00:49what's called Combine.
00:51So all I have to do is go Mesh > Combine, and watch what happens.
00:55It's now one object.
00:56Now it's renamed it polySurface1, but now when I select one, it selects both.
01:02Even though they look like separate objects, Maya treats them as one polygonal object.
01:08For example, if I move vertices in these or whatever, I can actually model these together.
01:13Well, let's say you did this, and you kind of wanted to undo it.
01:17Well, there is also another complementary tool for this, and that's called Separate.
01:21So if you bring something in, and it's combined, you can just separate it.
01:26Now this is actually something that you probably see a lot with models that you
01:29buy online, or something like that you bring them in, and they'll be all stuck
01:33together, and you may want to take the hat off the character, or something like
01:36that, and you can use Separate usually to do that.
01:39So now these are separate objects.
01:41Now let me show you a little bit more of a practical use for this.
01:45Let's go back to the character that we were modeling.
01:47So I'm going to go ahead and open up Dog_Rough03.
01:51That's his name, Rough.
01:53Here I have my symmetrical modeling that I was working with in my last
01:56movie, but there's got a couple of time where we have to kind of stick him back together.
02:00So I still have just, like with the spheres, I have two separate objects.
02:06They're two shelves.
02:07So the easiest way to stick them back together is to use Combine.
02:11So let's go ahead and do Mesh > Combine.
02:14But when I do that, notice how I still have this scene, and I still have two
02:19open edges that need to be stuck together as well.
02:23Now I can actually stick these together using a couple of different tools.
02:27Under Edit Mesh, in fact, I'm going to tear this off here.
02:30We have what's called the Merge Edge and the Merge Vertex tool.
02:34Let me show you how the Merge Vertex tool works first.
02:37All you do is you go into Vertex mode here.
02:39Let's go ahead and zoom in, so we can see one of these.
02:44You just go to Merge Vertex.
02:45What it does is when you go over a vertex, in fact, let's zoom in really
02:49closer you can see this,
02:51you can see that as my mouse gets over that vertex, it highlights.
02:55So all I have to do is left-click, and then drag it to the vertex I want to merge it to.
03:00So if I do this, bam! Those are merged.
03:03I can just do this throughout.
03:06If I want to, I can jus,t work my way around, and kind of basically zip him up.
03:10Now another way to do it is to use the Merge Edge tool.
03:14You select your first border edge.
03:17What a border edge is kind of like the open face.
03:19So it's like the top of the bowl, or in this case, the edge of this shell.
03:24Then, you select the second border edge, and then you hit Enter, and then
03:28it should zip him up.
03:30Now we can do this multiple times, in two different ways.
03:34We ca either use Merge Vertex, or we can Merge Edge.
03:38So we can select Edge, Edge, Enter, and go on from there.
03:43So either way works fine.
03:44So go ahead and work your way around this character and stitch him
03:48back together.
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Using the Polygon Bridge tool
00:00Maya does have multiple ways of connecting together multiple surfaces.
00:06Another really handy tool to know is called the Polygon Bridge tool.
00:10Now I'm going to use this tool to actually stick our character back together,
00:13but this time using a different method.
00:15So again, I have two halves of the character.
00:19Just like before, I'm going to go ahead and select both sides, and I'm going
00:22to do Mesh > Combine.
00:24I have a bit of a gap between the character.
00:27Typically, I can just stitch him up in the middle, but another way to do it is
00:30to use the Polygon Bridge tool.
00:32So I'm going to go into my Front Viewport.
00:35I am going to turn off X-Ray here, so we can see.
00:38Now I'm going to go into Face mode.
00:41What I'm going to do is select both of these rows of faces right down the middle.
00:45So I'm basically going to select everything down the middle and hit Delete.
00:51What this does is it basically leaves two very open edges, basically two shells here.
00:58Now, I'm going to go back in the Object mode, select my object and go Edit Mesh > Bridge.
01:04Let's try that again.
01:05In fact, I am going to go ahead and tear this off, so you can see how this works here.
01:08So I'm going to do Edit Mesh > Bridge.
01:11What happens is it actually finds the two open edges automatically, and creates
01:17a bridge of polygons.
01:19Now what's really cool about this is that if I go into the Attribute Editor, you
01:22can see I have a BridgeEdge right here.
01:25I can actually dial in how many vertices I want.
01:28So, for example, if I want 1, this would actually be a duplicate of what I did
01:31in the last lesson, or if I want 0, I can even make it more simple.
01:35So now I've got my character completely stitched together with a minimum of effort.
01:41It makes a very easy way to connect open edges together.
01:45Now the Polygon Bridge tool really does have a few limitations, and that is it
01:50really does need edges that are open to each other on each side.
01:54So open edges, almost like two halves of a coconut, or something like that, and
01:58they need to have shells that are open and facing each other.
02:02Then, the geometry has to be pretty much the same between the two, and then
02:05it'll just do the rest.
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Connecting components and splitting polygons
00:00There are times when you'll need to create geometry that doesn't follow the
00:04standard edged loop paradigm, times when you'll have to actually kind of draw
00:09out your polygons on a surface.
00:12There is a couple of tools in Maya that allow you to do this.
00:15Let's go ahead and start by creating a plane, shading it, and I'm going to go
00:20ahead and move that above the grid so we can see it.
00:23I'm also going to give myself some details.
00:25So I'm going to give myself about five or six subdivisions in each direction.
00:29Now let's go ahead and take a look at the Edit Mesh menu.
00:32I'm going to tear this off, so we can actually have this right over here.
00:35There are two tools that we can use, that can really help us to define
00:39geometry very precisely.
00:41One is called the Split Polygon tool.
00:44The other one is called Connect Components.
00:46Let me show you how each of these works.
00:48First of all, the Split Polygon tool allows you to basically cut polygons in
00:53hallf, or cut faces in half.
00:56So when I select this, it says click to drag on first edge.
01:00So I'm going to drag on this edge and release.
01:03So I'm left-clicking, dragging, releasing.
01:05Left-click, drag, release, and then I can just keep selecting edges.
01:12In fact, it'll give me a straight line to line up to if I want to, or I can go to other edges.
01:19Then, when I'm done, press Enter.
01:22Now I've got edges along with my polygons.
01:26It allows me to basically just cut through my polygons like a knife.
01:30So if I wanted to add in a little bit of detail somewhere, like a crease or
01:34something like that, I can just draw it in.
01:36Now with Maya 2011, there is actually a new way of doing this.
01:40That's called Connect Components.
01:42This is actually a little bit more versatile.
01:43Let me show you how this one works.
01:45Now with this one, you can actually select any type of component.
01:48So I can just Shift+Select a bunch of edges, and select Connect Components.
01:56Once I do that, it'll go ahead and split those edges in half and just connect
02:01them, a lot simpler.
02:02Now another way of doing it is by connecting other types of components.
02:06So, for example, I could select a number of different faces, and just do
02:11Connect Components as well, or I can do it with Vertices faces, really ay
02:16combination of components.
02:18In fact, if I wanted to, I could right- click and go into what's called Multi
02:21mode, select some faces, select a vertics, select an edge, and then another
02:29edge, and then let's connect all of those.
02:33That's what it does.
02:34So again, both of these tools, Split Polygon and Connect Components allow us
02:40to further refine the surface of a mesh by adding in geometry in very, very
02:46specific places.
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Poking and wedging faces
00:00There are two more tools that allow you to create additional geometry in Maya.
00:05Those are called Poke and Wedge Face.
00:07So, let's take a look at these.
00:09We are going to start with the cube, very simple.
00:11We are going to shade that, and then I want to go ahead and add in some detail.
00:14So we are going to go into my Channel box here, to the polyCube, and just make
00:19sure that I have got about four subdivisions of height and depth.
00:23Now, let's take a look at these tools.
00:25They are actually here under the Edit Mesh menu.
00:28I am going to just go ahead and tear off that menu so we can take a look at it.
00:31They are right here:
00:32Poke and Wedge face, and they both work on faces.
00:35So, I am actually going to go into Face mode here and just select one face.
00:40Let's just start with Poke.
00:42So, what Poke does is it basically just subdivides the face.
00:46It kind of draws an X from corner to corner on the face and puts a vertex in the middle.
00:51So really, what it does is give you geometry that allows you to create kind of
00:54like this pyramid shape.
00:56Now, this particular tool only works on one face at a time, or works on a per-face basis.
01:02So, even if I were to select multiple faces and I did Poke Face, each individual
01:08face would have the same effect.
01:11So, this doesn't really change its effect depending upon how many faces you select.
01:16So, it's basically on a per-face basis.
01:18Now, the next one is called Wedge Face.
01:21What that does is it takes one or more faces and rotates them around a line of edges.
01:28So, for this one though, you need to be able select a face and an edge.
01:32So, I am going to right-click and go into Multi-mode and go ahead and select
01:38these two faces and then see that edge?
01:41I am going to Shift+Select that as well.
01:44So, now I have some faces and an edge selected.
01:47Now, all I have to do is just click on Wedge Face, and there it goes.
01:51So, you can see how this works.
01:54It basically just takes this edge and then rotate those faces around it.
01:58Now, if I go into Wedge Face, you can see I have an Angle.
02:02So, I can actually tell it what angle I want to wedge those faces and also how
02:07many divisions I can use.
02:10If I actually go into my Options here, they'll show up as well.
02:15Now, Wedge also works for multiple faces and multiple edges.
02:19So, let's do this one more time.
02:21We go into Multi-mode.
02:22I am going to select these four faces and then one, two edges, so you can see
02:26that it actually works for multiple edges as well.
02:30So, you can see how Wedge can be very handy for creating things like maybe
02:34air-conditioning ducts, or connecting any sort of square objects, that sort of thing.
02:40So, both of these have their uses.
02:42So, just go ahead and learn the tools.
02:44I am sure there will be an opportunity to use them as you work with Maya.
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Working with polygon booleans
00:00Now, anybody who has done 3D modeling will probably be familiar with booleans.
00:05Booleans allow you to take multiple objects and combine them to either add or
00:09subtract detail from each author.
00:13So, let's go ahead and start off with a very simple situation.
00:16I am going to go ahead and start off with a cube here.
00:20Then, inside of it, I am going to draw a little bit of a cylinder.
00:26I am going to go ahead and move that cylinder up.
00:29Let's shade everything so we can see what we've got here.
00:33So, now I have got this cylinder, and it's kind of poking into this cube.
00:38So, what I want to do is use this cylinder as kind of a cutting tool to actually
00:43cut into the surface of the cube.
00:45We can do that by using booleans.
00:48Now, booleans are actually found underneath the Mesh menu, and there is actually
00:53a sub-menu here, because there are three types of booleans.
00:56There is Union, Difference, and Intersection.
00:59So, let's take a look at how these work.
01:01In fact, I am going to turn on X-ray and also turn on Wireframe unshaded, so you
01:07can kind of see what we have got here.
01:09So, I am going to go ahead and select my cube first and my cylinder second.
01:13Let's just go ahead and go down to these.
01:15So, go ahead and take a look at Union.
01:17What Union does is it actually combines the two into one object.
01:22So, let's go ahead and turn off X- ray, so we can actually see this.
01:25Now, I've got both of these combined into one object.
01:28But also, their faces are kind of welded together.
01:31So, for example, if I were to model this, you can see how it all kind of sticks together.
01:36So, if I were to take, for example, some of these vertices, it all kind of holds together.
01:42So, I am going to go ahead and undo this.
01:45Turn on x-ray again, so we can see what happens.
01:47Now, the next one is called Difference.
01:49What this is a great way to cut holes.
01:51In fact, let's off x-ray so you can actually see how this works shaded.
01:56So, when I select the Difference,
01:58what's this is going to do is the last object picked is going to cut a hole in
02:02the first object it picked.
02:03Now, this is a great way to create a little bit of a hole in the cube.
02:07So, let's go ahead and undo that, and we are going to one more.
02:10Let's see what Intersection looks like.
02:11An intersection really carves away everything but what's common to both.
02:16So, in this case, it will be just that lower part of the cylinder.
02:21Let's go ahead and go back to Difference.
02:23I am going to go ahead and select this, and let's do Difference again.
02:26One of the things I want to show is that boolean is great for creating
02:31these sorts of surfaces.
02:32But as soon as the surface starts to deform, you are going to have problems.
02:36So, I really recommend booleans just for what I will call hard surfaces, things
02:42that don't change shape.
02:43Because as soon as you start modeling into a surface that's had booleans, you
02:48are going to start to get really weird artifacts.
02:50So, for example, if I wanted to move these around, you are going to start to get like creases.
02:55You can kind of see this crease coming up here.
02:57When you go to render, if you've changed the shape of the object in any way
03:02after you do a boolean, there is a possibility that you are going to get creases
03:07and wrinkles and all sorts of weird effects on your object.
03:11Booleans work great, but they are really best for hard surface, solid
03:16objects that don't deform.
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Modeling with nonlinear deformers
00:00One way to reshape geometry in Maya is to use some animation tools called
00:05Non-linear deformers.
00:07These are meant for animation, but they can also be used for modeling.
00:11Let's take a look at how these work.
00:13Now, these are actually animation tools so they will be under the Animation menu set.
00:17I am going to here into Animation, and they are here under Create Deformers.
00:21But before we actually use any of these, we need to create something to deform.
00:24So, I am going to go over to my shelf here, and under Polygons, I am just going
00:28to select a cylinder.
00:29I am going to go ahead and create a cylinder here and zoom out and shade it,
00:33so we can see what we are working with.
00:35Now, all I need to do is select my object and apply a deformer to it, and I
00:39can change its shape.
00:40So, let's go into Create Deformers.
00:43The ones we are going to look at right now are called Non-linear deformers.
00:46So, I am actually going to go ahead and tear off this menu.
00:49Then, just select my cylinder and then just click on Bend.
00:53Now, it's created what's called a bend handle.
00:57Now, we can't really see this.
00:58But if we go into x-ray mode, you'll see it's got this little up and down the middle of it.
01:05If we go to the Attribute Editor, you'll notice we have what's called a bend.
01:09So, actually, I could select my cylinder.
01:11Let me go into Wireframe mode here.
01:13I can select the bend, which is actually a separate object in the scene.
01:18So, once I have that bend selected,
01:21I can go to the parameters here, and I can use it to bend my object.
01:26So, let's go ahead and turn on shading here.
01:29So, you can see now I can actually use that to bend the object.
01:33Now, the actual the deformer itself is separate from the object.
01:38So, if I move it, it's going to change the way that my object deforms.
01:43Or if I rotate it, it's going to rotate the deformation around a different axis.
01:49Now, I can also change what is's called the High and Low Bound of this.
01:54So, I can change basically where the bend starts and where it stops.
01:58So, you can kind of see how this would be very easy for creating like some pipes
02:02or something like that and make a bend in them.
02:04You could actually use this tool.
02:06Now, with a non-linear deformer because it is a separate object, you need to
02:11make sure that once you have the shape that you want,
02:15you actually bake it in.
02:16Now, we can do that by actually deleting the object's history.
02:20We do that under Edit > Delete By Type > History.
02:25What this does is it deletes the history on this object.
02:28When I do that, it gets rid of the bend, and it kind of bakes in the effect.
02:33I want to make sure that you know that there is a Delete By Type for a specific object.
02:37There is also Delete All by Type, which deletes everything out of the whole scene.
02:43So, you want to make that you just have it on the specific object.
02:46So, just do Delete By Type > History on your selected object, and you will be okay.
02:50I'll go ahead and undo that.
02:52I am going to delete my bendhandle and show you some of the other
02:56non-linear deformers.
02:57So, I am going to go ahead and select my cylinder again.
02:59Let's go ahead and use Flare.
03:01Now, when I have Flare, again, it brings up a handle here, and I can do what's
03:06called a flare on each side.
03:08So, what you can do is basically flare at the bottom or at the top.
03:13Another way to manipulate this is actually go over here.
03:16We have on our toolbar,
03:17we have a thing called Manipulator tool.
03:19If I click on this,
03:20I can actually grab these little handles here, and just interactively work with this as well.
03:27So, this here will work on a number of different objects.
03:30You can use it with lighting.
03:31You can use it with some of the modeling tools.
03:34If you select this Manipulator tool, you can actually affect the parameters in the Viewport.
03:39So, you don't even have to go over to your Attribute Editor. It's kind of cool.
03:41So, I am going to go ahead and again select my handle and delete it.
03:46Let's go ahead and see what some of these other ones do.
03:48Here, we have a Sine wave one and again, it's pretty obvious.
03:52Another one will be Squash.
03:54This is actually kind of nice.
03:55It's good for squash and stretch.
03:57So, again, we can either squash or stretch.
04:01Again, this works just fine with Manipulator tool as well.
04:04It really nice to creating rubbery effects.
04:07This is actually probably more of an animation effect.
04:09But again, you can use this as a modeling tool as well.
04:12All I have to do is once I'm done with this,
04:15just go ahead go to Edit > Delete By Type > History, and I've
04:19actually model that shape.
04:21So, let's go ahead and do a few more.
04:23We've got once here. It's Twist.
04:24This will be great for making something like a machine screw, or something like that.
04:29The last one is Wave.
04:31Go ahead and change the wavelength.
04:32Let's go ahead change this amplitude.
04:34So, again, it kind of sends wave-shape through the objects.
04:38So, you can see how we've kind of got that wave kind of coming in.
04:41Again, some of these work a little bit better for animation.
04:44You can also them as modeling tools.
04:47So, go ahead and play with the Non-linear deformers.
04:49You know that they're there.
04:50You can use them to create some very nice effects on your model.
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Modeling with lattices
00:00Lattices are another animation deformers that can be used to deform geometry.
00:05Now, what are lattices?
00:06It's basically just a box of points.
00:08And when you deform that box, it basically reshapes whatever is inside.
00:13So, for example, if I have this character's head, and let's go ahead and just
00:17select the whole head, including the eyes, and let's go to Animation, under
00:23Create Deformers, let's go into Lattice.
00:25Now I want to actually go into my tools here.
00:28And typically, it defaults to 2, 5 and 2.
00:32But actually, let's go ahead and just make that 4, 4 and 4, and then just go Create.
00:38Now what it does is it creates a 4 x 4 x 4 box around whatever I had selected.
00:45Now all I have to do in order to use this is just right-click over this, and I
00:50can select either the object itself or the points in the Lattice.
00:54So, for example, if I select these Lattice points and grab them, by moving the
00:59points, I can actually deform what's inside the box.
01:04So if I wanted to, for example, make his head a little bit wider, I could scale
01:11that box a little bit out, or let's say I wanted to give him a bigger forehead, I
01:15could take the top of the box and move that as well.
01:18So as you can see, we can actually manipulate the box and globally
01:23reshape what's inside.
01:24This is really great if you have like a stock model and you want to reshape it
01:29to more of your liking.
01:30You can actually do your basic deformation using the Lattice, and then go in,
01:34and tweak the mesh itself.
01:36Now the Lattice is actually an object that's separate from everything else.
01:41So here I have my head, and here I have my lattice.
01:45Now because the Lattice is deforming everything inside, you can move the Lattice
01:50and everything will move with it, because you are essentially moving the points,
01:54But if you move what's inside, if you actually move the object, you can actually
01:59take that object outside the lattice and just easily change it.
02:04Now this is actually where it can become a really good animation tool because
02:08you can actually animate an object through this and have it deform.
02:12But just like with the non-linear deformers, if you want this to become a
02:16modeling tool, you'll have to bake the change into the surface.
02:20So what you do is you select the objects that are deformed by it, then you
02:24just go Edit > Delete by Type > History, and now your deformations are
02:29basically baked in.
02:31Now you can also use Lattices on just portions of a model.
02:36So if I wanted to, I could zoom in to the nose of this character,
02:40right-click, go to for Vertex.
02:41Now if I wanted to, I could use soft selection, or I can also just create a
02:48Lattice around this character's nose.
02:50So again, Create Deformers > Lattice, and it will just create the Lattice around
02:55the vertices that I had selected.
02:58And again, I can just take my Lattice points and turn them into Pinocchio, or
03:03do whatever I want.
03:05So as you can see, Lattices are really great way to globally reshape geometry.
03:11Now remember, they are separate objects.
03:13So there is some possibility of actually moving one but not the other.
03:16And when you're done, you want to make sure that you delete history on the
03:20object to bake in the deformation.
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4. NURBS Modeling Techniques
Introducing NURBS modeling
00:00Before we get started, let's go ahead and make sure we have our project set.
00:04So I'm going to go File > Project > Set, and make sure we've set this to Chap_04.
00:11Maya has two forms of modeling.
00:14As we've seen, we can use polygonal objects to create surfaces in Maya.
00:19There's also another form of modeling, and that's called NURBS modeling.
00:23And NURBS is actually an acronym.
00:25It stands for Non-uniform Rational B-Splines.
00:28And that's the last time I'll ever say that.
00:30I have two spheres on the screen here.
00:33One's made of polygons.
00:34One's made of NURBS.
00:35The violet colored sphere is made of polygons.
00:39And as you can see, we've got all the standard stuff that we've been working
00:43with, which is vertices, edges, faces and so on.
00:46Now the one thing about a polygonal surfaces is that as you deform it, you get
00:52kind of this chunky behavior.
00:55Now we can get rid of some of this by subdividing it.
00:58But again, you really do need a fair amount of detail to get a good polygonal surface.
01:04Now with NURBS, let's go ahead and select this, you'll notice that it has a lot less detail.
01:09The thing about a NURBS surface is that we actually have curved surfaces.
01:14It actually defines a curvature. Where here on a polygonal surface each face is actually flat,
01:21it's actually a flat plane,
01:22on a NURBS surface, it's actually a curved surface.
01:26It's defined as a curve, which is really great because you can zoom into a NURBS
01:31surface as close as you want, and it will still retain its curvature.
01:35That's because its surface is mathematically defined.
01:38NURBS surfaces have different types of components than a polygonal surface.
01:44So if I right-click over this, you'll see, instead of faces and edges and
01:48vertices, I have what's called a Control Vertex, Isoparms, Hulls and a few others.
01:55The most important one is Control Vertex.
01:57So let's go ahead and select that.
02:00And notice how there's actually, again, less detail in the NURBS surface, but it
02:05defines a much bigger range of curvature.
02:07So if I selected these Control Vertices, you can see that just manipulating
02:13these gives me a much more kind of rubbery, easier surface, a much more organic
02:18type of surface than a polygonal surface, which is composed of planes.
02:22Now we have a number of other types of components.
02:26Now if I take a look at the Hulls, you can kind of see how the NURBS surface is constructed.
02:33You can almost use an analogy of this is a polygonal model that's been
02:37subdivided, but there is some difference.
02:40So don't take that analogy too far.
02:43But you can see how we have these Hulls, and around the Hulls we have kind of
02:47what we would normally call edges in the polygonal model, but in a NURBS model,
02:51it's called an Isoparm.
02:53So let's go ahead and right- click over it and select Isoparm.
02:57And then if you left-click and drag, you can just drag out any one of
03:00these Isoparm lines.
03:03These are very similar to what edge loops would do in a polygonal surface.
03:08But really, what we're just doing is defining a latitude or longitude line.
03:13And in this particular case, these Isoparms really just determine a place where
03:17we will do some sort of action on a surface.
03:21So just really just know that they are there.
03:22So Isoparms, again, run in two directions.
03:25We have latitude and longitude types of lines.
03:28Now the other thing about NURBS surfaces is that they always are
03:32four-sided patches.
03:34So when you create a more sophisticated object, a lot of times you'll have to
03:39use multiple NURBS surfaces and tie them together in clever ways.
03:44So actually, I'm going to go ahead and go back to Object mode here
03:47and select these spheres and delete them.
03:50And then in this file, I have a layer called Scooter.
03:54Now just go ahead and turn that on.
03:56And this is actually fully formed object made entirely out of NURBS.
04:01Now if I select on any one of these, you'll see that each part of this is
04:06actually a separate object.
04:08So what we're doing is actually we're creating objects that are kind of
04:12built out of sheets.
04:14Each NURBS patch is, again, a four-sided patch.
04:18And then we can fold it and bend it and twist it in any sort of way to
04:22make interesting parts, like, for example, the front part of the shell of the scooter.
04:27You can see how it's almost of four-sided patch.
04:29And then the fender and wheel basically look like a four-sided patch.
04:33It's kind of revolved around.
04:37The back shell of this, you can see how it's wrapped around.
04:40And you can see also with these closed types of NURBS surfaces, you can see this
04:44darker line here is kind of where everything intersects, so it kind of wraps around.
04:49Now as we start working with NURBS surfaces, you'll see how this actually works in practice.
04:54So this is really just an introduction to get you familiar with NURBS surfaces
04:59and how they're used to build sophisticated objects.
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NURBS primitives
00:00Probably the easiest way to start modeling with NURB surfaces in Maya is to
00:04start with Primitives.
00:05This is very similar to what we do with polygons.
00:08You start with a Primitive.
00:09With NURB surfaces, you could actually start with either Curves or
00:13Primitive surfaces.
00:15So there really are two basic starting points.
00:17But let's go ahead and take a look at some of the NURBS Primitives.
00:20Now, we can get to these either through the menu.
00:23We can go Create > NURBS Primitives.
00:25In fact, I can just tear this off, so we have this ready.
00:29Or we also have a shelf here with a lot of the surfaces pretty much preset, and
00:34a lot of actually the NURB's operations are all right here as well.
00:38So let's go ahead and start by creating a sphere.
00:42Basically, just select sphere and drag on the grid.
00:47I will go ahead and shade that.
00:48In fact, I'm going to turn off the grid here, so we can just see this.
00:51Now, notice how the sphere actually has a line, a darker line down the middle.
00:58This is where the patch actually intersects.
01:01What a NURB surface is is a four-sided rectangle that's kind of scrunched up at the
01:07top to create a sphere.
01:09So we can kind of see how this works.
01:11If I go into my Channel Box, and under makeNurbSphere, if I just take my Sweep
01:17and I unsweep it, you can see how we can kind of open up this NURBS sphere.
01:25And you can see now, basically what it is a shelf that's kind of closed on both ends.
01:30So what you have is you don't have a continuous surface like you do with a polygon.
01:35You actually have a patch that's kind of scrunched up, and this can actually
01:38affect the way that you model.
01:39So just be aware that it's there.
01:41Now, some of the other controls we have are Start and End Sweep here.
01:45And we also have our Radius, which is the size of it, and we also have
01:50the number of Sections, which is the amount of detail that we want in our NURBS surface.
01:54Now, one of the things about NURBS surfaces is that they are naturally smooth.
01:58So you don't need as much detail to create a smooth surface.
02:02Now, I'm going to jump around a little bit here, and let's go ahead and look
02:06at the NURBS Cylinder.
02:08I'm going to go ahead and just drag that out and create a NURBS Cylinder.
02:13With the NURBS Cylinder, we actually have three separate objects.
02:17Again, you cannot connect things like you can in a polygonal object.
02:21So if I select the top or the bottom of the sphere, you'll notice that they are
02:26actually separate objects.
02:29So the caps of this cylinder are actually separate, and you can actually see the names here.
02:34We have topCap, bottomCap and the Cylinder.
02:38So if I wanted to, I could actually just hit Delete and delete those.
02:41And so now what I have is kind of like this hollow cylinder.
02:44And the reason I'm doing this is to, again, show you a little bit about how NURBS
02:48surfaces are constructed.
02:50If we go into our INPUTS, we can again play with our Sweep and you can see how,
02:56again, this is a four-sided patch that's been wrapped around.
03:01It's almost like we took a label and wrapped it around a bottle, or took a piece
03:06of sheet metal and rolled it around to make a tin can.
03:09That's kind of how NURBS surfaces work, and if you remember the sphere, all we
03:15have to do to actually create a sphere is to kind of wrap up the top end.
03:19So if I took these Control Vertices and kind of scrunched them up a little bit,
03:23we'd start to get what we would have as basically a sphere.
03:26So if I start doing this you can see how I can start to approximate a sphere
03:30just by binding up those top control vertices, and that's really exactly how a
03:36sphere is made using a NURB surface.
03:39But again, when it's all said and done, it really is just a patch that's
03:43been wrapped around.
03:44So I'm going to go back in Object mode and delete this.
03:47And let's take a look at one more.
03:49We're going to actually take a look at the Torus.
03:53And what you can see with the Torus is that it's basically a NURBS surface that's
03:57been wrapped around into a cylinder.
03:59So remember that cylinder we have.
04:01And then the cylinder has been bent around, almost like a garden hose to match itself up.
04:07So again, in this case, we've got one Sweep here.
04:12So this is a cylinder that's been swept around.
04:15And then we also have a Minor Sweep, which is basically the sweep that
04:22creates the cylinder.
04:23So you can see how we have this is the cylinder, and then the cylinder itself is
04:30kind of wrapped around.
04:31But again, when we look at this, it really is just topologically a four-sided patch.
04:37So we've got one, two, three, four corners, four outside edges, and the whole
04:43thing is just stitched together very cleverly to make a Torus.
04:49Now, with other types of objects, we actually aren't going to be as clever.
04:53So, for example, a NURBS Cube, if I create that, really, all this is is
05:01some four-sided patches.
05:03So if I go into my cube, you can see it's actually created just four separate
05:10patches that represent a cube.
05:13So I could actually just move those away from each other, and you can see that
05:18it's really just separate objects.
05:19Whereas in a polygonal object, these would all be kind of stuck together.
05:24The big point of this is that topology is very important in a NURB Ssurface.
05:29You kind of have to think about how would I take a piece of sheet metal and wrap
05:34it around to make this particular object?
05:37There is really no room for like branching objects, or joints, or that sort of thing.
05:42You have to go through some special techniques to make those things happen.
05:45And of course, we'll show you those.
05:47So those are some of the basic NURBS Primitives.
05:49And a lot of times these can be very good starting places for building your
05:52own objects.
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Using the NURBS curve tools
00:00There will be times when starting with a primitive is not enough, and you'll
00:04have to be a little bit more customized in how you build the NURBS surfaces.
00:08This is where you can start building surfaces out of curves.
00:12Here, I have a basic surface.
00:14This is actually the rear end of that scooter we've been playing with.
00:17And as you can see, we have a surface, but also, if you look a little bit
00:22more closely, you'll see that we can actually click on these curves that
00:27actually define the surface.
00:29So if I can highlight one of these curves, you can actually move that curve
00:33around, and you can see how the curve itself defines how that surface is built,
00:40Either by scaling, or moving, or even rotating that curve, we can change how
00:46the surface is built.
00:47This is just a simple demonstration of how curves are used to build surfaces in Maya.
00:52Now, before we actually start building any surfaces, we need to learn how to draw
00:57and manipulate curves.
00:59So I'm going to go ahead and select all of these and just hit Delete, and let's
01:03go ahead into Drawing mode here.
01:06Now, we can create curves either through the Curves Shelf or through the Create menu.
01:12In fact, I'm going to go ahead and tear this off.
01:14There are several ways to draw curves in Maya.
01:18We have what's called the CV Curve, the EP Curve, the Bezier Curve.
01:23We also have one called the Pencil Curve, and we also have tools to make arcs as well.
01:28Let's go ahead and just start with the basic Curve tools.
01:31I'm going to actually jump out here and go into a Top viewport.
01:39And let's go ahead and select the CV Curve.
01:41Now, what the CV Curve does is it allows you to draw out what's called a NURBS Curve.
01:47So let's go ahead and just left-click into this, and notice how we have kind of a box shape.
01:53And then left-click again to create your second vertex.
01:57Now, notice how this actually is shaped like the letter U. This is actually our U direction.
02:03In the NURBS surface, we actually have two directions:
02:06the U direction and the V direction.
02:09These are similar to latitude and longitude lines.
02:12So for curves, these all just basically have a U direction.
02:16So this determines the direction of our curve.
02:18And then we can lay down a third point.
02:20Now notice how we're just laying down straight lines, and we really don't
02:25have our curve yet.
02:26This is because it takes a minimum of four points to define a NURB Curve.
02:32So as soon as I click on that fourth point, I get the actual curve.
02:36And then once I have this curve, I can just start drawing.
02:40And once I am done, all I have to do is hit Enter, and that ends my mode.
02:47Now, if I want to edit this curve, I can just right-click over it and go
02:51into Control Vertex.
02:54Curves themselves have their own components, and the most important ones are
02:58Control Vertices, which allow us to reshape the curve.
03:06We also, if we right-click over this, we have what are called Curve Points.
03:10And these are very similar to isoparms on a NURB surface.
03:13And if we right-click over it again, we can go into Hull, which is, again, very
03:17similar to what we have with a NURB Surface.
03:21Now, if I take a look at this Hull, you'll notice that it's very similar to a
03:24NURB surface in that the Hull itself is always to the outside of the
03:29curvature of the surface.
03:31So if I was to curve this, if I was to go into a Control Vertex here and move it on
03:36the inside and take a look at the Hulls, you'll see that the curvature of the
03:42surface always is on the inside of that acute angle of the Hull.
03:46So whatever the smallest angle is, the curve will be on the inside of that.
03:52And that can actually be very important for how you define a NURBS surface.
03:56So that's probably the most common way to draw a NURBS surface is by using the CV Curve tool.
04:03Now, there is another tool, which actually can be very handy as well, and that's
04:07called the EP Curve tool.
04:09And this also draws a NURB surface.
04:11It just draws it a little bit differently.
04:13And notice how as soon as I set down my third point, I actually get my curve.
04:18So we don't have that four-point limitation here.
04:21Also, notice as I draw, these are all Xs and not the other shapes that we have
04:28with the NURB surface.
04:29So as soon as I'm done drawing this curve, all I have to do is hit Enter,
04:33and now I have a curve.
04:34But here is a key feature, is that when I right-click over this, and I go back
04:39into Control Vertex, notice how suddenly it's changed.
04:44It's become an actual NURBS surface.
04:46I have my initial point, I have my U, and I have Control Vertices.
04:51In fact, if I right-click here you can see the Hulls.
04:53And so really, the EP Curve tool is just a separate way to draw NURBS Curves.
05:01So those are the two basic ways to draw NURBS Curves in Maya.
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Creating BƩzier curves
00:00Maya 2011 has a new feature that allows you to draw Bezier curves.
00:05Now these are actually different than NURBS curves in the way that they're
00:09drawn and manipulated.
00:11So let's take a look at how to draw those.
00:13Let's go into our top viewport.
00:16Go ahead and create a Bezier curve.
00:19Now in order to create a Bezier curve, what have to do is you have to click to
00:23lay down the first point, and if you drag, you're dragging out a Bezier handle.
00:28Now, anybody who has drawn in Illustrator, or any type of graphic drawing program,
00:33should be familiar with this method of drawing curves.
00:36So again, all you have to do is click and drag, and what you are doing is you're
00:39dragging out the tangent to that curve.
00:44So the farther apart they are, the narrower the angle, and are the closer
00:49together, the sharper the angle.
00:52So again, I can just click and drag.
00:54Now, if I don't drag, if I just click, I can create corners, which is actually a
00:59very nice thing that you can do.
01:02Or if I drag again, I can create whatever type of curve I want.
01:06And to end the entry all you have to do is hit Enter.
01:09Once I have this curve, when I go to edit it, my control vertices are Bezier handles.
01:15It's very different than that EP curve tool, because it doesn't revert this to a NURBS curve.
01:22It retains the Bezier quality of the handles and the manipulation of this curve.
01:29Now, these curves can be used to do any sort of operation in Maya.
01:33They're just manipulated differently.
01:35Now, another thing also notice that we do have a U-direction here, so this
01:40actually shows the direction of the curve.
01:45So Bezier curves are really handy, particularly if you're working in motion
01:48graphics and you are bringing stuff in from Illustrator, because a lot of those
01:52will have Bezier handles as well.
01:54And you can certainly use those features now in Maya.
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Creating text
00:00Anyone involved in motion graphics will probably want to create Text within Maya.
00:06Maya actually has some very nice text-creation tools.
00:09Let's go into Create, and you'll see we have what's called Text.
00:14So if we actually hit the tTool options here, this will us some options our text.
00:18Now, we can actually type in whatever type of text we want here.
00:23So this is actually the text itself.
00:26And then for the font, if we click this little triangle, it brings up a very
00:29nice Select Font window.
00:32And you can actually go through and view these font-by-font.
00:35So if I wanted to I could increase the size of my font so I can actually see it,
00:39and then if I want, I can just step through some of these.
00:43I'm actually using my arrow keys, so I can actually just step through these, and
00:46we can see exactly which ones we like.
00:48So, for example, if this is the particular font I want, I could actually do
00:51Bold, Bold Italic, really whatever.
00:54And also we have what's called a writing system.
00:56So if you want to use different types of characters you can.
01:00So once we do this, we can click OK, and this is my Font.
01:04Now, once I've selected my text and my font, I can select what type of output I want.
01:10Now, we've been working with curves, so we can actually output to curves, but we
01:14also can output to what are called Trim surfaces, Polygonal surfaces and Bevels.
01:19So let's go through each of these, so I can show you all the different options.
01:23So now I've typed in my text, chosen my font, and we're going to output this as Curves.
01:28So let's go ahead and do Create.
01:29And so now we've got this output as Curves.
01:33If I do this again, Create > Text,
01:39this time I'm going to output it as what's called a Trim.
01:42Now, what this does is it creates a NURB surface and uses Curves to
01:48actually trim that out.
01:49So basically it creates kind of like a piece of paper, or a label, or something
01:54that's been kind of cut out of a flat image here.
01:58Now, we'll get into these types surfaces a little bit later, just know
02:01that they're there.
02:03And let's go ahead and go Create > Text again, and this time I am going to output it as Poly.
02:07Now, when I click on that, notice we have a ton if options that come up.
02:11Well, one is what type of output do we want?
02:14Do we want it to output as triangles, quads?
02:17What type of tessellation, which means how do you want the surface to be
02:20constructed, and also we can give the height and width of the Font as well.
02:26So let's go ahead and just leave those at the defaults.
02:28And when you click that out, you can see now, I've got an actual polygonal
02:33surface, because this is actually a polygon.
02:36So I can actually go through and edit vertices and faces and so on.
02:39I'm going to go ahead and delete this, and let's just do one more.
02:46And the last one is called Bevel, and this actually will Bevel the corners of this.
02:52So we actually want to say how deep do you want it?
02:54How much do want the text extrudeed, and do you want to create Caps at the
02:59start and end, and what type of Bevel do you want?
03:02Do you want concave, convex? All sorts of ones.
03:05I'm just going to leave this at the default, so we can kind of see what we have here.
03:08And what this does is it actually creates an actual surface, and it bevels the
03:13edges however we want.
03:15And this is actually kind of nice for like the 3D text effects and that sort of
03:19stuff that you want.
03:21Those are actually several different ways to create text within Maya.
03:26One of the tricks I like to use is I just create a single letter and output
03:30it as a Curve, because sometimes a letter is actually very close to a shape that I want.
03:35So, for example, if I want kind of an oval shape, I might output a Times
03:39Roman O, and that way I have a very nice, round shape that I can use to
03:44extrude into something else.
03:47So these are some of the basic text tools.
03:49So knock yourself out.
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Manipulating NURBS curves
00:00Maya has a number of tools that you can use to manipulate curves once they're drawn.
00:07So let's take a look at some of those.
00:09Let's go ahead and just create a very simple curve.
00:11I'm going to use the CV Curve tool, and I'm going to lay out a couple points
00:16here to create a Curve.
00:18So now if I want to manipulate this curve, I could very easily just move the
00:23Control Vertices around.
00:25So if I want to, I can just right-click over the Curve and select Control Vertex.
00:29As you can see, all the vertices come up.
00:33And I can move those, and I can also move those in multiple directions.
00:38If you want the curve to go above or below the drawing plane, you can certainly do that.
00:43Because you're working with a curve, the CVs on that curve are basically in order.
00:50So we have our first vertex.
00:52We have our second vertex, and then everyone after that is in order.
00:56So another way to very quickly select vertices is just to use your arrow keys.
01:01So if you go up, down, left and right, you can just very easily step through
01:06any of the vertices.
01:08This can really save you, if you've got something that's really tight.
01:11So you can actually just select an available vertex, so just walk your way down
01:15to the one that you really need.
01:17Now, you can actually get into more sophisticated editing using what's called
01:21the Curve Editing tool.
01:22Now that's found under Edit Curves in the Surfaces menu, and we go into
01:28the Curve Editing tool.
01:29Now, watch what happens.
01:31This little manipulator comes up.
01:33Now, what this has is it has a number of different handles, and each handle
01:37does a specific thing.
01:39So if I go to the middle handle, this kind of blue box here, I can actually move the vertex.
01:46So this is almost the same as just moving the Control Vertex by selecting Move.
01:51But the nice thing about this is that I can grab this little handle to the other
01:55side of it, and I can just run this down the track.
01:59So I can actually go in between.
02:01Let's say I'm between these two Control Vertices, and then I can just move that.
02:06So I can actually pick any part of the curve and manipulate it and be able to
02:11actually -- if I want this of the curve to actually be on that grid point, I can
02:17actually move it there, which is kind of nice.
02:19Now, another handle here affects the curvature.
02:22So if I go to this one that's kind of in front of it, it's almost like a Bezier Curve.
02:27So this allows me to squish and squash the curve itself, and then if I grab that
02:32box, again its very similar to a Bezier handle for a NURBS curved surface.
02:40Now, these other ones are actually just snapping points, these little blue and red dots.
02:45What they do is they just snap that tangent to the curve point.
02:49So if I wanted this handle to be exactly on the blue axis, which is the Z axis,
02:55I could just snap that to it.
02:57That's another way to manipulate NURBS curves.
03:00Now the final way is actually kind of more of a way to add details.
03:04So I'm going to go ahead and hit W to go back into Move mode, and then
03:08right-click over this to go back into Object mode here.
03:11Now, we've been working with NURBS curves that have been open on both the ends,
03:15but there is a way to actually close that curve.
03:18So if you wanted, for example, a circle, or some sort of closed topology, you
03:22can just go into Edit Curves and go Open /Close Curves, and what that will do is
03:27that will add in the detail it needs to actually close that curve.
03:30And then, all you have to do is just manipulate the vertices.
03:35If you have a closed curve and you want to open it, again go into Object mode
03:39and then just go Open/Close Curves.
03:42So basically, it just toggles it.
03:43Now, what it will do is it will actually close that curve and open it at that first vertex.
03:50So that vertex is actually very important,
03:52because when I open the curve, it's actually going to basically break the hull
03:56between the last vertex and the first one.
04:00So those are some basic ways to manipulate NURBS Curves.
04:03And go ahead and practice with these tools and be able to use them to precisely
04:09place and manipulate your curves.
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Refining NURBS curves
00:00Many times when you're drawing a curve, you'll need to either add detail into an
00:04existing curve, or break curves apart, or even join them together.
00:08So let me show you some tips and tricks for how to refine the curves that
00:13you're working with.
00:14So let's just go ahead and create a simple CV Curve.
00:18I am going to kind of make this kind of an S shape, or something like that, and hit Enter.
00:24Let's just take a look at this.
00:26Take a look at some of these Edit Curve tools that allow us to refine the curve.
00:31First one I'm going to show you is the Add Points tool.
00:34Now what this does is it allows you to extend your curves a little bit further.
00:39So, for example, if I drew this and I actually wanted to go a little bit further
00:42with that drawing, I can just use the Add Points tool.
00:45And what that does is it just basically picks up where I left off and allows me
00:49to add more points to an existing curve. Very, very simple.
00:54Now, if I wanted to refine within the curve rather than just extending the
00:59curve, I would have to insert what's called a Knot.
01:02Let's show you the hull here.
01:05So when we take a look at these hulls, you'll notice that in between each of
01:08these, we can add in additional vertices.
01:10And that's what Insert Knot does.
01:14So what we need to do here is actually tell it where we're going to insert.
01:18So let's say I've got a pretty long stretch right here.
01:21Let's say I want to insert a Knot right around in this area.
01:24What I need to do is I, first of all, need to set a point for that action.
01:29So if I right-click over it, and I go into Curve Point, what that does isit allows
01:35me to move this red spot along the line wherever I want.
01:41And so then I'll position that right about where I want to insert that Knot or
01:45Control Vertices and then just go Insert.
01:49Now, it doesn't look like much happened.
01:51But if we go into the Control vertices, you'll notice that it inserted a CV
01:56right at that point.
01:57Okay, so that's of a way to basically insert geometry, or insert Control Vertices
02:04into an existing curve.
02:05The other thing you may have to do is actually reverse the direction of a curve.
02:12Now, curves do have direction.
02:13We have the initial point, and then we have this second point which shows up as
02:18a 'U' and that tells me that the curve starts here and ends over here.
02:23If I want, I can just select the curve itself, and then just hit Reverse Curve Direction.
02:30And really, not much happens to the curve, except now, my first Vertex is at the
02:35end, and everything else flows along accordingly.
02:38Now, the other two tools allow you to basically break apart curves and
02:46bring them back together.
02:48They're called Attach and Detach.
02:50So let's just take this simple curve, and we'll detach it first and then
02:54re-attach it back together.
02:56We're going to start this the same way that we did with Insert Knot, which is to
03:00define a point along which we're going to cut the curves or detach them.
03:05So I need to right-click over this, go to Curve Point and determine that point
03:10where I want to break the curves apart.
03:12So let's say right here, and once I do that, once this curve point is set, then
03:17I can hit Detach Curves.
03:19And when I do that, notice what happens.
03:21I now have two curves.
03:23So I have one, two curves.
03:25So basically what it did is it cut everything apart at that point.
03:30And now if I want to bring them back together, all I have to do is do is just
03:37select both of them and go Attach Curves.
03:41And what it will do is it will basically connect those curves together as if all
03:45the CVs were the same.
03:47So notice how here it doesn't quite -- it kind of interpolates and where it
03:52actually starts to interpolate is from that CV points.
03:55So if I went into my Control Vertices, you'll notice that I have basically CV here.
03:59What it's done it's inserted a couple of CVs here.
04:05So these are some basic tools for refining curves.
04:09You can use these to customize your curves before you actually get into building
04:14surfaces from the curves.
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Offsetting NURBS curves
00:00There are times when you'll need to take a curve and create an offset, so you
00:05can actually create kind of like a thickness to an object.
00:08One good example would be in the scooter, the shell or the basic body of that
00:13scooter was actually created with these curves that are shown along the front.
00:19But in order to give this body a little bit of thickness, we also needed to
00:23create some additional curves for the other side.
00:27In other words, we're creating two surfaces here.
00:29One of those surfaces also needs to have additional thickness.
00:34So we can actually create that using what's called the Offset tool.
00:37So actually, I'm going to go ahead and just show you, this is very, very simple.
00:41I'm actually going to delete most of these curves.
00:43Let's just pick one of these curves.
00:46So, what we can do is we can take this and offset it so that it mirrors
00:52the original curve.
00:55All we have to do is select Edit Curves > Offset and Offset Curve.
01:00Now there's another option here called Offset Curve On Surface, which pretty
01:03much does the same thing, but we're actually just using normal curves here.
01:07So, let's go ahead and use Offset Curve.
01:09What it does is it creates a copy of the curve and offsets it by a specific amount.
01:14We can change that either by working with the Tool settings, which is in here,
01:18or we can select the curve after it's been offset, and go into either the
01:24Channel Editor or the Attribute Editor and find the offset value.
01:30Then what we can do is we can then dial in the distance.
01:33Let's say we want this to be a negative distance, and then also what sort of
01:40Density and Tolerance, that sort of thing.
01:42But the most important one is this actual Distance.
01:45Once we have that distance dialed in, then we can work with the curve.
01:51If we leave History turned on, affecting one curve will keep the other one
01:59completely together, which is kind of cool.
02:03So then, when we actually do this and multiply it by the number of curves it
02:07takes to actually build that scooter body,
02:10we have something like this.
02:12So, the initial curve, plus the offset curve gives us the thickness that we need
02:18to create that body.
02:20Now this can be used in all sorts of other ways.
02:22This is just one example, but as you can see, Offset Curve is a great way to
02:27create thicknesses or borders using curves.
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Editing NURBS surfaces
00:00There are a number of different ways to edit and reshape a surface within Maya,
00:05so let's go ahead and take a look at some of those.
00:07First of all, we'll need a surface.
00:09So let's go ahead and create a NURBS sphere.
00:14I'm going to shade that by hitting 5 and let's go ahead and just turn off the grid.
00:19Probably, the easiest way to reshape a surface is just to pull the control
00:23vertices, or the CVs, around.
00:26So all I'm going to do is right-click over this to pull up my Marking menu, hit
00:30Control Vertex, and there they are.
00:32All I have to do is just select them.
00:34Hit W to move, and I can move them.
00:38I can grab a bunch of them.
00:39I can rotate them, scale them.
00:42I can do basically whatever I want.
00:44Now, this is just one of several different ways to reshape the surface.
00:49Now, if you're working with Control Vertices, one nice way to select them is
00:55to use the Arrow keys.
00:56Now, this is very similar to how you would use them on NURBS curves.
00:59You can just select an individual or a group of CVs, and then you could just use
01:04your Arrow keys to walk around and pick different ones.
01:09So, this might be an easier way to pick CVs.
01:11You can pick one that's readily available and then walk your way down into one,
01:14or something like that.
01:16So that's one way of picking multiple CVs.
01:19Another way is to edit with hulls instead of CVs.
01:23We can get to this just by, again, right-clicking, pulling up our Marking
01:27menu and selecting Hull.
01:28Now, you'll see this kind of looks a little bit like a polygonal mesh around our
01:34NURBS surface, and in some ways, hulls kind of represent edge loops.
01:38So if I click on the Hull, notice how it selects the whole ring of CVs all the way around.
01:46So, I can just select that hull and move it around, so if I wanted to, for
01:50example, do this or this.
01:52So this is a really great way to very quickly select either the latitude or the
01:57longitude lines of a surface.
01:59So, I can click on a vertical one here, and you can see how I can select either
02:03the U or V direction of that surface.
02:08I'm going to jump back out to Object mode here and just click on this, and
02:12there's another tool, very similar to what we have with NURBS curves,
02:15that's called the Surface Editing tool.
02:17So if I go into Edit NURBS in my Surfaces menu, all the way down, almost to the
02:23bottom, there is an option here called Surface Editing tool.
02:26Select that, and it brings up a tool that's very similar to the Curve Editing
02:31tool we just looked at.
02:32What this does is this allows me to move around on the surface and edit it.
02:37So, for example, if I grab that box, I can actually pull or push the surface.
02:44This little button here moves it around, so I could actually go anywhere I
02:49want on that surface.
02:51Then I can grab that box and pull and push it.
02:55This one, this longer one is kind of more my tangent.
02:59So if I grab the very end of this, you can see how I can squish or stretch it.
03:05So I can make a pinch if I want, or I can expand it.
03:09This box here allows me to actually move that tangent.
03:13So this makes it kind of a little bit like a Bezier curve.
03:17I can also move that left or right.
03:20So, if you look at the object here, we can actually go back in Object mode.
03:24You can see how that's actually affected the surface.
03:30The final one is a tool that allows me to open and close surfaces.
03:34Again, this is very similar to opening and closing a curve.
03:38So, if I go into my makeNurbSphere here -- let's go ahead and just take that
03:43sweep and kind of make it more of an open surface here.
03:47So if I want to, I could actually have Maya close the surface for me.
03:52So, I go into Object mode here.
03:54I go into Edit NURBS, and we just have Open/Close Surfaces.
03:58This is a little different than dialing it closed through the sweep.
04:02It actually kind of, again, interpolates one end of the curve to another
04:07to create that cap.
04:10We can, again, open that as well.
04:14So, those are some basic tools for editing and reshaping NURBS surfaces, and you
04:21can use these when you're fine- tuning your surfaces and your models.
04:24So now that we understand how to edit NURBS surfaces, let's go ahead and put
04:29some of that to use.
04:30So I'm going to go ahead and open a scene.
04:33That's called Scooter_Reference.
04:35Now, what this is is just a reference for that scooter that we've been playing with.
04:39So let's go ahead and use some NURBS editing tools to make some parts for this scooter.
04:43So, let's go ahead and start off with this front fender here for the scooter.
04:48So, I've got this reference set up, so let's go ahead and model against this reference.
04:53We're going to go into my side viewport, and we're just going to go ahead and
04:59create a NURBS sphere, and I'm going to position it somewhere towards the
05:04center of that wheel.
05:05I kind of want to drag it so it's about the same size as that fender.
05:10Well, of course, we have a sphere here, and the fender is really just a half a
05:14sphere, if you really think about it.
05:15So let's go ahead down to our makeNurbSphere input in our Channel box, and let's
05:22go ahead and just kind of cut this in half.
05:24So, I'm going to turn my Start Sweep up to 180, and that kind of cuts that in half.
05:29Then let's just right-click over this and go Control Vertex.
05:33Now, all we have to do is just start reshaping.
05:38In fact, I really want to rotate this a little bit first, so I'm going to go
05:40ahead and select this in Object mode and rotate it, so it's about the right
05:44angle to what I have here.
05:48Then I'm going to go into Control Vertex.
05:50Now just grab, I'm going to just box- select some of these and just start
05:55moving them around.
05:56So you can see I can very easily model this against my reference and create the shape I want.
06:05Now, down here, where it comes to a point, you kind of want to pull that out, and
06:12then you want to get those bottom ones and just pull them again, so we have a
06:16point, and then just modify that.
06:19So, as you can see, we've got a pretty good shape.
06:26But the problem is we've only reshaped it from one side.
06:29So, I need to actually go into another viewport here, because what I've got is
06:33I've got a very wide sphere. So I've got it.
06:36It's shaped very nicely from this direction, but not from this direction.
06:40So, in this case, we have to jump into our front viewport and just hit R for
06:45scale and scale that down so it's just about right. There we go!
06:51Pretty simple!
06:52So, now we've got a basic fender for our scooter.
06:55We're going to go ahead and keep working on this same project and start building
07:00as we learn new modeling tools.
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Refining NURBS surfaces
00:00As you're editing NURBS surfaces, there's got to be points where you'll need to
00:05either insert or delete detail from a surface.
00:09So let me show you some tools that can help you with that.
00:12The first thing we need to do is, of course, we need to start with a surface here.
00:15So let's go ahead and just, again, start with our Sphere and turn off the Grid here.
00:20When we're adding or subtracting detail or cutting things in half,
00:25we need to define a point where that happens.
00:28Now, when we edited NURBS Curves, we inserted what was called a Curve Point.
00:33Well, we don't have that on NURBS surfaces, but we do have something almost identical.
00:37It's called an Isoparm.
00:40So what you do is you right-click over your object, and from the Marking
00:43menus, you select Isoparm.
00:46Then, you left-click somewhere in the window to drag out an Isoparm.
00:50Now, we can drag out either one in the U direction or the V direction, just depending.
00:57We can make an Isoparm that goes this way or this way.
01:02Now, once you have that Isoparm selected, you can actually perform actions at that point.
01:08So, let's say we wanted to add some more detail in here.
01:11All we have to do is make sure that that Isoparm is selected.
01:15Then we can go Edit NURBS > Insert Isoparms.
01:18What this does is it's going to insert another ring of CVs, right there.
01:24So, now when I go to edit it, you can see now I've got a whole new hull with a
01:29bunch of CVs in there.
01:31So, we can do this for either direction.
01:33So let's go back to Isoparm mode here, and let's go ahead and insert one this way.
01:40So again, I'm just going to go ahead and repeat that operation by going Recent
01:44Commands > InsertIsoparms, and there it is again.
01:47So, it's a great way to add in additional detail where you need it.
01:53You just set the point using Isoparms and then do Insert Isoparms.
01:57Isoparms can also be used to cut surfaces.
02:02So, let's go ahead and do that.
02:04So, I'm going to go ahead and right-click over this.
02:06Go Isoparm, and let's go ahead and cut this sphere in a little bit less than half.
02:11So I'm going to bring it right to about there.
02:14So, instead of inserting Isoparms, I'm going to do what's called Detach
02:19Surfaces, very similar to Detach Curves.
02:22So, when we detach a surface, what happens?
02:25It makes one, two different surfaces.
02:28So, now I've got a surface that's basically cut in half. Kind of cool!
02:35Now, this is a great way, if you want to start with a sphere and make like a hemisphere or something
02:41like that, it's a really great way to do something like that.
02:45Once I have two surfaces, I can also connect them back together by doing Attach Surfaces.
02:53They have to line up.
02:54Once they do, you actually create a third surface that basically lines up.
02:59Now, I cut it right there, so the new surface has an extra Isoparm in
03:03there, where I cut it.
03:06So, those are some very basic ways to refine, add detail, cut surfaces, and
03:12manipulate your NURBS surfaces a little bit more completely.
03:16So, let's go ahead and use this in a real-world situation.
03:21So, I'm going to go ahead and open up a scene.
03:23I'm going to open up Scooter_01.mb, which is basically where we left off
03:29with that last scooter.
03:30We have our fender here.
03:32So let's go ahead and add in some tires and a few other things.
03:36So, first of all, I'm going to create a tire.
03:40Now, a tire is basically a torus that's kind of been reshaped, because a torus is actually round.
03:45We actually have kind of a flat slide on the tire.
03:48So I'm going to start in my Side View.
03:50So we're going to go ahead and do a Create > NURBS Primitives > Torus.
03:56I'm going to click as close as I can to the center of that wheel, and drag it up
04:01until it hits the ground.
04:02Now, once I drag it, it's going to ask me again to drag the section radius,
04:07which is basically the diameter of that torus, but I'm actually pretty close
04:11right here, so I'm not going to do that.
04:13So, now that I have this torus, you can see, well, this looks pretty close to a tire.
04:18But if I look at it from the front there, it's actually more of a balloon tire.
04:23Most tires are actually kind of flat along the bottom to give more traction.
04:27So, let's go ahead and do a little trick to make that flatter.
04:32I'm going to do that by inserting an Isoparm.
04:34So, I'm going to go ahead and right- click over this, select Isoparm, and then
04:39kind of right about here, I'm going to set my Isoparm, and then just go Edit
04:46NURBS > Insert Isoparms.
04:48So, now I have some additional detail that I can use to flatten out that tire to
04:53make it little bit more square.
04:55Now, I'm going to do that one more time on the other side, right about there.
05:00Again, I can use my Spacebar and just do Recent Commands > InsertIsoparms.
05:04So, now I've got the detail I need in order to make that tire a little bit more
05:10square, but I have to select those rings.
05:14So, I can actually do that through hulls.
05:16So I can select that hull and Shift+Select the other hull.
05:20So, what I'm doing is I'm selecting this one, and this one, and leaving
05:24the center one alone.
05:25All I have to do now is scale those up a little bit, and maybe even pull them part.
05:30You can see now, I've got that tire a little bit flatter, and a little bit more like a tire.
05:36So, now we go back into Object mode, and now I've got a tire that looks a little
05:40bit more like a tire.
05:43So, the next thing we can do is let's go ahead and cut a surface to make our headlight.
05:49So I'm actually going to go into my Front View, because what I'm going to do is
05:54create a sphere, a NURBS sphere here.
05:57I'm going to make it about the same size as that headlight.
06:00Now, this headlight is actually a little bit oval, so I'm going to go ahead
06:03and scale it a little bit up like this, and just make sure that I'm completely centered.
06:09In fact, if I want to, I can type 0 into my Translate, to center that.
06:15Then, all I have to do is position it from the side.
06:18So I'm going to go ahead and position it this way.
06:21But also, if you notice, this headlight is a little bit flattened.
06:24So, I'm going to go ahead and position my center here, and just flatten
06:27that just a little bit.
06:29So now, I've got something that's about the right size.
06:33So now, let's go ahead and cut this in half to make the actual headlight.
06:38So again, I'm going to go into Isoparm, select the ring that I want right
06:44about there, then all we have to do is do Edit NURBS > Detach Surfaces, and
06:51it's been cut in half.
06:51So I select the back part, delete it, and there we go.
06:55Now I have my headlight, and the tire.
06:59If I want, I could actually take that tire, and let's go into the Side View here.
07:03I can take that tire, hit Ctrl+D for Duplicate, and duplicate that tire, because
07:11they are going to be identical. So there we go!
07:14So now we've got some more parts for our scooter.
07:17We also know a little bit more about how to refine NURBS surfaces.
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Using NURBS Revolve
00:00Now, let's go ahead and start making some NURBS surfaces out of curves.
00:06Probably, the easiest surface to make is called a Revolve.
00:10It's also known as a lathe in some of the packages, and you may already
00:14be familiar with it.
00:15But let me just go ahead and start from scratch.
00:17First thing we need is a curve.
00:19Let's go ahead into our Front Viewport here, and let's just do a classic Revolve
00:26problem, which is a wine glass.
00:28I'm actually going to go ahead and create a curve.
00:31So let's go ahead and select our Bezier Curve tool.
00:33Now before I actually create this curve, I'm going to turn on Grid Snapping here.
00:40What this does is it allows me to snap to each one of these grid points, so that
00:45way I know things are going to be exactly straight.
00:48So I'm going to go to my origin and click there.
00:52Then go out just a little bit here, so maybe right around here, and again,
00:56click here, and I'm not clicking and dragging, because what I want is a
01:00straight line, in this case.
01:02Then I'm going to click up here and actually drag.
01:07Then drag again, move up a little bit, drag.
01:13I'm also snapping these handles.
01:14I may have to refine these a little bit.
01:16So let's go ahead and do this, do this, and then I want to make sure that the
01:25center is exactly centered.
01:27So I want to snap there.
01:28Now I'm going to turn off snap and maybe go ahead and do some refining here,
01:32going to hit Enter, and then go back in the Control Vertex, and just do a little
01:37bit of refining here, and just change my curves just a little bit here.
01:45So, now I've kind of got the shape of a wine glass.
01:48This is close enough.
01:49I can probably spend a lot more time refining this.
01:52Actually, I'm going to go ahead and bring this up just a little bit.
01:56I want that to be kind of flat. There we go, okay.
01:58So, now I've got this curve, and this curve is kind of in the shape of a wine glass.
02:07So, in order to actually make this into a wine glass, I need to revolve it around an axis.
02:14In order to do that, I need to create a surface.
02:17So we have a Surfaces menu here, and this is all the different types of
02:21surfaces that we can create.
02:23In this case, I'm going to create a Revolve.
02:25So let's go ahead and just click Revolve, and shade that, and you can see that
02:30I've kind of made this chalice.
02:32Now, this works great, because I've actually snapped everything to the center,
02:37so this kind of came out perfectly.
02:39But there are times when you may not have such great results, so I'm going to
02:43actually select this surface, and delete it.
02:47Then go ahead and reselect my curve.
02:49Let me show you some hints for actually making this work well.
02:54Now, what happens is is it will revolve around the pivot point of that curve.
03:00So, in this case, the pivot point was at 00, which is the default pivot point
03:05for any curve that you draw.
03:06So, when it revolved, it revolved around this vertical axis, and that was great.
03:11But if I hit the Insert key and move that, it's going to revolve around another axis.
03:19So let's say I moved it out this way here, and I did another revolve.
03:24What's going to happen is that pivot point, because it's out here, is going to
03:29create a slightly different result.
03:31So if I go and I find that curve and I select it, you'll see that that pivot
03:39point represents the center of that Revolve.
03:41So, before I do the Revolve, I need to make sure that that pivot is in the right place.
03:46So again, I'm going to go ahead and select that surface and delete it and
03:51reposition this pivot, so that it's in the right place.
03:55In fact, I can use Snapping here to snap it exactly to 0.
04:02The other thing you can do with Revolve is you don't have to revolve around
04:05any particular axis.
04:07So, for example, here, I'm revolving around the vertical axis.
04:11In fact, when I do revolve, if I bring up the tools here, you'll see that it
04:15actually determines what axis preset it's going to revolve around, and
04:20typically, it's going to default to Y. But you don't have to default to Y. You
04:25can default to really anything.
04:26So, if I want it to revolve around X, I could do that, and I get a
04:30completely different result.
04:32Now, another thing you can do is you can actually change the way the Revolve works.
04:37So, if I go into the inputs of this object here, I can also do stuff like change
04:43the number of sections, so how detailed is that Revolve?
04:47I can also change the axis at anytime.
04:49So if I didn't want it to be on the X axis and make it on the Y axis, I can just
04:54change that as well. Great!
04:57Okay, so let's go ahead and do a practical application of this.
05:00I'm going to go ahead and open up a scene, and I'm going to open Scooter_02,
05:08which is our scooter in progress.
05:10I've very cleverly added in another curve here.
05:15What this curve is is it's going to be our hubcap, or a rim for our tire.
05:20Let's go ahead and hit W. I want to make sure that the pivot point of that is
05:27exactly on the edge of the curve.
05:30Now, I can do that by what's called Snap to points.
05:34So if I hit Snap to points, make sure I turn off grids, it should snap right
05:37to the end of that.
05:41If not, go ahead and just position that as closely as you can.
05:45Now once we have this, all I have to do is determine which axis I want to revolve around.
05:56Now remember, the axes are RGB, XYZ. So this is Red.
06:00I need to revolve around X.
06:02So, I'm going to go ahead to Surfaces > Revolve, and then go ahead and pull up
06:06my Tool options, make sure this is set to X, and go Revolve.
06:11There we go, got a magic hubcap here.
06:13So now I can select my hubcap, and notice how when I do that Revolve, that pivot
06:20point actually goes to the origin.
06:22Whenever I create a surface like this, it's always going to create the pivot
06:25point at the origin.
06:26So if I want, I could just do Modify > Center Pivot, and that puts the pivot
06:32right at the center of that hubcap, and just move it into place. There we go!
06:37Pretty good!
06:38So, maybe move it up a little bit, and in. There we go.
06:42Okay, so now if I wanted to make the opposite hubcap, all I have to do is
06:46duplicate and scale it.
06:47So I'm going to go ahead and hit Ctrl+D to duplicate that, but I want to scale
06:52it in the opposite direction.
06:53Now remember, we're going to scale it in the X direction, so I'm just going to
06:57type -1 to scale that in the opposite direction, and bingo! There we go!
07:05So, now if I want to, I can select both of these, duplicate them, and make my other hubcap.
07:17There we go! We've got some nice hubcaps here for our scooter.
07:21Now, I'm going to go ahead and save this out.
07:23Just remember that when you use Revolve, you've got to make sure that that pivot
07:27is in the right place.
07:28That's really the key for making Revolve work.
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Using NURBS Loft
00:00One very common method for creating NURBS surfaces is the Loft.
00:05Lofting takes multiple curves and just stretches a surface over them.
00:11So we can actually create some very simple curves here.
00:14So let's just go ahead and create a CV curve.
00:16Let's go ahead and just draw out a simple curve, and hit Enter.
00:23If I want, I can just create a duplicate of this curve.
00:27In fact, let's go ahead and just do an Offset.
00:28We will make an Offset curve here, and go ahead and move that over a little bit,
00:34and maybe even duplicate that again.
00:36We can just go ahead and hit Ctrl +D to duplicate that if we want.
00:39So now I have got three separate curves.
00:42In fact, I am going to move this curve up a little bit.
00:45And all we have to do to create a loft is to select the curves in order, so one, two, three.
00:51I am holding down my Shift key here, and then go into Surfaces > Loft.
00:57What that does, let's shade this, is it stretches a surface over the curves.
01:03So I have got basically the surface, but the surface is actually defined by the curve.
01:10So, if I wanted to, I could actually go select the curve itself, and move
01:15it, and the surface will change.
01:19So if I can select that curve there, I can move it.
01:22You can also edit the curve.
01:23So, for example, I will right- click over this and go Control Vertex,
01:27it may be a little tricky because you don't want to select the surface, but you
01:32can go ahead and just reshape that curve, and it will reshape the surface.
01:36So this surface is actually tied to those curves.
01:40That is, it's tied to until you turn off History.
01:43So much like we did when we were using the non-linear deformers, we can
01:48bake this surface in by just going Delete by Type > History, and again,
01:53it's not Delete All by Type.
01:55It's Delete by Type > History, and that goes ahead and breaks those two apart.
01:59So now, the curves don't affect the surface.
02:04So this is a really great way to create surfaces, because what you can do is you
02:08can draw out all of your curves and then use those as kind of like ribs to
02:14stretch the NURBS surface over.
02:17So let's go ahead and do a more practical application of Lofting.
02:21I am going to go ahead and do Open Scene > Scooter_03 > Open.
02:27This is, again, the scooter that we have been playing with, and if you noticed, I
02:30have actually drawn some curves for you here, and all I did was I took a NURBS
02:35circle and just reshaped those curves into kind of like an oval.
02:42So basically, it's just a circle that's been reshaped.
02:45In fact, if I want to, I can turn off this Referencing to kind of see these
02:48a little bit better.
02:50So what I have done is I have reshaped that into kind of flat oval to represent
02:55the outline of that hubcap.
02:58And once I have done that, I can use those loft together the back end of the scooter.
03:04So all I need to do is select one, two, three, and then four, so this is going
03:10to be the metal part along the bottom and do Surfaces > Loft.
03:16It basically creates that shell.
03:21Now we can also do the same thing for most of the seats.
03:25So we can actually grab that curve at the top there, and it's a little hard to
03:30grab these things here.
03:31So let's -- there we go.
03:32Okay, so we have got the curve, one, two, three, and again, I can just repeat my
03:38command by holding down Spacebar and do Loft.
03:40So now I have the basic part of my seat and my shell, but one thing, notice I
03:46don't have the top of the seat. Okay.
03:48We are going to do that using a different method, and we will get to that little bit later.
03:52But as you can see, Loft is a great way to create surfaces from multiple curves.
03:58So the curves remain live like this, until you actually hit Delete History.
04:04So as you can see, there is a number of places where you can use Loft to create
04:08very precise surfaces.
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Using NURBS Extrude
00:00The NURBS Extrude command is also a very handy way to create NURBS surfaces.
00:05What it does is it takes a profile, or a shape, and it extrudes it along a
00:11path, much like how you'd maybe extrude a piece of metal into a channel, or
00:15something like that.
00:17So, let's go ahead and create an Extrude.
00:19Now, in order to do this, we need two curves. We need one.
00:23That's the Path, and the other, that's the Outline.
00:26So let's start with the Path.
00:27We're going to go ahead and create a CV Curve, and I'm going to draw a curve
00:31that looks a little bit like a question mark.
00:33So I'm just going to go ahead and create something that looks a little bit like
00:38that, hit Enter, and this is my Path.
00:42Now, I also need an outline, or a shape, to extrude along this path.
00:47So, I'm going to go into my Front Viewport, and I'm going to do Create > NURBS
00:52Primitives, and let's just create a little circle.
00:54Let me go ahead and drag that.
00:57So, now I have a circle, and a path, but I want to go ahead and position this
01:03circle pretty close to the end of that path.
01:06So that kind of starts right about there.
01:08I'm going to go ahead and position that right around the same place.
01:11So, now what I have to do is select my Outline, select my Path, and then Extrude.
01:19So, go to Surfaces > Extrude.
01:22Now, what this does is it actually takes that curve, that outline, and sweeps it along the path.
01:28In fact, you can take a look at that right there.
01:31Let's go back into Wireframe mode here.
01:36Take a look at this.
01:37You can see that this path, and this outline don't quite match up.
01:44Well, we have a number of options in the tool to help facilitate that.
01:48Now, we can get to these, either beforehand by selecting the Curve tools, but
01:54we're not going to do that.
01:55We're actually going to just adjust them afterwards, and we can do that through
01:58the Attribute Editor or the Channel Box.
02:00So, let's go into the Attribute Editor, make sure that Surface is selected, and
02:06then go into the extrude node.
02:08Now, here we have all of the options we want.
02:10We have our Profile Curve.
02:12We have our Path Curve.
02:13We have the Type of Extrude.
02:16Now, typically, we're wanting to do Tube, but we can also do Distance or Flat.
02:22You can see how those work, but we really want Tube.
02:26One of the other ones is where do we want to start this extrude?
02:30Do we want to start at the closest end point of the path, which means, at the
02:34bottom of this question mark? Do we want to do it at the Component Pivot?
02:38You can see how we have slight changes, which is at the -- or do we want to do
02:43it at the center of the bounding box of the profile, which is very similar.
02:48I usually keep it to closest end point of the path.
02:50Now, the most important one is do we want to use the Profile Normal, which
02:54actually will snap it very close?
02:56Another one is called Fixed Path, which will make sure that the path itself is fixed.
03:02Typically, I find that Fixed Path is probably the closest way to get this as
03:06close as possible to that path.
03:09Now, in addition, we've got some additional parameters here. One is Rotation.
03:15You can actually rotate that, to give a kind of the twisty effect, or we
03:19can also scale this.
03:20So, if you wanted that to go to a point at the very end, you can just scale that
03:23down to 0 at the end, or scale it up if you want.
03:27So, those are some of the basics of how to create an extrude.
03:30So let's go ahead and use that to create some more stuff for our motorcycle.
03:34So, I'm going to go ahead and do File > Open Scene, and let's do Scooter_04.
03:39Now, if you recall, the seat of this, actually has a little bit of piping around it.
03:47So, let's go ahead and use an Extrude, and this top curve here to create the piping.
03:52In fact, I've got this actually arranged here so that I can actually turn off
03:56the Surfaces, so we can just see the Curves.
03:58So let's go ahead and do that.
03:59I'm going to go ahead and select this curve.
04:01This will be our profile.
04:03In fact, I'm going to turn off Reference as well.
04:06So, what I'm doing here is I'm hitting this V key to turn off the Surfaces, and
04:10to turn off the Reference here.
04:12Another way to do it would be to actually just under Show, just turn off Surfaces.
04:18But if I did that, I wouldn't be able to see the results of my Extrude.
04:21So I don't really want to do that.
04:24Let's go into the Side View here.
04:27Again, we're going to zoom in.
04:29Again, for the piping around the seat, again, we're going to need a circle.
04:33So, let's do Create > NURBS Primitives > Circle, and make a tiny, little circle.
04:38Let's try and get it as close as possible to that outline.
04:41So that's going to be about the size of my piping, and then let's go in here,
04:45and make sure that we've got that there. Yes.
04:47Now, because this curve was centered, it's very easy.
04:50This is all pretty much lined up the way we want.
04:52So, I'm going to go ahead and select my Outline, Path Second, Surfaces > Extrude.
05:03That pretty much worked.
05:05So, let's go ahead and turn on our Surfaces here.
05:07You could see that, yeah, I've got my piping. But you know what?
05:10That piping is actually a little bit too big.
05:13So, I'm actually going to go to my circle here.
05:16I can actually go down to makeNurbCircle here, and just bump down my Radius.
05:21Instead of .152, I'm going to make it .1. That should work.
05:26So now I have this surface.
05:28If I want, I could actually do that Extrude again, but another way to do it is
05:32just to take this surface itself, duplicate it, center the pivot, and just move
05:40that second surface down.
05:41So I have the piping along the bottom as well.
05:45That should work pretty closely, yeah. So there we go!
05:49So now I've got the piping of my seat of my scooter.
05:53So, as you can see, Extrude is a great way to sweep an outline along a path to
05:58create a NURBS surface.
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Using NURBS Planar
00:00There are times when you want to make regular shapes out of a NURBS surface.
00:05These are the times when we'll need to use Planar.
00:09Now what Planar does is it basically takes a flat NURBS plane and uses a
00:13curve to clip it out.
00:16Now, in order to use this tool, we need to draw curves that are perfectly flat.
00:20So, let's go ahead and do one.
00:24I'm going to go into my Top View.
00:28Under Create, let's go ahead and use a Bezier curve here.
00:31Let's just draw out a simple heart.
00:34So, I'm going to go ahead and draw out a simple heart shape.
00:48I'm going to hit Enter here, and then just use Edit Curves > Open/Close
00:53Curves to finish that off.
00:54Okay, so now I've got a very simple shape.
00:58Also, make sure that that shape is flat, which is why I drew it in the Top View.
01:02Now once I have that Curve selected, all you have to do is do Surfaces > Planar.
01:08Now what this does is it -- well, let's shade this,
01:11it makes a surface that kind of hangs out between that curve.
01:16Now, the real trick to this is that it's not creating a surface of this
01:22shape. What it's doing is it's creating a plane and using the shape to trim out the plane.
01:29It's almost like if you took a piece of paper and you cut it out into a heart.
01:33So if I wanted to, I could edit this surface.
01:36For example, if you go into Control Vertex mode of this surface -- well,
01:41actually, a better way to look at it is through the Hull mode of the surface.
01:44I'm going to turn off the grid here.
01:46You'll see that what it did was it created a patch, a plane, that matches the
01:53boundary of that curve.
01:56Now that I have this plane, it's actually trimmed out.
02:01So, there's actually geometry beyond the edges of that curve.
02:05In fact, let's go ahead in here.
02:11So if I took this curve and edited it, and I kept that curve within the plane, it's fine.
02:17There is a problem that arises.
02:18As soon as this curve goes outside of the plane, notice how that disappears, and
02:22I have an error condition.
02:23Because what it is is it can't fit a plane, if these aren't aligned in place.
02:31So as soon as I undo that, it should come back.
02:33Now, you can take this surface and move it off of the curve, and if you want,
02:41you can delete history, which actually kind of frees it from that curve.
02:45So now, I can move this curve around and reshape it, but it's not going to
02:50reshape the surface.
02:52So now the surface is kind of free of that curve.
02:57What I can do now is I can actually take this curve,
03:01by hitting the Control Vertices, I can actually now kind of move it in 3D.
03:08It's still going to have that trim edge.
03:10That actually kind of just cuts it, almost like a piece of paper.
03:14So again, we can use this tool in our Scooter.
03:18So let's go ahead and open our Scooter file, which is Scooter_05, and I'm going
03:24to go ahead and turn off my Reference here.
03:29Also, I've got all of my surfaces here, so I'm going to turn these off, so we
03:32just have these curves to play with.
03:33So, what I want to do here is I want to actually make a top for my seat, because
03:39right now, I've got a seat with a hole in it.
03:41Let's go ahead and just turn this off and select that curve that defines the top of the seat.
03:50That particular curve is flat.
03:52I've made sure that that's flat.
03:54All we have to do is do Planar.
03:57Now, I've got the top of my seat.
03:59In fact, when I turn everything else on, you could see now I've got what
04:02looks like a nice seat.
04:04So, if I select that Planar, hit Edit, delete history, I can actually select
04:10the vertices in the middle here, and kind of puff up that seat, give it a
04:15little bit of loft.
04:16So there, I've got a seat that's got a little bit of bump to it, a little
04:19bit softer looking. There we go!
04:22So now, I've got even more of my Scooter done.
04:27So what Planar can be used for is stuff like this, like this seat. It's also
04:32really good for working with Text.
04:34If you need to have a piece of text that's visible, you can take a curve that's
04:37shaped like the text, and throw our Planar onto it, and it will go ahead and
04:41make that curve visible.
04:43So, those are some great ways to use Planar.
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Stitching NURBS surfaces
00:00There are times when you want to take multiple NURBS surfaces and kind of
00:04stick them together.
00:06Now one of the problems with NURBS is that you do only have square Patches to
00:10deal with, and a lot of times the topology of a character or model doesn't match
00:17that of square Patches.
00:18So in those cases, you'll need to use a tool called Stitch.
00:22Let me show you the basics of Stitch and some ways to use it.
00:26We're going to start off with a very simple object.
00:28We're going to start off with a plane.
00:30And I'm going to go ahead and give it a few Patches like maybe three in each
00:34direction, shade this -- and let's go ahead and turn off the grid here.
00:39And I'm going to duplicate it.
00:39I'm going to select it, hit Ctrl+D and position these two right here.
00:48There are times when we want to Stitch all or part of these two surfaces together.
00:53And we can do that by using one of three Stitch tools, so if we go into Stitch,
00:58you'll see we have three tools here:
01:01One is Stitch Surface Point, one is Stitch Edges and the third is called Global Stitch.
01:06Let's go ahead and start with the most straightforward of these, and
01:10that's Stitch Edges.
01:12So all you have to do with Stitch Edges is just go ahead and select the tool,
01:17notice how my cursor changes.
01:19And all I have to do is select two edges.
01:21So one, two, and what happens is it snaps them together and sticks one to the
01:27other, and then it gives you this little zipper which allows you to control
01:31exactly how that stitch happens.
01:34And once this is done, all you have to do is hit Enter, and now I actually still
01:38have two separate planes, but they are locked into place.
01:41So no matter how I move these planes, they are still locked together.
01:47So I'm going to go ahead and undo that.
01:49Now there is also another way to stitch, and that's using Stitch Surface Points.
01:54And this is actually a little bit more of a discrete method.
01:58You're actually stitching Control Vertex to Control Vertex.
02:01Now, let me show you how that works.
02:03All we have to do is select two sets of opposing CVs or Control Vertices,
02:09and then we can stitch those Surface Points together.
02:12So what I'm going to do is I'm going to go Control Vertex over this one, and
02:16then right-click again, do Control Vertex over this one.
02:19So, now we have the CVs available on both separate surfaces.
02:23So I'm going to go ahead and Shift+ select the CVs that oppose each other, and
02:29then do Stitch Surface Points.
02:31Now, if I look at the Control Vertices of each, you'll notice what happens is
02:36that it comes along, and then it snapped these two together.
02:42So let's do this one more time.
02:43Let's go ahead and select this one, and this one, and again, do Stitch Surface Points.
02:48Now what this is doing is it's just stitching this a point at a time, but again,
02:53the effect is the same.
02:54It actually stitches those together.
02:57So, if I went and I did a few more of these, let's say I did these ones here,
03:03did Stitch Surface Points, you can see how I can start to actually
03:07approximate what we have here with the Stitch Edge tool, which actually only
03:11took me one operation to do.
03:14So, this is actually something that you probably not use nearly as often,
03:18because it really takes a lot more time, because you have to do this a point at a time.
03:22But it gives you a lot more control.
03:23So sometimes there are places where you'll just want to stitch just a little bit
03:27of a surface together, and that's where you'll use this.
03:31Now, the third one is called Global Stitch, and that's actually the easiest one to use.
03:35Now I've already set up a scene that's ready to go for Global Stitch, and
03:40it's called Stitch.mb.
03:41So let's go ahead and open that.
03:44Now what this is, it is just I've pulled this out of a NURBS model.
03:47It's actually the eye of a character, and you can see this is the eye part, and
03:52then this is the brow, and that's kind of the top part of the cheek.
03:55A lot of times, with characters what we'll do is in order to get the complex
04:00topology of a face or body,
04:02we'll actually model it in multiple Patches, very similar to what you would do
04:07with polygonal modeling, but with Patches.
04:09But again, what we have here is we have separate Patches.
04:13So, I've got my cheek as a separate object, the eye is a separate object, and
04:18so when I move these around, they don't stick together, but Stitch can take care of that.
04:25Now if I wanted to, I can go through and stitch all of these together using
04:27Stitch Edges, but probably the easiest way to do it is using Global Stitch.
04:32So all I have to do is select everything that I want, and this model has to be
04:37pretty close together, but if we notice, there is a little bit of a gap there.
04:41It's not exactly perfectly aligned.
04:44It's close, but not perfect.
04:46And so when I do Global Stitch, you can actually have a bit of a separation, so
04:51you can say what's the Maximum separation, Modification resistance all that sort of stuff.
04:56So, these are controls as to how accurate do you want this to be.
04:59Now, I'm just going to leave this at the defaults and hit Global Stitch.
05:03Now, what's happened is it's gone through, and it's actually done Stitch Edges
05:06on all edges that are pretty close to each other.
05:09If you notice, it's gotten rid of that gap, and it's actually stitched
05:13everything together.
05:14So now when I select one of these surfaces, it actually sticks together.
05:19So this whole part of the character is actually now all flexible and stuck together.
05:26Pretty cool!
05:27Okay, so let's take a quick look at how to use Stitch in modeling.
05:31And so let's go back to our Scooter.
05:34So I'm going to open up Scooter_06, and I've got one little part here that I
05:42want to use Stitch on.
05:43So let's go ahead and see how we can use that on our Scooter.
05:46Let me turn off the Reference here.
05:49What I did was I used loft to actually create this front kick panel here on the Scooter.
05:56Now what I want to do now is create the front part of that Scooter.
06:00Let me go ahead and hide this geometry here.
06:05And you can see what I have here are the original curves that I used to create that loft.
06:10So what I'm going to do is I'm going to go ahead and select some of these curves.
06:14Now, first thing I want to do is actually create the start of this surface, of
06:19the front part of that Scooter.
06:20So, I'm going to just select these middle four curves, and I'm going to do an
06:28Edit Curves > Offset.
06:30So I'm going to do an Offset Curve.
06:35And for distance, I'm actually going to do it like about a -0.4 or -0.5,
06:40somewhere in that range.
06:42Let me go ahead and turn on the Scooter here.
06:46Now what I've done is I've only duplicated the middle four curves and offset
06:50them. The edge curves here, the ones that define the edges I haven't duplicated.
06:57Because here, let me show you a little trick here.
06:59So what I'm going to do here is I'm going to select the edges, the curves that
07:04define the edge of that kick plate, and then I am going to select the ones in
07:10the middle and actually do a loft.
07:12So what I'm going to do is this one, this, this, this, this.
07:23So I've selected them in order from here to here, and notice how I selected the outside ones.
07:29So now when I do a Surface > Loft, it actually creates that panel.
07:35And because I use the same curve for this right and left edge, those actually
07:40are pretty much the same.
07:42But I still have to deal with the top and the underside. These two little holes,
07:48I need to deal with those.
07:49Well, the easiest way to deal with those is to use Stitch.
07:53So I'm going to use my Stitch Edges tools right here.
07:56So, I'm going to select both of these.
07:58I'm going to go Edit NURBS > Stitch > Stitch Edges.
08:02Now, I'm going to select that kick plate first, the inner one, and then
08:07select the outer one.
08:08Notice how that snaps and stitches, beautiful, great.
08:13So now let's go ahead to the underneath part of it.
08:16And again, let's select this surface, and this surface.
08:19Recent Commands > Stitch Edges, select the kick plate first, and then the front
08:25part and there we go, beautiful.
08:29So now I've got basically the shell of my Scooter.
08:35So I've got this kick plate, and the front plate, and now I've got something
08:39that looks a little bit more like a Scooter.
08:42So, as you can see, Stitch is a great way to stick together edges and actually
08:47align things very precisely, and very, very quickly.
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5. Refining NURBS Models
Extracting NURBS curves from surfaces
00:00When working with NURBS surfaces, there will be times when you'll need to
00:04tie surfaces together.
00:06And probably one of the best techniques for helping to do this is to be able to
00:10extract curves from a NURBS surface and use those to build other surfaces.
00:16So let me show you what I'm talking about here.
00:18Let's go ahead and just create a simple, simple sphere and shade that.
00:24I'm going to turn off the Grid.
00:26Okay, so what I want to do is be able to extract a curve from this NURBS surface.
00:32So in order to do that, I need to define a point on the surface from which
00:37to extract that curve.
00:39So I can do that by right- clicking over it and going into Isoparm.
00:43which is what we use to detach the surfaces and also add in new rows of Control Vertices.
00:52So all I'm going to do is just set an Isoparm point here, and then I'm going to
00:58go into my Surfaces menu and under Edit Curves,
01:01I'm going to select Duplicate Surface Curves.
01:05And what this will do is it'll create a curve at the Isoparm point I defined.
01:11So now that I have this curve, I have a curve that's actually locked to that surface.
01:16So if I, for example, were to deform this surface, History will enable that
01:21curve to basically kind of be stuck to that surface.
01:25But it is a separate curve.
01:27It's not a curve on a surface, which is a different thing.
01:30What I can do is then I can actually take that curve and Duplicate it, and just
01:35use that to create another surface.
01:38So, for example, if I selected this curve and this curve, and its surface is
01:43loft, I could actually have a loft that intersects perfectly with this sphere.
01:50So let's go ahead and do a more practical application of this.
01:53First thing I'm going to do is go ahead and set my project to my Desktop,
01:58Chap_05, and then I'm going to go ahead and open a scene.
02:03And we have a scene out here called Scooter_08, and that's our scooter.
02:08So what we can do is we can extract curves on a surface to build part of, for
02:14example, this headlight.
02:15So this headlight, all I have is the front part of a headlight bulb.
02:19But we also have a little ring around that headlight, and we also have the body
02:23of this kind of headlight casing.
02:25So we can extract a curve from the headlight to build the casing and also
02:30build that little ring.
02:31So I'm just going to go ahead and zoom in here.
02:34In fact, I'm going to turn off my Reference right now.
02:37So I'm going to go over to my Channel box and under layers, just hit that the V
02:43and then just select this headlight.
02:45Right-click over it, Isoparm, and then just go all the way to the end there.
02:50And select that Isoparm at the very end.
02:53Edit Curves > Duplicate Surface Curves.
02:56So now I have a curve, here I have the surface, and then I have the curve.
03:00Now sometimes it's going to be a little hard to select just the curve and not the surface.
03:05So what I'm going to do is up here I'm going to turn off my Select Mask for
03:11Surface objects, which means I can no longer select surfaces, but I can select
03:16curves, because curves is still turned on.
03:19So now that I have this curve, this curve exactly matches the outline of that headlight.
03:25So I can just make a copy of that.
03:27So just do Duplicate and also do Center Pivot, and then move this out.
03:37In fact, I'm going to need my Reference here.
03:39So I'm going to actually go into my Side View and turn on Reference.
03:44And I'm just going to position this, maybe scale it down just a little bit so it
03:50kind of matches the outline of this.
03:52And then I'm going to duplicate it again, which is Ctrl+D and then move it
03:57again, and I'm just going to do little bit of a rotate and a scale to get this
04:06about where I want it, a little bit more scale here.
04:09So now that I have this, I can select one, two, three curves, do Surfaces > Loft.
04:17So now I've lofted out the front part of this housing.
04:19Now the back part's can be constructed a little bit differently.
04:22We'll get to that in a bit.
04:23But I can also use this exact same curve to create the ring around the headlight.
04:29So all I need to do is Create and Extrude.
04:32But remember, Extrude uses two curves.
04:35So I need to create another one.
04:37So I'm going to go in to Create > NURBS Primitives > Circle.
04:40I'll just create a small circle right around here.
04:44But I want that circle to be little bit squashed.
04:46I want this to have a little bit more of an oval outline.
04:49So I'm going to select that circle, select the curve that I extracted from the
04:54headlight and then just do Surfaces > Extrude.
04:59Now, this doesn't look quite right, but we can fix that.
05:03So let's go into our Attribute Editor for this.
05:08And let's change some of our parameters here.
05:11So this is where some of these parameters can come in handy.
05:14First thing I'm going to do is change my Component Pivot, and then I want to
05:17make sure I do Fixed Path.
05:19So when I have these two in place, it will snap to the outline.
05:23Now, it just depends on what your situation is as to which one of these will work.
05:27But for this particular situation, it will be Component Pivot and Fixed Path.
05:32So now I'm going to go back to my Layer Editor and turn off my reference.
05:35So you could see I've got the start of that headlight casing as well as the
05:39chrome ring that goes around the headlight itself.
05:44So those are some the applications of extracting surface curves, and as you can
05:48see, it's a great way to select parts of a surface and extract it, so you can
05:53build additional surfaces that match.
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Creating curves on a surface
00:00There are times when you'll want to extract a curve from a surface that isn't an Isoparm.
00:07And Maya allows you to actually draw curves on surface and then extract them as well.
00:13So let's take a look at how to draw curves onto a NURBS surface.
00:18Let's go ahead and start with a sphere.
00:20Let's go ahead and shade it, and I am going to turn off my Grid.
00:24So what we can do is we can actually use our NURBS surface as a canvas, where we
00:31can actually draw curves on that surface and have them stick to the surface.
00:36Because, if you remember, a NURBS surface really is just a plane.
00:41So if you really think about it, this sphere is just a scrunched up version of a plane.
00:47So I can actually use that plane as a drawing board.
00:52But I have to tell Maya that this is where I'm drawing.
00:55And we do that by hitting this little magnet key that it says Make the
00:59selected object live.
01:01And when I do that, it changes color slightly.
01:04And now whenever I select a Drawing tool, or a NURBS Curve tool such as the CV
01:10Curve, I can only draw on that surface.
01:15So once I have this curve on the surface, I can turn off Make object live, and
01:21now that curve is locked to the surface.
01:24In fact, if I go into Control Vertex here and I deform the surface, it actually
01:29sticks to that surface.
01:31I am going to go ahead and delete that.
01:33And let's do the same thing for this sphere.
01:36Now we can do, again, Make object live, and this time let's go ahead and use a different tool.
01:43Let's use the EP Curve tool, but it works the same.
01:46So all I have to do is just start sketching out whatever curve I want and then hit Enter.
01:52Now once that curve is done, I can move it along the surface.
01:57But also notice how I can't move it away from the surface.
02:01I can only move it in the U and V direction, which is similar to X and Y in a 2D image.
02:08So I can only move it along the U and V direction.
02:11Now I can do whatever I want to that curve.
02:13I can do any of these Curve tools.
02:16I can to Open or Close Curves, for example, to make that into a circle.
02:20Now if I wanted to, I could actually duplicate this and use it as the basis for
02:25another NURBS object.
02:27So I can do Edit Curves > Duplicate Surface Curves, which is what we just did for isoparms.
02:34And now I have a completely separate curve that's attached to this first one,
02:40except the problem is is that this curve still is live because we actually do
02:44have History turned on.
02:46But if I want to, I can make sure that this curve is selected, Delete History.
02:52And now this is kind of freeform, so no matter what I do to this curve,
02:56this curve stays still.
02:57So I can also just duplicate this curve by itself, just by doing Ctrl+D, or Duplicate.
03:05And I can take all of these curves and just select them, and I can use them to
03:10make a surface, such as a Loft.
03:12So now that I have this Loft, this curve here is actually still attached to this sphere.
03:19And if I want to select this sphere, I got to make sure I turn off Make live,
03:23but I can select that sphere, and now that curve is locked to that sphere.
03:27And even if I change the shape of this sphere, the curve is still locked, and I
03:35still always will have a connection to that.
03:38So I am sure you can see lots of opportunities for ways to build things with Maya,
03:43because once you lock a curve to a surface you have a really firm foundation
03:47with which to build intersecting surfaces.
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Projecting curves on surfaces
00:00There is going to be incidences where you won't want to draw directly onto a NURBS surface.
00:05You want to draw your curve outside of the surface and then place it onto a NURBS surface.
00:11And we do this by projecting curves onto a surface.
00:14So let me show you how this works.
00:16I have got my scooter here, and actually, let's go into my Side View.
00:22And I am going to go into my layers here, and I am going to hit V on Reference,
00:27and then also let's go ahead and hit R, make sure that that is just Reference.
00:31So we are going to make sure that these are set to V and R for that Reference layer.
00:36And what I want to do is actually draw -- there some vent holes here.
00:39Let's go ahead and turn on XRay.
00:42If we zoom in here, there is actually some vent holes in this fender.
00:47So this particular fender here is supposed to have a couple of little slots in
00:50there to vent the heat from the engine.
00:54So if I wanted to, I could actually make this live and then try and draw that
01:01curve on the surface.
01:02But one of the things you'll see is that as I draw, the curvature of this surface
01:08is actually going to affect how I draw.
01:10So I am not going to be able to get perfectly straight lines.
01:14See how that's kind of getting all gloopy there?
01:17And so that's really not what I want.
01:19So I am going to go ahead and do this in a different way.
01:24So I'm going to actually draw the curve I want and then just project that onto
01:29the surface, and this will actually be a lot more accurate.
01:32So I am going to go ahead and start by creating a circle.
01:36I am just going to go ahead and create a circle here.
01:39And now I am going to position it over where I want to go.
01:44In fact, I am going to go ahead and pull this forward a little bit, so that it's
01:47actually in front of that surface, so I can kind of see that.
01:52And I am going to start off by just doing some scaling.
01:55I am going to scale this so that it's pretty close to that shape, and move it
02:01into place right here.
02:03And then I am going to just use my Control Vertices here and do my final shaping.
02:09So I am going to make this, kind of like this, so I am basically moving these
02:13vertices so that they are almost vertical and then placing this here.
02:17And then I am going to scale these down just a little bit.
02:20So that's pretty close to the vent shape that I want.
02:24Let me go ahead and put that in Object mode here, and let's go ahead and
02:29position that the way that I want.
02:32Okay, so now that I have got this pretty much positioned, you can see that when
02:36this is actually placed onto this surface, it's going to be very close.
02:43So in order to do this, I need to do what's called a Projection.
02:46So I need to kind of throw it on to the surface.
02:50The big key here is picking the direction that I project the curve onto the surface.
02:56So in this case, I drew this in my Side View, so that's really the direction I
03:00want to do the projection as well.
03:03So I am going to keep that curve selected, Shift+Select that fender.
03:08Let's make sure that it's selected, okay.
03:11And make sure my Side View is Full Screen here.
03:14And then I just do Edit NURBS > Project Curve on Surface.
03:17And let's take a look at what some of the options are here.
03:19There's really not many.
03:20One is Project Along the Active view, which is what we were doing, and that's a default.
03:25The other is Project Along Surface normal.
03:27And what that does is it makes the closest point on the surface to the curve
03:31the direction of the projection.
03:33And that may or may not work, but I know it's going to work for Active view.
03:36So let's go ahead and do Project.
03:38Now what this does is it actually has taken this curve, and it's projected
03:44it onto the fender.
03:49So now I have a place to do an action. We'll actually cut the hole a little bit later.
03:54And if you notice actually this curve is live, so if I affect, or deform this
04:01originating curve, it's going to affect the curve underneath.
04:06So in order to break that connection, I need to delete History.
04:09So I am going to do Delete by Type > History, and now that's disconnected.
04:14But I have the shape of the hole here, so what I can do is just move this down,
04:18and let's do the same thing.
04:21Edit NURBS > Project Curve on Surface.
04:24Select this, delete History.
04:27Select my originating curve.
04:29Move it down one more time.
04:32Select this, Project.
04:34Select my surface, Edit > Delete by Type > History.
04:39So now using that one curve I have actually, I have created three curves on
04:44surface, and those will be used to create that vent hole.
04:49Now there is another way to project a curve around surface, and that's by
04:52projecting through your Active view.
04:55So I am actually going to turn off Reference here, so we can this.
05:00And I have got the end of this headlight shell, and I haven't actually attached
05:06it to this handlebar.
05:07So in order to see this, I need to actually be an XRay mode, so let's go ahead into XRay.
05:12And I am actually going to turn on Wireframe on Shaded, so we have a little bit
05:17better way to look at this.
05:20And now one of the things you could do is you can actually project through the Active view.
05:24So if I am projecting this way, then I actually will be able to project this
05:30fairly precisely through this tube.
05:33But notice how the outside edge of this headlight opening is not quite the
05:38same as the handlebar.
05:40So I'm actually going to over-project that.
05:42So I can do one or two things.
05:44Probably the easiest way to do it is to actually duplicate this curve.
05:47So I am going to go Edit > Duplicate, take this curve and just squash it down.
05:56And then so now I've got that curve ready to go onto that handlebar.
06:04Now I want to make sure that this curve is within the boundaries of that handlebar.
06:10Select both of them, Project Curve on Surface.
06:15So now -- turn off -- I've got this curve and this curve on surface.
06:25Let's go ahead and Delete History on the handlebar.
06:28Let's select this curve and these two curves.
06:31So what I'm doing is I am selecting the end of the headlight and the curve
06:35on the handlebar, and then we could do a Loft, and now I've got a connection between those two.
06:44So now I have got my connection between my headlight shell and the handlebar.
06:50So those are some ways to use projected curves on a surface, and ways to take
06:55existing curves and attach them to other surfaces to create new geometry.
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Trimming NURBS surfaces
00:00In Maya, curves on surface can also be used to do what are called Trims, which
00:05allow you to trim away either what's inside or outside the curve itself.
00:12So let me show you how this works.
00:13So I am going to take a surface here.
00:15Let's just go ahead and take a simple plane, and let's go ahead and shade that.
00:25So if I want to, I could just draw a curve on this surface.
00:27All I need to do is just hit this Magnet buttons, make it Live, do Create, and
00:33let's just do a CV Curve.
00:34Let's just go ahead and create a lovely heart shape.
00:43And I am going to go ahead and Close that Curve.
00:45Now, this only works with Closed Curves, because what you need to do is have an
00:49inside and an outside.
00:51So if you don't have a Closed Curve, there's no way to determine what's in and what's out.
00:56So once I have this, I am going to go ahead and turn off my Magnet and select my Surface.
01:00So now I have a surface with a Closed Curve on that surface.
01:05So what I can do is I can use this to either trim away what's inside or
01:09outside of that curve.
01:10So I can do that by doing Edit NURBS > Trim tool.
01:14So what do we want to keep? Do we want to keep what's outside or what's inside?
01:18Well, let's keep what's inside and hit Enter.
01:22Now, if you remember from last chapter, we did this using what's called Make Planar.
01:28This is actually the same sort of tool, because what I have got is I have got my
01:33Surface, and I have got this Curve on the Surface, and really, all we are doing is we
01:39are just doing kind of a little rendering trick here.
01:41We are just trimming away the parts of that surface that are outside the curve.
01:45And this is a great way to make irregularly-shaped NURBS patches.
01:50Now, remember a NURBS patch is always four sided.
01:53So you really can't shape it into something like this, but by using Trim, you can.
01:59And now if I want to, I can go into, for example, my Control Vertices, and
02:03again, this all sticks together, very similar to Make Planar.
02:07So let me show you a little bit more of a practical application for this.
02:11We are going to go ahead and open our scene.
02:14It's called Scooter10.
02:15Now, this is the scene that we had, where we kind of placed all these curves on
02:21the engine housing of this scooter.
02:23Let me go ahead and move this away so we can actually see this a little bit more closely.
02:29So what I can do is I can actually use Trim to keep parts of this and trim
02:35away the other parts.
02:36So all I have to do is do Edit NURBS > Trim tool, and again, I am going to click
02:41on what I want to keep, hit Enter, and now, if you notice, I don't know if you
02:48can see this, I have got holes.
02:50So now I have kept the outside and trimmed away the inside.
02:56So now I have this original curve here, and I can just duplicate that and use
03:02this to make -- so I am going to go ahead and select this Trim Edge here.
03:06I actually can right-click over this and say Trim Edge.
03:11So I am going to select this Trim Edge, select this, do a Loft, and now I have
03:16got kind of like an inset, so it looks like this has some thickness here.
03:22And I can do that for all of these.
03:24And by using the Trim tool, I have cut out three holes, and then duplicating
03:29those curves and using a Loft, I have actually created some thickness for those.
03:33So the Trim tool is a great way to create holes or irregularly-shaped objects
03:39in a NURBS surface.
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Using the NURBS Fillet tool
00:00There are times when you're going to need Maya to create automatic transitions
00:04between surfaces, and these are the places where you use Fillets.
00:09Now, anybody familiar with the CAD program is probably familiar with a Fillet.
00:13Typically, what it does is it creates a rounded edge between two surfaces.
00:17So let's look at the basic types of Fillets, and then there's one more type, a
00:21more sophisticated type of Fillet, which we'll show you in another file.
00:24So I have these two planes, and instead of this hard corner, I want to create a
00:29corner that's a little bit more rounded.
00:31So I'm going to move this up and over, so I have space for a rounded Fillet.
00:37Now, you can find Fillets under Edit NURBS > Surface Fillet, and there's
00:41three of them here.
00:42In fact, I'm going to tear off this menu so we can see them.
00:45We have Circular Fillet, Freeform Fillet, and Fillet Blend.
00:49So let's take a look at how Circular Fillet works.
00:52In order for this to work, I need to select the objects first, and then do a circular Fillet.
00:56So what I need to do is I need to select the point on that surface where I want
01:03to create the Fillet.
01:04Now, in this case, I just want to create it between the two edges.
01:08So all I have to do is select the Isoparms.
01:11You can also do Circular Fillets between curves on the surface.
01:15So if I wanted to, I could, for example, select this, make it live, and draw a
01:20curve, and use that as the basis for a Fillet.
01:23But let's just do this the easy way, and do it with Isoparms.
01:27What I need to do is select my first surface, right-click over it, select Isoparm.
01:34And then just slide that so I have the very end Isoparm.
01:37So that is selected.
01:40Now, I'm going to right-click over the second surface and select Isoparm.
01:44Now, in order to select this, I have to hold down the Shift key and do the same thing.
01:48So while holding down the Shift, I select that Isoparm. Now they're both selected.
01:53Great!
01:54All I have to do is click Circular Fillet, and there it is.
01:57Now, what this does is it creates a third surface.
02:00So we have one, two, three surfaces, and this third surface has its own attributes.
02:06This is the Fillet.
02:07If I look here, you can see I've got this node here called RBF surf 1 (rbfSrf1).
02:13That's really how it calculates that Fillet.
02:17So basically it just calculates the Radius for that Fillet from there, and
02:22that's how it works.
02:23Now, if I want, I could actually move these surfaces, but they only affect the
02:27Fillet if you move them in a certain direction.
02:29So it's pretty much designed for this to be pretty much fixed in place.
02:33Now, the Freeform Fillet has a few more controls, not too many, but let me show
02:37you how this one works.
02:39Again, very similar process. All I have to do is select the Isoparm, and then go
02:44over to the second surface, go into Isoparm mode, and Shift+Select the second
02:49Isoparm, Freeform Fillet. There we go!
02:53Now, since I have my Attribute Editor open, you can see the attributes for this.
02:59You can actually do what's called Bias, which basically just biases the Fillet
03:04towards one surface or the other, and then there's also a Depth Control.
03:08So if you want, you can make this a little bit tighter of a curve, or maybe
03:13a more narrow curve.
03:14It just depends on how you want to work with this.
03:18So those are the two basic, kind of more of the CAD type Fillets.
03:22Now, there is a third one, and that's called the Fillet Blend tool.
03:25That's a little bit more freeform, and it works in a very different way.
03:28So let me show you how this works.
03:30We're going to open our little Scooter file here.
03:33We're playing with Scooter11.
03:35Let me get back into my Channel Box here.
03:40So what I've got here is I've got this headlight.
03:43If you remember, what I did was I extracted a curve from the headlight,
03:46projected it on the handlebar, and then just did a loft between these two surfaces.
03:52To my eye, that looks a little bit ugly, because we have this really sharp
03:55angle here, and then another sharp angle here, and I want this to be a little bit smoother.
04:00Fillet Blend will actually do that for us.
04:02So I'm going to go ahead and select this, delete it, and we're going to redo
04:05it using Fillet Blend.
04:07Now, Fillet Blend works differently than these two.
04:11These two, you select the Isoparms and then the tool.
04:14Fillet Blend works the opposite way.
04:16You select the tool, and then you select the curves that you're going to use.
04:21So it's a little bit different operation.
04:23So I'm going to go ahead and select Fillet Blend.
04:28So I'm going to go ahead and select this Isoparm on that headlight casing.
04:34Then it says select more curves if you want or press Enter.
04:37Well, I'm going to press Enter.
04:39Now it says, select curves for the right edge.
04:42I'm going to go ahead and select that curve.
04:46Then it says, press Enter. Boom!
04:49Okay. Now, this actually looks a lot better, because what it does is it tries to
04:53maintain tangency where it intersects the surface.
04:58So I've got this, and it's trying to make this as tangent as possible to each of these surfaces.
05:04So notice how it comes in and has a really nice, more organic curve.
05:08Now, this gives me a much, much better result than just doing a simple loft.
05:16So those are some of the ways you can use Fillets to automatically fill in
05:21between multiple surfaces.
05:23Now, depending upon the type of modeling you want to do, really depends upon
05:27what type of Fillet you want to use.
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Sculpting NURBS and polygonal surfaces
00:01Probably one of the neatest tools in Maya is called the Sculpt tool.
00:05Now, this is actually a suite of tools, the artisan tools.
00:09And what they allow you to do is use a brush-based interface to select the
00:13objects as well as sculpt the surfaces.
00:16Now, we used it a little bit with Paint Select, but you can also use it to do 3D
00:22paint onto objects as well, as sculpt surfaces.
00:26So let me show you how to use it as a sculpting tool.
00:29I am going to start off with a NurbsSphere, and let's shade that.
00:34But for this sphere, I actually want a lot of detail.
00:37So I am going to go into my makeNurbSphere input and just ramp up my detail
00:44here, so it's around 30 or 40, somewhere in that range.
00:46So I really just want a lot of detail here.
00:49And now I want to sculpt this.
00:51And in order to do that, I go under Mesh > Sculpt Geometry tool.
00:55Now when you select this, just make the habit of selecting the Tool options, and
00:59let me show you why.
01:00Because when you select the tool options, you get this control panel, which is
01:05actually very important, because this is all of your controls.
01:08Now notice how when I place my mouse over this surface, this little brush appears.
01:17Now, this brush is pressure-sensitive.
01:19If you have a tablet, you can use it.
01:21I don't have a tablet, so I am just going to use this with the mouse.
01:24And all you have to do is left-click and drag, and you can sculpt that surface.
01:30How we sculpt the surface depends upon these parameters in this tool here.
01:36So we have one here which determines the size and shape of the brush, so how big is the brush?
01:42Now, I can change my brush size by just holding down the B, B for brush, and
01:48left-clicking and dragging.
01:49So I can just drag that in to make a smaller or larger brush, and notice
01:53how that changes here.
01:55We also can change the Profile of the brush.
01:57Do we want the brush to be softer on the edges, harder on the edges?
02:01Do we want a very hard brush?
02:02Do we want a square brush?
02:04We can also load brushes, which are basically just bitmaps.
02:08And then we can also determine what sort of operation.
02:11Do you want to Push the mesh in?
02:13Do we want to Pull it out? Let's go Pull.
02:16So we can actually pull the mesh out.
02:19Do we want to Smooth the mesh, which basically means kind of get rid of
02:24everything that we did, and put it back to normal?
02:29Do we want to Relax the mesh?
02:32By relaxing the mesh, what you are doing is you are actually moving the vertices apart.
02:38We can also Pinch the mesh.
02:40In other words, pull the vertices together.
02:42So notice how this detail is coming together.
02:46And we can also use an Erase.
02:47And what an erase does, it just puts back to the original geometry before I ever use the tool.
02:52Now, another parameter you want to take a look at is called the Reference Vector.
02:57Now typically, we want this to work along the normal, so that when I paint like
03:02this, it pulls perpendicular to the surface.
03:06But we can change it to do whatever we want.
03:09We can move it along any axis.
03:11We can move it according to the First normal that we touch, or to the U and V.
03:16Now typically for me, I just keep it on Normal, because that's the easiest way to work.
03:20And also, we can change our stroke, so that we have reflection.
03:25So if I turn on Reflection, what happens is it will reflect around a specific axis.
03:34So we can reflect around the origin.
03:39We can reflect around a specific axis, or we can invert that.
03:46So if we go around the Z axis, I can actually do symmetrical modeling here.
03:51Now this is great for sculpting, but also I find it's a really great tool
03:56for tweaking meshes.
03:58So if want to just kind of paint in like a crease, or make sure that my
04:02character's eyebrows are bulgy enough, I can do that using the Sculpt tool.
04:06Now, in addition to all of this, we have our stylus pressure.
04:10And if you have a stylus, you can map that stylus pressure to any one of these parameters.
04:17Now, this tool not only works for NURB surfaces.
04:19It also works for polygonal surfaces.
04:21So I am actually going to go ahead and open a scene here.
04:24We have a scene out here called Head, which is a character's head here.
04:28And I can select this, and in Polygons, under Mesh, we have what's called the
04:34Sculpt Geometry tool, which is essentially the exact same tool, but for polygons.
04:40So I am going to turn off Reflection here.
04:42And let's say I wanted to make the character's nose a little bit different shape.
04:46I can do that.
04:48I am going to go ahead and move my brush down, and then I can just start to pull and push.
04:54In fact, this is a little bit big on scale.
04:57I can also change how much displacement I have here.
05:01So actually I am going to turn that way down, and this is the amount that it
05:06actually is pushing and pulling.
05:07So we are going to dull that down a little bit, and we are going to give him a
05:11little bit more of a W.C. Fields kind of bulbous kind of nose here.
05:16So you can see how you can use this to really just tweak a model very,
05:21very, very quickly.
05:22And let's say I want to give him a little bit bigger cheeks. I can do that.
05:27And again, this is just by brushing, and if I used Reflection, I could do that as well.
05:34So as you can see, the Sculpt tools really can come in very, very handy for
05:39sculpting both NURBS and polygonal geometry.
05:43So go ahead and use the tool and get familiar with it, because it will come in
05:48very, very handy as you work with Maya.
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Converting NURBS to polygons
00:00When you model in NURBS, a lot times the reason you're doing it is to get a very
00:04smooth flowing surface.
00:06But there're times when you want to convert NURBS surfaces to Polygons.
00:11So let's say, for example, you're working in games.
00:13Most game engines don't accept NURBS.
00:14They accept polygon.
00:15So you'll have to convert your models to Polygon.
00:19So let me show you some techniques for conversion.
00:22Let's go ahead and take a very simple NURBS object and convert it.
00:27We convert under the Modify menu.
00:30So we go Modify > Convert, and we're going to go NURBS to Polygons.
00:35So now there're a number of options here.
00:36Let me just go through these.
00:39Now, how you convert a NURBS to Polygon really depends on the type of surface
00:44and your desired result.
00:46So we have a bunch of different options.
00:49So first of all, what do we want to output, or what's our Tessellation method?
00:53In other words, how do we convert a NURBS surface to Polygons?
00:57Now remember, a NURBS surface is a mathematically-defined surface.
01:01And so how are we going to tessellate that, or break that down into discrete Polygons.
01:07So we can output Triangles or Quads.
01:10I typically go for Quads.
01:12And then we can do several different Tessellation methods.
01:16So if we go General, this actually tells us how much detail we want.
01:21So, for example, if we want Per span number of iso parameters on U and V, this
01:27will actually convert that.
01:29So for every one of these, we'll have three Polygons.
01:33So when we do Tessellate, you'll see how for each one of these we get three.
01:38But this is also polygonal.
01:40So you're going to have hard edges between those.
01:42Do this one more time.
01:44Let's go Convert > NURBS to Polygons.
01:47And let's do another option here.
01:50The other option would be just Count.
01:52How many Polygons do we want?
01:55Now, this is great for game engines, because sometimes you would just have a hard
01:59limit as I can't have more than x number of polygons.
02:02Well, you can just say well, this cannot be any more than 200, and you rock.
02:08Our Standard fit, basically what this does is it allows Maya to determine how
02:14many Polygons based upon the curvature of the surface.
02:17So if you have something that's broad and flat, it will have very few Polygons.
02:22If something is really tight and needs additional detail, it will add in that detail.
02:27So let's go ahead and do that.
02:29So you can see how for this, that works.
02:32So if now actually were to modify this, and, for example, added in some
02:36curvature here -- in fact, if you want, you can see how this is live.
02:43So if I do Wireframe on Shaded, you can see how it's adding in detail right here
02:49as the curvature changes.
02:51So that's basically the more of the smart tessellation.
02:54Now, this may not give you the regular tessellation you want.
02:59But it will give you the most accurate and the most efficient type of tessellation.
03:03So let's go ahead and delete this.
03:05And let's select our slightly deformed sphere here.
03:09And let's do one more Convert and show you the last option, which is by Control points.
03:14And when we Tessellate that way, all it does is basically just every CV -- in
03:21fact, let's go ahead and take a look at the Hull.
03:23Basically what it does it just takes the Hull of the object and converts it to
03:28a polygonal surface.
03:29So for each one of these squares, or quadrilaterals in the Hull, it creates a polygon.
03:36So those are some of the ways to convert NURBS to Polygons.
03:40Now, the method you choose really depends upon what you what your desired result to be.
03:45Do you need a very specific number of Polygons?
03:47Do you need your polygons to be in a very specific order?
03:50Those are decisions you're going to have to make as you do the conversion.
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6. Organizing Maya Scenes
Working with the Outliner
00:00Now as you start modeling more and more things in Maya, you're going to need to
00:04be able to organize your scenes.
00:06Up until this point, we've just been kind of modeling stuff in the scene and
00:11we really haven't been doing much organization.
00:14Probably the most centralized place where you can organize things in Maya is
00:18called the Outliner.
00:20You can get to it one of two places.
00:22One is just as a separate window.
00:24You can go into the Outliner.
00:26And the other is through a viewport.
00:28So, for example, if I went into a four view here, I could actually-- let me go
00:33ahead and close this.
00:34I can make one of the panels into the Outliner itself.
00:39So there is really a couple of ways of doing this.
00:40In fact, I'm going to go ahead and turn this back into a Top view.
00:45And let's go ahead and float the Outliner. Here we go.
00:51And I'm going to go ahead and open this up.
00:53So what your Outliner shows you is basically everything that's in the scene.
00:58So you can see I've got my scooter pretty much modeled.
01:02And it's actually got a lot of parts in it.
01:05So if I scroll down, you can see there's a whole bunch of stuff here.
01:09And a lot of it kind of needs to be organized.
01:12Now, we need to organize things in Maya for one of two ways.
01:14One is so it's easy to access and also so that the objects itself kind of tie together.
01:21So, for example, if I grab the HandleBar and I wanted to rotate that, well,
01:26I want to make sure that the handle bar rotates the whole front end of the scooter.
01:31So you can also create assemblies within the Outliner.
01:35So let's take a look at some of the basics of the Outliner.
01:38So as you can see, basically everything is listed here in the Outliner.
01:43And you can see that different things actually have different little icons.
01:47So NURBS surfaces will show up like this.
01:50If it's a Polygonal surface, it'll show up with this little icon.
01:54NURBS curves show up like this.
01:57So each different type of object will have its own little icon.
02:01And then next to each one is a little plus sign.
02:04Now, that actually shows you what's underneath.
02:06Now, that could be just a subobject, or it could be whole hierarchies of objects.
02:12And we'll get into that in little bit.
02:14Then we also can display just the main objects or do we also want to display
02:20what are called the shapes, which is what that little plus sign goes?
02:24Do we want to display attributes?
02:25So, for example, for a NURBS plane, you could actually display all of the
02:31attributes for that NURBS plane.
02:32And I think that's pretty heavy on the display.
02:35So typically I turn that off.
02:37We can also display as to whether objects are connected, that sort of stuff.
02:41We can also show certain types of objects.
02:44I only want to see NURBS objects.
02:46I can just show the NURBS objects.
02:49So let's say I want to see just the cameras in the scene.
02:53You can just show just the cameras.
02:55Or if I want to see cameras and polygonal objects, you can do that.
03:00So this allows you to kind of filter through everything in the scene by type of object.
03:07And of course there's a Help menu that shows you how to use certain things.
03:11Now there're other things you can do in the Outliner.
03:14One is you can actually rename stuff.
03:17So, for example, if I selected this front tire, you'll notice that it's actually
03:20named Torus1, which is how I originally created it.
03:24If I want to I can double-click in this and type in the name, FrontTire, okay.
03:27Now, I also, if I wanted to, I could actually do that here, just change that name as well.
03:35So there're two different places where you can change the name of an object,
03:39and they both sync up.
03:41So, for example, if I wanted to change the name of this rear wheel, I could just
03:45go RearTire as well.
03:47Now, the nice thing about the Outliner is it allows you to pick objects by name in the scene.
03:53Now, if I want to, I can use my Shift+ Select tools to select multiple objects or
03:59if I Ctrl+Select, I can pick individual objects.
04:04So Shift+Select allows me to pick a range.
04:07Ctrl+Select allows me to pick and choose one by one.
04:11So that's another way of selecting multiple objects. You can select them by name.
04:16Now, this also brings up another important point I need to make, and that is put
04:20descriptive names on everything.
04:22So, for example, yeah, I can see that this is a fender here, but when I'm in the
04:27Outliner, a lot of times you'll have things that say nurbsCurve,
04:31duplicatedCurve, and I have no idea whether nurbCircle5 is here, here, or here.
04:37But if I actually give it a descriptive name, then I know immediately what it is.
04:42So, for example, I know that this is my hubcap and I know that this is that
04:47ring in front of my headlight.
04:49So by giving things descriptive names, you're really making it much easier to go
04:54through your scene later, debug it, and work with it.
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Grouping objects
00:00When you work with a lot of objects in Maya, there's always the need to create
00:04groups of objects so that you have things organized in your scene.
00:08So let's take a look at grouping in Maya.
00:11I have this scene, which is my scooter.
00:14And we have a bunch of different types of objects in here.
00:16Let's go ahead into our Outliner and see what we have.
00:20We have some nurbsPlanes here, and those contain the reference images we used
00:24to build the scooter.
00:25We also have the actually geometry of the scooter.
00:29We also have a bunch of curves in here, which we'll use to build the scooter.
00:33Now, a lot of these we can probably delete out of the scene.
00:37But typically I like to at least keep a master copy with all of the things used
00:41to build the object before I start deleting things out of the scene.
00:45And when I do that, I like to organize things.
00:48So let's go ahead and organize this scene a little bit.
00:50Now, the first thing I'm going to do is just go ahead and select at the very top
00:54of this list these nurbsPlanes.
00:57And those are the image planes I used to map the reference, so I could
01:02actually build this.
01:03Now, if I want to I create what's called a group, and that will actually
01:06group these together.
01:08We do that by either hitting Ctrl+G for Group or just hitting the Group menu
01:14option here under Edit > Group.
01:16When I do that, watch what happens.
01:17Well, these kind of disappear.
01:19But when you create a new group, it actually goes to the bottom of the list.
01:22So I go to the bottom of my Outliner.
01:24And here I have an object called group.
01:26So if select something else here, I can select my curves or whatever, but then
01:31when I hit Group, it actually selects all three of these.
01:34So this is a great way to organize and select multiple objects as well.
01:38Now, if I hit this plus sign to the left of this, you'll see that I have each
01:43individual nurbsPlane is located within this group.
01:48So now I've created kind of almost like a folder.
01:50And I've put all of these objects in the folder.
01:52And the folder is basically the group.
01:54Now if I want to take something out of the group, all I have to do is select it,
02:00then middle-click and drag.
02:02Now notice, as I move up, my cursor changes a little bit.
02:05When I'm in between two objects, I get a single line.
02:09And when I'm directly over another object, I get a double line.
02:13So when I drag this up to the point where I get a single line and let go.
02:18When I drag it to a single line, I'm actually dragging it in between the two objects.
02:23And so, what that does is it actually takes it out of the group or takes it
02:26out of the hierarchy.
02:28So when I select this group now, I've only selected the two planes that are remaining.
02:32So this one here is now outside of that group.
02:36If I want to put it back in, all I have to do is select the plane,
02:40middle-click and drag.
02:42And again, you notice how we have the double line and the single line.
02:46So I want to drag it over group so I have a double-line.
02:49And once I let go over group1, it jumps back into that group.
02:54So now I've got a hierarchy.
02:56Now, I can do the same thing for everything else.
02:58So, for example, all my curves are pretty much in the same place.
03:01So I'm going to select the bottom curve, scroll all the way up to this
03:05one called bezier1.
03:07Hold down Shift, and now I've selected all the curves in my scene.
03:11And I'm just going to hit Ctrl+G for group.
03:14Now if I want I can name these.
03:16So I can, for example, double- click on this and type Curves.
03:22So now all my curves are that one group.
03:24Now double-click here.
03:26I can call this, for example, Ref for reference.
03:29So now this is all my reference.
03:31And these are my Curves.
03:32And rest of the stuff is my actual scooter.
03:36So if I wanted to I could, for example, select everything on the scooter
03:40and group that as well.
03:43And we can just call that ScooterGroup.
03:46So now I have my ScooterGroup.
03:48And what's really nice is that now when I select this ScooterGroup here from the
03:53Outliner, I can actually move my scooter pretty much anywhere I want.
03:57So as you can see, grouping is a great way to organize your scenes.
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Creating hierarchies
00:00Hierarchies are another great way to organize your scenes in Maya.
00:04They're actually very similar to groups, but what we can do is actually drag
00:08objects on to each other to create what are called hierarchies or basically
00:12levels of organization within a scene.
00:16So let's go into our Outliner window here.
00:19And you'll notice here, we have a bunch of groups here.
00:21Now actually by creating a group, you're actually creating a hierarchy because
00:26underneath the ScooterGroup we have all of the different objects that are
00:31contained within that group.
00:32So this is basically a one-level hierarchy.
00:34But let's say I wanted to go a little bit deeper with this organization.
00:38Let's say I wanted to select this handlebar and turn it and have the front
00:43wheels turn with the handlebar.
00:44Well, we can do that by using hierarchies.
00:47So what we have to do is basically select everything the handlebar is attached
00:52to and drag it underneath.
00:54So, for example, I'm going to select all of these parts here, so the
00:57handles, the headlight, the steering column, the fender and also the wheels and the hubcaps.
01:05So once I've selected all of that, they're all selected in the Outliner,
01:09then all I have to do is drag them over the HandleBar.
01:12And notice how I can tell it to the HandleBar because I need it descriptively.
01:15It's one good reason to name things.
01:18So all I do is middle-click and drag directly over the word HandleBar. Let go.
01:23And if I scroll down you can see now when I select that HandleBar, now
01:27everything is selected.
01:28Now unfortunately, the pivot of this HandleBar is in the wrong place.
01:32So if I wanted to, I could do Insert and put that in the right place.
01:38But still it's kind of hard to select this.
01:40A lot of times what I do with this sort of set up is I create what's called a Locater.
01:46Create > Locater.
01:47And what this is is just a separate object in the scene that allows me to kind
01:52of further organize the scene.
01:53But also it gives me like a little handle with which to grab the scene.
01:58So if I rotate this to match the orientation of that steering column and then
02:04just move it into place, I should be able to again do another hierarchy.
02:09So basically drag the handlebar underneath this, and then I'll have this nice
02:14handy thing to select whenever I want to rotate that HandleBar.
02:18And if you notice here, it's actually outside of that ScooterGroup.
02:21So all I need to do is middle click and drag it over there, and that brings it
02:26one level down into the hierarchy.
02:28But I still need to drag the HandleBar on top of the locator.
02:32And so now, it's within that hierarchy.
02:35So now all I have to do is rotate this.
02:38And I've got my wheel rotating just fine.
02:43And now, I can do the same thing for the actual scooter itself.
02:46I could create a simple Locator here.
02:50And it actually, by default, creates it at the origin at 000.
02:54So if I wanted to, I could actually grab the ScooterGroup itself, drag it
02:59over that locator, and I could say call this Scooter_Loc, and I could call this one Steering.
03:07And so now I have two locators in the scene that I can actually animate.
03:10So if I select this, I can move my scooter around.
03:15And if I select this, I can steer it.
03:18Now, the reason I'm doing this is because a lot of times it's much easier to
03:23animate the locators than actually animate the geometry, because that way I'm
03:27kind of one level removed from the actual objects themselves.
03:30So it makes animation sometimes a lot easier.
03:32And this is kind of just one of the ways I set up objects in Maya to make
03:36it easier to animate.
03:37Now, one thing also I want to show you how to select hierarchies.
03:42Now, up along here, we have basically three buttons. One is Select by
03:45component type, which allows me to select components such as control vertices
03:49and that sort of thing.
03:50Here, I have Select by object.
03:52So I can select individual objects.
03:56If I select this, then it allows me to select hierarchies in combinations.
04:00For example, if I select all of this, it actually goes to the very top of the
04:04hierarchy, which allows me to select the entire scooter.
04:07Now typically, what I like to do is keep this on object type and then just
04:11select the locators.
04:13And again, that makes it much easier to animate when you're in the scene.
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Duplicating objects
00:00There are many times in Maya where you want to duplicate objects.
00:04Now, we've done a little bit of duplication up until this point.
00:08But let's go through this a little bit more thoroughly.
00:11Now, if I select an object, like for example this house, I can just very
00:15simply duplicate it.
00:16So, we've already used the Duplicate command.
00:19So, either you hit Duplicate or Ctrl+D, and I can turn one house into two.
00:25So, for example, now I have two houses.
00:29That's really just a very simple command.
00:31Now, another way to duplicate is to do what's called Duplicate with Transform.
00:37Now, this is actually kind of nice, because if you repeat just what I did, which
00:40is Ctrl+D, and then do a bit of a transform, all you have to do is do Shift+D
00:47and it will keep repeating that.
00:49A great way to like layout a street of houses, for example. A great easy way to do it.
00:54What it does is it remembers the last transform you did after the duplication,
00:58or basically everything that has been transformed after the duplication.
01:02Then as soon as you hit Shift+D it just repeats it. Pretty cool!
01:05Now, another way to do this is to do what's called Duplicate Special.
01:09We've actually used this a little bit when we were modeling the character body.
01:13But let's go through this again.
01:14Now, we've got a couple of things that we can do with this.
01:18Under Duplicate Special, we can take this object, and we can just copy it, and
01:23we can make any number of copies we want.
01:25Let's say we wanted say 10 copies, and we wanted to translate them in z 100 units apart.
01:33If you go Duplicate Special, boom, does it. Very simple.
01:37Now, another way to do this is to do it with what's called an instance.
01:41Now, what an instance does is it basically creates an object that is
01:47referenced to the original.
01:49So, if I create 10 houses that are instanced, I can't edit my first house.
01:56Now, notice how I've edited that and I can change all of them.
02:00This is really great for let's say you had a bunch of telephone poles and
02:03you really didn't know exactly what height those crossbars are on the telephone poles.
02:08Well, you could still Duplicate Special.
02:10Go back to the first one, and you can rearrange all of them and make them all the same.
02:16Another way to use Duplicate Special is not just with Translation, but also with Rotation.
02:22Let's me show you a little trick here.
02:24Now, I have got this scene here.
02:26Basically, I want to create a little planet populated with houses with a
02:30road down in the middle.
02:32Ultimately, we are going to make our character pop on the scooter and drive down that street.
02:36But I need to create some houses on this street.
02:39So, first thing I want to do is actually be able to position this house where I want it.
02:44So, probably the best thing to do is to center the pivot of this house to the
02:49center of the earth.
02:51So, let's go ahead and do that.
02:53Let me go ahead and zoom out, hit Insert.
02:55I am going to move this pivot down.
02:58I am going to zoom in.
03:00I want to make sure that that is centered.
03:03So, I am going to hit Insert again.
03:05So, now once I have this pretty much centered to the planet, now when I rotate it,
03:11it's actually almost the same as Translation, because I can rotate this all
03:14the way around, and it will always stick to that planet, because really instead
03:20of translating, we are kind of using more of a rotation.
03:23So, all I want to do is make sure I position that and there we go.
03:27Now, I want to go ahead and rotate all of these around that planet.
03:31So, how many of these do I need?
03:33I am going to go into Duplicate Special.
03:36Let's go ahead and just make 10 of these go around the earth here.
03:40Now, I've already got one, so I only need 9 additional ones.
03:44Then I am not going to translate it, so I want to make sure all these are 0.
03:48But I want to rotate it, and I want to rotate this around the red axis or the X axis.
03:55So, 36 degrees between each one and just do Duplicate Special.
04:01So, now I've got a little planet with some houses on it.
04:05What's really cool is I can go into my outline, and we can play with
04:08some hierarchies here.
04:09We can take all of our houses, and middle-click and drag them onto the planet.
04:14So, now I can rotate it round X.
04:17In fact, let's go ahead and get our camera, pretty much aligned here.
04:22So, I've got my perspective view aligned.
04:24So, all I have to do is take X, middle- click and drag, and you can see how I can
04:27make these houses come over the hill, which is kind of that effect that we
04:31wanted to get, that kind of almost Fleischer type of effect of the houses moving
04:36by, which is a great effect. So, very simple.
04:39Duplicate allows you to duplicate objects, and Duplicate Special is really cool,
04:44because it allows you to very precisely control how many objects you have as
04:49well as their placement.
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Understanding the Hypergraph
00:01Maya's Hypergraph window is probably one of the more important windows you
00:03need to know in Maya.
00:05It's actually kind of similar to the Outliner
00:07that allows you to organize your scene and visualize the organization of your scene.
00:12But it also goes a lot deeper.
00:14So, let's take a look at it.
00:15We can find it under Window, and there are actually two options here:
00:19Hierarchy and Connections.
00:21Now, they both actually launch the Hypergraph just in different modes.
00:26So, we are going to take a look at Hypergraph:Hierarchy mode first.
00:30This is really just a way to look at the hierarchy of your scene.
00:33I am going to go ahead and reposition this, so we can see it.
00:36If we actually highlight this window, you'll notice that, well, we've got a lot
00:40of blocks in here and these are actually our hierarchy.
00:43Now, if we want to actually navigate this, we navigate this just like a viewport.
00:47So, we hold down the Alt/Option key Right-click to zoom, Middle-click to pan.
00:53Now, there is no orbit, because it's a 2D window.
00:55Now, if I zoom out a little bit, you'll notice that I have several different
00:59hierarchies, and these are the ones we set up before.
01:01So, for example, if I select Scooter, that actually selects the whole Scooter hierarchy.
01:05If I can zoom in here and see there is my locater, there is my group.
01:09Then within that group are all of these surfaces.
01:12Now, if I move all the way down here, you can see this is all the Steering setup
01:16that I had for this particular scooter.
01:19Now, if I want I can actually use this very similar to the Outliner
01:22in that, I can actually reorganize my hierarchy.
01:26It's actually almost exactly the same as the Outliner.
01:29All I have to do is just middle-click and drag.
01:31So, if I middle-click over this and drag it away from the hierarchy, you'll see
01:36it creates its own separate hierarchy.
01:38So, this is actually completely outside of the Scooter hierarchy.
01:42In fact, if I wanted to, I can take a look at it in the Outliner.
01:46You can see now I've got two separate hierarchies.
01:49In fact, if I wanted to, I could middle click and drag this in the Outliner and
01:54you can see how it instantly updates in the Hypergraph.
01:58So, again, I can just middle-click and drag over any node and it'll go ahead and refresh.
02:03Now, when you have a lot of objects in the scene, you'll need to be able to zoom.
02:09So, we have a couple of nice zoom options here and they're pretty much labeled.
02:13We can frame all, we can frame just the selection, we can frame the hierarchy or
02:18just the branch of that hierarchy.
02:21Now, these two buttons here, these actually determine the modes.
02:24These are actually the same modes we see here, Hierarchy and Connections.
02:29So, this one puts it into Hierarchy mode, which is where we are.
02:32The other one puts it into what's called Connections mode, which we'll get to.
02:36This actually shows you how an object is constructed.
02:39Now, in addition to being able to frame things, we can also create bookmarks.
02:44So, if you have a very complex hierarchy, you can create those spots so you can jump between.
02:49We also can go into Options, and we have some very nice display options, what
02:55type of things do we want to display.
02:57Under Show, we also have some very similar options to what we had in the Outliner.
03:02What type of options do we want to show?
03:04Do we just want to show Ggeometry?
03:06Do we just want to show NURBS or polygonal objects, and so on?
03:09So, we can hide and show nodes by object.
03:13So, those are some of the basics of Hypergraph:Hierarchy.
03:17So, in that mode, it's actually a really good replacement for the Outliner.
03:22For some people, having that visual representation makes it a little bit easier.
03:27Now, either one, works just fine.
03:29It's just really whatever your preference is.
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Working with Hypergraph connections
00:00The Hypergraph can also be used to show how objects are connected together.
00:06Let's actually build a very simple NURBS object, and we'll go ahead and show you
00:10how it works with the Hypergraph.
00:12I am just going to create a circle.
00:14Then I am going to duplicate that circle using Ctrl+D and I am going to go
00:18ahead and just move that up a little bit.
00:21Then I am going to go Shift+D to repeat that translation.
00:25So, now I have three curves.
00:27I am going to Shift+Select them all, Surfaces > Loft, and let's go ahead and shade that.
00:31So, now I have a loft and I have a couple of circles defining that loft.
00:37So, let's take a look at how this structure looks in the Hypergraph.
00:40So, I am going to go ahead and select my lofted surface, go Window >
00:45Hypergraph:Connections.
00:47Now, what this does is it shows exactly how my object is built.
00:53So, I have a circle, another circle, a third circle, all feeding into what's
00:59called a loft, which creates a loftedSurface, and then that's shaded.
01:04Now, notice how when I select each one of these, it actually shows up in my
01:09Channel box and if I click on my Attribute Editor, when I select the lofted
01:14surface, that comes up in my Attribute Editor.
01:18If I select the actual loft itself, it shows that.
01:21If I select nurbsCircle, it actually shows that.
01:24In fact, I can go back to my makeNurBCircle and change the initial radius of
01:29that circle as well.
01:30In fact, that's what that node is.
01:33So, what I have is I have a complete history of how this object is built.
01:38I can just click through it and just find whatever I want and manipulate it there.
01:43So, this is really great way to actually show how objects are
01:48connected together.
01:49Now, because I'm in the Hypergraph window, I actually can go into another mode.
01:54So, for example, right now I am in Input and Output connections.
01:57But if I go into Hierarchy mode, it will show each individual object in the scene.
02:02If I select nurbsCircle and go into Connections, it will show how that is connected.
02:07If I select my loft and go into Connections, it will show how that loft is built.
02:13So, each individual object will be connected differently.
02:17By selecting it and bringing it up in the Hypergraph, you can how your object is constructed.
02:23So, this is a really great way to navigate the construction of your object and
02:28also display how objects are put together.
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Hiding and showing objects
00:00When you work in Maya, a lot of times you'll have a lot of different objects in the scene.
00:04There will be times when you'll need to hide things or show things, so that you
00:09can isolate something and work on it a little bit more closely.
00:12Now, we can do this in Maya through the Hide and Show functionality.
00:18You can find this under Display.
00:20There are two options here. One is Hide, and the other one is Show.
00:25They are complementary.
00:26So, let's go ahead and start with Hide.
00:28We can basically hide a selection.
00:31So let's say I select this planet.
00:33I can just hide it.
00:35Now, you think it's gone away, but actually if you look in the Outliner, you'll
00:39see that the planet is still there.
00:42All the houses are here, and this little planet is here, but notice how it's grayed out.
00:47That means that that is hidden.
00:49If we want to show it, we can just go Show Selection or Show Last Hidden.
00:55So, for example, here I would just Hide Selection.
00:58I can do a whole bunch of stuff here, and then I can go show the last thing I
01:03hid, which is kind of nice.
01:05It's a great way to make something go away for little bit, and then bring it back.
01:09I can, for example, select just this house and let's say I really want to work
01:13on this house, but there are other things in the way.
01:16I could just do Hide Unselected Objects, and then that would isolate just that house.
01:22I can do Undo just to undo that operation very quickly.
01:26If I wanted to, I can also hide geometry by type.
01:29So, let's say I didn't want to see any NURBS surfaces or polygonal surfaces,
01:33or anything like that.
01:34I could also hide that.
01:35I can hide lights, cameras, and so on.
01:37I can really just hide anything I want in the scene by type.
01:41Then from the Show menu, the most important one is basically Show Selection.
01:45So, I can select something in the Outliner or the Hypergraph and just show that.
01:49I could show my last hidden, or I can show certain types of geometries.
01:53Another thing we can do is we can show certain types of kinematics, which is for
01:58character animation deformers.
01:59We could hide or show lattices and so on.
02:02So, this is really just a very simple function.
02:04It's just you hide it and then you show it.
02:07If it's hidden, it shows up in gray in the Outliner.
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Creating layers
00:00Layers help you to organize your scene even more exactly.
00:05What you could do is take specific objects and organize them into layers.
00:10Now, layers work in actually three different types of layers in Maya.
00:14You find it in the Channel Box.
00:16Actually, at the bottom the Channel Box is the layer manager.
00:19We have Display layers, which are for what we see in the viewports.
00:24We have Render layers, which are what we can actually render out.
00:29When we get into rendering, we can talk a little bit about that.
00:32Then we have Animation layers, which allow you to create layers of animation.
00:38So, I could actually create a walk and then on top of the walk do some
00:41animation and have those all layered.
00:44We're going to focus just on Display layers right now.
00:48Now, we've worked a little bit with layers.
00:50We've been able to turn on and off existing layers, but let me show you how to
00:54actually create layers.
00:56So, for example, let's say I wanted to create a layer for the planet itself.
01:01All I have to do is select my object or the objects that I want to put into the layer.
01:06Then in the Layers menu, all I have to do is left-click on this and we can
01:11either create an empty layer or a layer from the selected objects.
01:16So, once I do that, it creates this layer.
01:18Now, if I want to name this layer, I can double-click on it and give it a name.
01:23Now you can't have the same name as an object.
01:25So I have this object called Planet in the scene, so I'm actually going to
01:28call this Planet_layer.
01:30So now I have that.
01:31Now, in this layer menu, we actually have a couple of options here.
01:35We have a visibility option, which we've played with, which we can just toggle
01:39on and off, so we don't have to see the planet, or if we want, we have
01:44another option here.
01:45This turns it into Template mode so you can see it, but it's not rendered.
01:51In other words, it's kind of templated.
01:53It would be the same as right- clicking over something and going Actions >
01:57Template, or in addition to template it, we can create what's called a
02:01reference, which is R, which allows you to see it but not select it. This is great!
02:07This is what I use for image planes, like for example when I was modeling
02:10that scooter, I could have those planes behind the scooter, but not have them selected.
02:14So, for example, here if I had this just open, and I was working on something,
02:18I could very easily select this accidentally.
02:21We can also create multiple layers.
02:23So let's go ahead and turn this layer off.
02:26I'm just going to select everything else that's in the scene.
02:29Then we can just do Create Layer from Selected, and we're going to make another
02:33layer called Houses. Save.
02:37So, now I have two layers.
02:38I have the planet and the houses that live on the planet.
02:42Now if I want, I can, again, do those same things for the House layer.
02:46I can reference it.
02:48I can make it a template, or I can make it just totally available.
02:52I also can turn on and off visibility.
02:54Now, there is also another thing we can do is we can reorganize layers.
02:58So, we actually have a little stack controls here, which allow us to move
03:01things up and down.
03:03Then you can also right-click over a layer, and we can do some other options here.
03:07We can select the objects in that layer.
03:10We can set all layers invisible, template, reference, and so on.
03:14You could also set a layer to be a bounding box.
03:17So, for example, if you just want to see bounding boxes or whatever, Set All
03:21layers > Visible, and go Full Detail rather than Bounding Box.
03:26So you can set selected layers, for example, to Shaded, Unshaded, Textured,
03:31Untextured, and so on.
03:32So there are a number of things you can do with each individual layer, or with all layers.
03:37So let's say at the selected layer I just wanted to do Bounding Box, so I know
03:41that the planet is there but I don't really need to see it, and so on.
03:44I'm going to undo that.
03:46Then we have two additional buttons here which just mimic this right-click
03:50here, and that's Create a new layer and Create a new layer and assign selected objects.
03:56So, those are some of the basics about how to create and organize layers within Maya.
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Working with selection masks
00:00Selection masks are a way to restrict what you select within a scene.
00:06Now we've used them a little bit, but let's go through them a little bit more completely.
00:10Now in a complex scene like this, I might want to select certain types of
00:14objects and not select others.
00:17I can restrict this by using these selection masks right here.
00:22So we have two types of Selection Masks.
00:24One is per object, so, for example, if I turn all objects off, I won't be able
00:30to select anything in the scene.
00:32But let's say I turn on only NURBs surfaces.
00:37So if I right-click over this, that will allow me to select NURBs, Poly
00:41Surfaces or whatever.
00:42So let's go ahead and just select only NURB Surfaces, so I still can't select this,
00:47 but I can select parts of the scooter, which was built-in NURBs.
00:52Let's say I only have Poly Surfaces.
00:54That means I can select everything, but the scooter, which most of the rest of
00:59the stuff in the scene is polys.
01:01Or I can select all off, and let's say I wanted to select handle objects.
01:07Now we really haven't gotten into handles too much, but let's say we are
01:10animating this character and we actually have some handles here.
01:14So, for example, here I have handles at the wrist of the character to move the arm.
01:19We can also turn on what are called miscellaneous objects right here and under
01:23there we have such as IK Effectors, Locators, and Dimensions.
01:27So let's go ahead and just turn all of those on and then I won't be able to
01:29select anything but that little steering control that I have for the scooter.
01:35So as you can see, we can basically refine or restrict what we select, which
01:40makes it a little bit easier to work in a scene.
01:43So a lot of times in a scene I will go ahead and make little handles out of
01:47locators, or another great way to make handles is out of curve objects.
01:52That way I'm not selecting geometry.
01:54I'm just selecting those handles.
01:55So I don't have to dig through the scene to find one thing to select.
01:59So then we go ahead and turn All objects on here.
02:02Now I am actually going to go into Component mode, and when I go into Component
02:06mode that allows me to restrict by component.
02:10So here I have object level selection, here I have component level selection.
02:15So, for example, if I was modeling this NURBs surface, I would be able to select
02:21control vertices, or I could turn them off.
02:24Let's go ahead and turn all components off.
02:26So that means I can't select anything, and then I can maybe select hulls.
02:30I can turn those on and off, and I can do the same for something like polygonal objects.
02:36So I could turn vertices and faces on and off as well.
02:39That's just another way to refine exactly what you select, which may make your
02:44modeling tasks a little bit easier.
02:47So just be aware that these tools are all here and these actually can be very,
02:52very handy when you model or work in a complex scene.
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7. Creating Materials
Overview of renderers
00:00Once you have an object modeled, it comes time to start adding color and surface
00:06quality to that model.
00:07These are called materials, and they're really kind of like painting your model.
00:11So, for example, if we modeled something in Maya it would be like sculpting
00:15it in clay, but we would then paint it in order to give it more of a realistic look.
00:21So in Maya we use materials along with textures to give the surface its look.
00:27So let's first of all talk about materials, and those really are just the way
00:31that a surface shades.
00:33So here I have five spheres and each of them has a different shading model.
00:39Now before we get into any of this, let me talk a little bit about Maya and rendering.
00:46We are going to get deeper into rendering a little bit later, but let's just
00:48give you a quick brief overview of how to render.
00:51So first thing you want to know is that we have a Rendering menu set, and under
00:55that we have a lot of options here.
00:58One is called Render > Render Current Frames.
01:00So if I do that, that will just ahead and render the frame that I have.
01:04Now if you notice in this, we actually have a number of different renderers.
01:09So the default render is called the Maya Software Renderer.
01:12We also have what's called the mental ray renderer.
01:15These are the two most popular renderers.
01:17Then there is also what's called a Hardware and a Vector Renderer, and these are
01:22a little bit more custom.
01:23They're more for particle effects or other types of special effects.
01:26So in Maya Software Renderer we can just hit this button, and it will render.
01:31We can also switchover to mental ray, and it will render as well.
01:35Now notice a little bit of a difference here, because by default, mental ray
01:38actually turns on ray tracing, which is what is giving us these reflections.
01:43Now another way to adjust the renderer is to go into the Render Settings window,
01:48which is under here, Rendering Editors > Render Settings, and that brings up the
01:53settings and actually this is where I usually render from.
01:55So if I click here, this will render the current frame and this here will
02:00bring up Render Settings.
02:01Now let's take a look at this Render Settings window, and most important one
02:05is to decide which renderer to use, the Maya Software Renderer or the mental ray renderer.
02:10Each one has its advantages.
02:12Typically, once you get into professional production, you'll probably be using
02:16mental ray most of the time, but the Maya Software Renderer has some advantages
02:20and one is that it's a little bit faster.
02:23It's actually in some ways a little bit easier to control, but it's not nearly
02:27as robust as mental ray.
02:28Now this window has different tabs depending upon what type of render you have.
02:33So the Common tab basically just determines how big the image is, image size, as
02:38well as some other stuff such as what image format you want to render in and
02:43whether or not you are actually going to be saving to a file, but we'll get to
02:46that as we actually get into rendering.
02:48So when we turn on mental ray, you will notice a number of different tabs show up.
02:51One is for render passes, one is turn on different types of rendering features.
02:56The next one is for Quality.
02:58How much quality you want?
03:00Then some other indirectlighting.
03:02This is for more realistic lighting and other additional options.
03:06We are not going to get too deep into this right now.
03:08I think right now the most important thing is that you know that there are two
03:11different renderers, and we need to switch between them from time to time.
03:15Now typically I am going to be using the Maya Software Renderer, but there will
03:18be times where I will be doing mental ray specific stuff and then we'll have to
03:22change our renderer.
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Understand the basics of materials
00:00Now as you start to add color and texture to surfaces, you're first going to
00:05want to determine what type of material you want to apply to that surface.
00:11Now Maya has a whole bunch of different types of materials.
00:15But the main materials fall into five different types.
00:19So let me show you these.
00:20Here I have five spheres, and each of them has a material applied.
00:26Now I can assign materials by going into the Rendering menu, selecting an object
00:32here, and going Assign New Material.
00:35Now when I do this, what comes up is a menu, and you'll notice here I have a lot
00:40more than five basic materials.
00:43I have Anisotropic, Blinn, Hair.
00:46You know, which one do I use?
00:47And if you go down here, you'll notice you have a lot of ones here that start
00:51with M. And anything that starts with mi is a mental ray shader and can only be
00:55rendered in mental ray.
00:57So you should be aware of that if you're using the Maya Software Renderer.
01:00But the basic ones are conveniently held in two places.
01:04If you're using the default interface of Maya under the Rendering shelf, you'll
01:08find a bunch of ones here.
01:10You'll find one called Anisotropic, Blinn, Lambert, Phong, and Phong E.
01:16You'll also find them here under Assign Favorite Material.
01:20And again, Blinn, Lambert, Phong, and Phong E, but this particular menu can also be modified.
01:26So I like to use the ones that are on the default shelf.
01:29So let's go-ahead and render these.
01:31And I'll go through each one of these shaders.
01:35So I'm just going to go ahead and have them selected.
01:37and just do a Render Current Frame.
01:40And if you notice here, the big difference between all of these is the way
01:44that it reflects light.
01:46So the Anisotropic shader has kind of an off-center or a non-symmetrical
01:52highlight, and this is supposed to stimulate metals.
01:54So a lot of times if you look at brush metal, the highlights of brush metal
01:58aren't necessarily symmetrical.
02:00The next one is called Blinn and what Blinn does, it gives a very kind of
02:05generalized type of highlight.
02:07That's probably the shader that I use the most.
02:09The next one is called Lambert, and what a Lambert shader has is no reflection
02:14at all, or no specular highlights.
02:17So this is something like, for example, if you wanted to create rubber or cloth
02:21or something that's not reflective, you may start with a Lambert.
02:25The next one has a very strong kind of light, and that's called the Phong and
02:29that's actually more akin to like plasticky type of surfaces, and the one next
02:34to it is called Phong E, which is actually related, but it's more for glass type surfaces.
02:39Now as you work with each one of these materials, you'll decide which material
02:45you want, depending upon what type of surface you want.
02:48So the material itself is really just how light interacts with the surface.
02:53It's not anything to do with the color or the texture of the surface.
02:57So, for example, I could have a rubber ball, but the color of the ball could be
03:02blue or green or could be checkerboard.
03:04That doesn't really matter, but just looking at that I would know that it's made
03:08of rubber just because of the way light interacts, and the same with, for
03:12example, something like plastic.
03:13If I had a plastic object, it can be any color or any texture, but I would kind
03:18of know it was plastic, just by the way it reflects light.
03:22So let's go ahead and select one of these.
03:24I am going to select this second one here, and that actually has what's called a Blinn shader.
03:28If I select this and go into the Attribute Editor, you'll notice that there is
03:32a node here and usually is the last node is the actual material that's applied to this object.
03:40Now each material has its own separate controls.
03:43So if I go through this shader for the Blinn, the first one is actually what
03:48type of the shader is it?
03:50So I could actually change the type of shader here.
03:52So, for example, if I wanted to make it into a Lambert, I could and again it
03:56would be more like that rubber ball.
03:58So we can change any number of these attributes.
04:00We can change the color of it, so I could make it green, or red, or
04:04whatever color I want.
04:06I can change the Transparency, Ambient Color, which is kind of how much it glows.
04:11Incandescence is very similar, but not quite.
04:15I can also add stuff like Bump Mapping, Translucence that sort of stuff.
04:19And now we come down to what's called Specular Shading.
04:21Specular is really important, because that's really defines that highlight, and
04:25we really determine what a surface looks like by those highlights.
04:29For example, if this was more of a mottled surface, let's say instead of smooth
04:34highlight, we had kind of a mottled one, like we would if we looked at an
04:37orange or a piece of fruit, would have something a little bit more mottled,
04:41and really those highlights are what tell the eye the quality of the surface.
04:46So we can change the eccentricity of that highlight.
04:50We can change how it rolls off.
04:52We can change the color or the brightness, and we can also change stuff like reflectivity.
04:57So if I turn on Raytracing, then this can also be a reflective surface.
05:02Now there are a number of other ones such as options for Raytracing.
05:06If this was refractive or reflective, more like glass, that sort of thing.
05:11Now each material has its own separate attributes.
05:15So, for example, if I select this blue sphere that has a Phong shader, notice
05:20that Color, Transparency, Ambient is all the same, but when I get down to the
05:24Specular Shading, these parameters are different.
05:27So it has something called Cosine Power to determine the size and character of that highlight.
05:33We also have Specular Color and Reflectivity, but this is a little bit different.
05:38Now if I select the Anisotropic one, which is this first one, we can change the
05:43angle of that highlight.
05:45We can also change the spread in X and Y and just kind of change the
05:49character of that highlight.
05:52So I am not going to go deep into everything here, but really what I want to
05:55take away from this is that materials are really what determine the character of the surface.
06:01They are kind of like the foundation.
06:03So on top of the material, you're going to layer in your color, your texture,
06:08bump mapping and so on, but it really all starts with the materials.
06:12So choose your material type wisely.
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Creating and applying maps
00:00As you start adding materials to objects, you're also going to want to start
00:03adding color and texture to those objects.
00:08So let's go ahead and play a little bit with texture and show you how to work with that.
00:12I am going to go ahead and create just a very simple object in NURBS > Sphere,
00:16and let's go ahead and shade that.
00:18I am going to hit 3 to make sure that that is rendered fully.
00:22And I am also going to make sure I am in High Quality rendering mode here.
00:24So make sure my Render is set to High Quality.
00:27So let's go ahead and first of all add a material and then we are going to
00:31start playing with textures.
00:32So I can add a material here either by going Rendering, Lighting/Shading > Assign
00:37New Material, and I like just going into the shelf and I am just going to go
00:40ahead and apply a Blinn material to this.
00:43Now once I do that, the Attribute Editor for that Blinn material should come up,
00:48and I can certainly add in some color.
00:51I can just pick a color here or, if I wanted to, I can actually go a little bit
00:55more complex and add a texture.
00:59So let's go ahead and do that.
01:01If you notice here to the right of the Color attribute, there is a
01:04little checkerboard.
01:05In fact, you have a lot of little checkerboards here and each one of those can
01:09contain what's called a texture.
01:12So if I click on that, what it does is it brings up what's called a Render
01:16Node, and those contain all the different types of textures that we can apply to an object.
01:20In fact, if you notice here we can highlight it by 2D, 3D, Environmental
01:25Textures, other types of textures, and so on.
01:27Now each one has its own different characteristics.
01:312D textures basically work like bitmaps.
01:35And so you can have things like Bulge, Checker, Cloth, image files.
01:39So, for example, if I wanted to bring in an actual picture, I'll bring that in as 2D texture.
01:44Fractals, which are noises, Grid, so on and so forth.
01:48Movie file, so if you actually wanted to have a sequence of the images,
01:51let's say you wanted to project something on a movie screen and actually
01:54have that actually move. You can do that as well.
01:58We also have what are called 3D textures, which work in 3 dimensions.
02:01These are things like Rock, Wood.
02:04So, for example, the texture of the wood actually goes through the wood.
02:06That's the kind of things that we want with 3D textures.
02:09I am going to actually select a 2D texture, and let's just go ahead and use a very simple one.
02:14Let's just use this one called Cloth.
02:16Then you can see the texture sample here once I select it, but you're not
02:20seeing it in the window.
02:21We can turn that on by either hitting the 6 key or Hardware Texturing.
02:25Now you can see that, well, I have got this texture now mapped to my spheres,
02:30so it is not just plain color.
02:31Now each texture object here has its own parameters.
02:35So, for example, I have one called Gap Color.
02:37I have what's called U Color, which is these weaves here, and I have my V Color,
02:42and I can certainly change them if I want.
02:44So I can make it a different type of cloth, do something like that.
02:48I can change the width.
02:49Really these are all what are called parametric textures.
02:52They are a little bit different than a bitmap.
02:53In that I have values that I can dial in.
02:57Now this texture is actually applied through the material.
03:01So now that we have kind of dialed in our texture, we need to see how it works
03:05within the actual material itself.
03:07Now if you remember, I applied a Blinn shader to this, and then I applied this
03:12Cloth texture within the Blinn.
03:14But if I want to jump up to that Blinn shader, you'll see that there is
03:18really no tab here for it.
03:20Well, in order to get there, we have to use these input and output
03:23connection arrows here.
03:25So the one I want to check here is the output connection, so this is actually
03:29going to the Blinn itself.
03:31Going up one level brings you to the Blinn, and if I want, I can go back
03:35down, here is my color for my material, and I can just go back down and go
03:40into that Texture Sample.
03:42If I want to come back up, I go to that Blinn.
03:45So if I want I can also add textures into other slots.
03:49Now Color is one of the ones that we would normally do, but there are also other ones,
03:54such as Transparency, Ambient Color and so on.
03:57So, for example, if I wanted to go into Transparency here, I can actually change
04:02it to something else.
04:03So let's say, for example, Checker.
04:04So if I take a Checker, you can see that when the color is dark, it's opaque.
04:09When it's light, it's transparent.
04:12So now I have Cloth plus a checkerboard transparency, and when I go to render that,
04:19you can see that that shows up very clearly in the render.
04:22And again with this, I need to go to my output connection to go up here.
04:26And you can see I have my Blinn, and now I have a Cloth and a Checker.
04:30So each one of these you can add in for any sort of parameter, so you can
04:34actually change that for Specular Color, Bump Mapping is a really important one
04:39and we will get to that a little bit later, Ambient Color and so on. So each one
04:43of these attributes can also have a texture map on it.
04:46Now, I am going to blow your mind just a little bit more, because we can
04:49actually go into one of these.
04:50Let's go into Cloth.
04:51You can see that the actual colors themselves also have little texture map buttons.
04:57So, for example, the U color of this texture sample can also be another color.
05:02So you can really go very deep into the rabbit hole with all of this, but just
05:06understand that in addition to color you can add texture to just about any
05:10attribute in the material.
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Using bitmaps as texture
00:00Many times you'll need to use your own images in Maya and that involves
00:05loading a bitmap image.
00:07So we can do that very easily.
00:09Let's just go ahead and create a simple plain. Shade it.
00:13And I am going to go ahead and turn off the grid here.
00:15So first thing we have to do is assign a material.
00:17I am going to show you that trick here.
00:18If we right-click over this to pull up our Marking menu, if you go down to
00:22the bottom here, we can actually assign a new material or assign a favorite material.
00:26So let's go ahead and assign a Lambert to this.
00:30And that brings up my Attribute Editor.
00:32Now for this, let's just go ahead and put a bitmap into the Color channel.
00:37So I'm going to go ahead and click on this little Texture icon here and it's
00:41going to bring up my Create Render Node.
00:44Now I just want to scroll down, make sure 2D Textures is highlighted, and just select File.
00:49Now nothing comes up.
00:51Well, that's because I need to do a second step here and that's load the image.
00:55So I just hit my little folder option here, and I have a very nice picture of a
00:59donut here, and we can just go ahead and open that up, and if I hit the number 6
01:04to do hardware texturing, it should show up.
01:07Go ahead and scale that so it's the right length, and there we go.
01:11Now if I want, I can go ahead and adjust the bitmap itself.
01:15So if I select my Lambert, go into the Color channel, and then just go ahead and
01:19hit my connection here,
01:20I can scroll down and you'll see that actually I have some additional options.
01:25If you're using high dynamic range images, you can change the float value here.
01:30But the one I actually like is Color Balance.
01:32So you can actually change your default color.
01:35So if you want you can tint this, with any sort of color you want.
01:40I am not going to do that, so let's go ahead there.
01:42Or we can change what's called Color Gain, which is basically the top end of your color.
01:46So you can actually change how bright this is.
01:49We can also change Color Offset, which is kind of the lower value.
01:52So that kind of brings the black levels up.
01:54That kind of makes it a little bit brighter, or maybe a little too bright in
01:57this particular case.
01:58And then we can also do Alpha Gain, Alpha Offset.
02:01We also have a number of different effects.
02:03One of them is called Filter, and this actually determines how Maya filters the
02:08bitmap so it doesn't get jaggies, that sort of thing, and here is a place where
02:12you can actually invert a bitmap.
02:14So if you right-click over that, you can do that.
02:16And then we also have UV coordinates, and that's really how this image maps to
02:22the object that it's on.
02:24When you work with bitmaps, you're actually working with files outside of
02:28your actual Maya file.
02:29For example, if I were to save this, the actual image of that donut would still
02:34be in that JPEG file that I loaded.
02:36So this can make it hard sometimes to manage projects, because you may bring the
02:40Maya binary over, but the bitmaps may not come along.
02:44So this is a really good time to use projects, because if you store your
02:49images in the source images directory of the project, then all you have to do
02:53is move the entire project and everything will link up when you get it to your new computer.
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Working with the Hypershade window
00:00Now as you start creating more and more complex materials in Maya, you are going
00:04to need to manage those.
00:06Now we can certainly manage textures by clicking on them and going into the
00:10Attribute Editor and managing them one at a time on a per-object basis, but
00:15probably the best way to do it is by using the Hypershade window.
00:19So I'm going to ahead and close this down and let's go ahead and bring up
00:23the Hypershade window.
00:24So I'm going to go into Rendering Editors' Hypershade.
00:28Now Hypershade is similar to the Hypergraph, but it is a different window.
00:32So here's where we find it, and there it is.
00:34Now the Hypershade window has a number of different panels that we can use.
00:39Along the top there are a number of menus, most of which duplicate the
00:43functionality of the graphic options here in these panels, and then we also have
00:48a little bit of a Graphic panel here.
00:51Now probably the first thing you'll notice is this big Create menu here,
00:55and this allows you to create new materials, very similar to the floating Create menu.
01:01So, for example, if I right-clicked over this and did Assign New Material,
01:05it would bring up an Assign New Material and allow me to create a material, and
01:09I can do that same thing here in Maya and just create the material and then apply it.
01:15Now up until this point what we have been doing is we have been creating the
01:19materials on a per-object basis.
01:21But typically in Maya what you want to do is you want to create the materials in
01:25the Hypershade window and then apply them, because what you can do is you can
01:29create standard materials.
01:31So, for example, here I have a wood texture and I can apply it to this picture
01:35frame, but I can also apply it to any other object that is made of wood.
01:41Now here we actually have all of our materials in the scene, so we have a number
01:46of tabs here. The first one is called the Materials tab and this shows you
01:50everything that's in the scene.
01:52So, for example, I have this Wood texture.
01:54If I double-click on it, you would actually bring up the Attribute Editor for
01:58that material and I can edit it.
02:00So, for example, I could go into the Color here.
02:03I can change the color of that texture and so on.
02:05Now if I want to go into the Photo, which is that photo in the picture frame,
02:09I could double-click on that, go in here, change the photo, and so on.
02:14I am going to go ahead and close this down so we can actually see a little bit better here.
02:17Now what you can do in Maya is actually apply these materials to really any
02:23object in the scene.
02:25So, for example, let's just go ahead and create a simple cube.
02:28Right now, that has no texture on it, but I can right-click over one of the
02:35Materials in my Hypershade and do Assign Material To Selection.
02:41So when I do that it assigns that Wood texture to my box.
02:46This one texture is affecting both objects, so if I were to double-click on
02:52this and change the color, you can see how it changes on both the picture frame and the cube.
02:59So this makes it easy to make a library of standard materials that you can use within scenes.
03:04Now there are additional tabs in the Hypershade. Probably the next most
03:09important one is for the textures themselves.
03:11So, for example, we have all of these different textures creating the surfaces
03:15in our scene, and I can actually go just directly to the textures, and
03:19double-click on those and manipulate those.
03:21And also like with materials where I can have one material affecting many
03:25objects, I can also do the same with textures.
03:28I can have, for example, one picture of a donut, but I can use it several
03:31different ways in several different materials.
03:34Now there are some additional tabs here, most of which we will be using too much,
03:38but one is for Utilities, one is for the Lights in the scene, Cameras in the scene.
03:42So, for example, I could double-click and get into my Camera Attributes, that
03:47sort of thing, shading groups so on and so forth.
03:50Now along the bottom here we have what's called a Work Area. Now this is very
03:54similar to Connection view in Hypergraph, and what I can do is view the
03:58connections that make the material.
04:00So if I go to Materials and then right -click over the Photo material, I can
04:04graph that network and this shows me exactly how this particular material is comprised.
04:10So I have a Photo node and I can actually double-click on this and get to that
04:14node, which is receiving its color information, in fact, if I hover over that
04:19little line there, it will tell me File1.outColor > Photo.color, so this is
04:24actually determining the color channel.
04:26And if I double-click on that I can see my file and I can also see how the file
04:30is mapped to that image, and we can do the same for my Wood texture.
04:34So I can right-click over this graph network and see how that
04:39material is created.
04:41This is a really great way to see how your materials are constructed.
04:44And this really works well when you start getting things that are actually very complex.
04:48so you have you know Bump Maps and Transparencies and in a lot of different
04:52things feeding into other things.
04:53You can actually look at them here, but you can also author them here, so you
04:57can actually disconnect and reconnect all of your nodes within this Work Area.
05:03So those are some of the basics of the Hypershade window and I'd suggest that
05:07you start using it to manage your materials as you work in Maya.
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Working with mental ray materials
00:00Mental ray is probably the most popular renderer within Maya, and that's because
00:04it has a lot more features than the Maya Software Renderer.
00:08Now mental ray has its own suite of materials that you can use.
00:13They don't work in the Maya Software Renderer.
00:16So let's take a look at some of these.
00:18Let's give ourselves a surface to work with.
00:21I'm going to go ahead and just create a simple sphere and shade that and turn
00:25off my grid here, and let's go ahead and assign a new material.
00:29Now when I assign a new material, you'll notice that we have Maya specific
00:34materials and we also have a mental ray specific materials.
00:38So these ones work with the Maya Software Renderer. A lot of these actually will
00:43work with mental ray, such Anistrophic, Blinn, Phong and so on.
00:47The mental ray ones will only work with mental ray, so let's take a look at some of these.
00:53Probably one of my favorites is what's called the dgs_material. Now what this
00:57does is it actually creates a very shiny surface.
01:00You can actually create almost like a glass-like effect. Go ahead and give
01:04this some color here.
01:05Let's go ahead and dig a quick render of this, and when I do you'll
01:08notice nothing shows up.
01:10That's because I've set my renderer to this Maya Software Renderer.
01:13This will only work if I use mental ray so either I can change it here in the
01:18Renderer View menu, or go to my Render Settings menu and make sure that I have
01:23Render using mental ray.
01:24And once I do, you can hit Render and you can see how this shows up,and you
01:28can see I have a very specific highlight or specularity on this.
01:33And this actually is really good for stuff like glass, that sort of thing,
01:36because when you go to this dgs_ material you have a very nice index of
01:41refraction and transparency that can give you highly realistic effects.
01:45I am going to go ahead and keep this selected, and let's go to Assign New
01:49Material and go down to some other ones.
01:51Another really nice one is called Metallic Paint. Now what this does is gives
01:55you a very almost like metal type of paint.
01:58So, for example, if I were to do kind of like a gold type of color, you could
02:02actually have a Base Color and what's called a Lit Color.
02:06So that's almost like two different colors on this surface itself, so this can
02:10give you a very nice result here and kind of looks very kind of metallically.
02:14Almost like a gold spray paint type of material.
02:18Maya actually does have its own Blinn and Lambert and Phong materials.
02:23It also has some additional ones.
02:25One here is called cooktor, which actually is kind of a nice surface similar to
02:30a Phong, but it actually gives you a different index of refractions, which is
02:34really nice for simulating glass.
02:37You could actually simulate different index of refractions for different colors,
02:42which is kind of nice.
02:43Another really handy one is the Skin surface, so if I go into fast_skin.
02:50Now what this does is it actually asks me for light maps.
02:53I'm just going to go ahead and just do Create New, and that will automatically
02:56give it to me, and I just select this object again and you go into fast_skin.
03:02Now the reason it asks for a light map is because what this does is it does
03:05what's called sub-surface scattering. So it actually calculates how much light
03:10penetrates into the surface of the object.
03:13So if I do a quick render of this you can see how it gives me a very nice skin
03:17texture, because this is great for if you're animating characters and you need
03:22some skin that looks highly realistic, you can use this.
03:25This is also actually pretty good for stuff like marble, which has kind of that
03:28semi-luminescent material.
03:31An actual real-world application is the Car Paint material, but we're going to
03:36ahead and open a scene here.
03:37We're going to actually open a scene called Scooter_15, and this is our scooter.
03:41So let's go ahead and start adding some materials to it.
03:44I'm going to go ahead and add one to this engine compartment here underneath the seat,
03:50so let's go ahead and select this and go into Lighting/Shading and go
03:55Assign New Material.
03:57In this case I'm going to make sure I have mental ray selected and we're
04:00actually going to do mi_car_paint_phen, which actually stands for phenomena.
04:06And this actually gives you a very nice sparkle metal flake paint job, so let's
04:10go ahead and just do a quick render and see what this looks like, and you can
04:13see it gives a very nice reflective car paint phenomena and you can see the
04:18flakes in here and you'll notice that the flakes are actually a little big, so
04:22what we can do is we can start playing with the parameters here.
04:24We can change the color.
04:26Let's say I don't want it quiet so red.
04:28Let's say I kind of want it more of a darker red.
04:31We can also change what's called the Lit Color, which is kind of almost like the
04:34over spray, the over painting of it.
04:36So when you actually do really good car paint job, you paint a base coat and
04:40then you paint kind of a semi- transparent coat over that and that's what this is,
04:45so we can actually make that maybe even a little bit more orange-y, maybe even
04:50a little bit more saturated if we want.
04:52We can also create Bias so that one is more predominate over the other.
04:57We can also create what are called flakes.
04:59So if I wanted to, I can make my flakes a little bit more yellow.
05:02I can also create the size of my flake, which is called the Flake Scale.
05:07So let's say I wanted to make my flakes a little bit smaller.
05:10Let's go ahead and make them .05 and let's go ahead and take another quick
05:15render of this and see what this looks like.
05:17So now my flakes are actually a little bit scaled, a little bit down, and I
05:20think they actually look a little bit better than they did before.
05:24Now that we have this material, let's go ahead rename it.
05:28I'm going to call it Scooter_Color, and once I do, I've got this in
05:32my Hypershade window.
05:33It didn't show up, but I can actually-- let's go ahead and rename that one more time.
05:37There we go.
05:38So now I have my Scooter_ Color here, and let's go ahead and start applying this
05:43to the rest of my scooter.
05:45So if I want I can go through and say well, I definitely want the fender.
05:48Let me go ahead and scroll down here.
05:50So I'm going to select my Scooter_Color.
05:52I'm going to select my fender, right- click over this Assign, and I can actually
05:57just do a multiple select here, and I can assign those, and so on.
06:05So what you can do is you can actually work your way through the scooter and
06:08actually assign this material to every part of it and this is really how we
06:13will start texturing this.
06:15Now the one problem is with this handle bar, because all we've got here is we've
06:18got this handle bar as part of the hierarchy, so when I select this,
06:22I'm actually selecting the wheel and everything else.
06:25So what I need to do is actually go into my Outliner, find that Scooter group
06:30here, and find that handle bar, and actually deselect everything else.
06:36There we go. The handle bar shape is what I want and then I'm going to assign
06:43my material to the shape, not the whole hierarchy.
06:47So there we go. So now I've got at least this color of the car paint on my scooter.
06:53As you can see, this is a really good start for shading my scooter.
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Using displacement and bump mapping
00:00Bump and displacement mapping allow you to create surfaces that are
00:05not completely smooth.
00:06Let's go ahead and create a simple sphere.
00:09I'm going to go ahead and just put a Blinn shader on this.
00:12I'm going to go to my Rendering tab and just put Blinn material.
00:16Now if I scroll down here, you'll notice that there is a slot here for Bump Mapping.
00:24So I'm going to go ahead and just insert a 2D texture.
00:27Let's just go ahead and put that Cloth texture on there, and you really
00:30don't see it come up, but we have this Cloth texture attached to the Bump
00:36Map node, and so we can use this as a bump map, and we can also give it a
00:41Depth, so how bumpy is it?
00:43So let's take a quick render, see what that looks like.
00:46You'll say oh yeah.
00:47That looks a lot more 3D, so it makes that Cloth texture look like it's
00:52deforming that surface.
00:53But there is a problem with bump mapping, and that is if we look at the edge of
00:58this sphere-- so I'm just going to zoom in kind of.
01:01What happens is is that it renders very smoothly, so this is really just a rendering trick.
01:08It doesn't actually deform the surface.
01:11It just shades the surface to make it look like it's kind of an irregular and
01:15bumpy, but it actually doesn't deform the surface itself.
01:19So we can get actual deformation of the surface by using a deformation map, so
01:24I'm going to go ahead and apply another Blinn material, so we're actually going
01:27to kind of reset it, so now we have a simple sphere here, and we're going to
01:31add displacement map.
01:33But if we look here there is really no place to add a displacement map. Where we
01:37actually have to add this is in the master node.
01:40So if we go here to this tab, you'll see that we have kind of the container that
01:44contains that shader and down here we have what's called the Displacement material.
01:48Now displacement is applied as a material, not as a texture.
01:52That's why we're doing it here.
01:53And so we can just apply this here, and then again we're just going to add in
01:58that cloth, and again, we don't see it until we actually render it.
02:02Now you can see exactly the difference. So we actually now very
02:07strong displacement.
02:08Now the one issue with this is that this surface here.
02:11If you're displacing outward, the actual surface is going to become bigger
02:16than what you see here.
02:18So, for example, let's go ahead and just put a simple plane underneath this and
02:25when I do that and actually render this, what you here is that this is actually
02:30poking through the floor.
02:32So this is actually adding geometry that you do not see in the viewport.
02:37When you start using displacement maps like this, you kind of need to do test renders.
02:41A lot of times people will put displacement maps on ground planes to make them
02:45appear rocky or bumpy, and then when the character starts walking, his foot
02:50actually goes into the displacement, so you have to be kind of careful and just
02:54do test renders to make sure that everything is okay.
02:57So those are the differences between bump and displacement mapping.
03:00Now remember, bump mapping is really just a shading.
03:03It doesn't really deform the actual geometry, and it's great for most
03:07situations, but those places we actually need to change the geometry, then you
03:12use a displacement map.
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Using the Ramp Shader
00:00The Ramp material is probably one of my favorite materials in Maya.
00:04It allows you to change the color of an object depending upon the way that you look at it.
00:10So let me show you how this works.
00:11We're going to start off with just a simple torus this time, and we're going to
00:15apply the Ramp material, which is here, or you can find it in the Assign New
00:19Material menus, but let's just do it over here in the shelf.
00:22So I'm going to assign it and our Attribute Editor comes up.
00:25This one is called a Ramp shader, and the cool thing about the Ramp shader is
00:29the way that it handles color.
00:31So, what you can do is you can make the color of the object a ramp or a gradient.
00:36So, for example, if I want I could change the initial color to something like red,
00:41and then if I click inside this bar here, I can make a second color.
00:46So again, all I have to do is just highlight this, touch this, and I can go from
00:51red to blue, for example.
00:53What we've got is we've got it going from red to blue, but we need to determine
00:57how it's determining that.
00:59So we can either do it from the angle of the light that's shining on it, the
01:03brightness, which means the illumination.
01:05One I like to do, and this actually is probably the most obvious way to use this
01:08is by doing Facing Angle.
01:10So, if we take this, we'll see that the pixels that are closest to us that are
01:15most facing us are blue. The ones that are on the edge are red.
01:21So when I do a quick render of this, you can see how every edge that's facing
01:25away is kind of a different color.
01:28Then this is a great way to create slightly richer shading.
01:31So if we want it to do blue to red, that's actually pretty extreme, but we could
01:35also do blue to like maybe even a saturated purple.
01:38So you can see how you can get this really nice, almost second light effect on
01:42the surface, and it gives a much more character to the surface.
01:46And if you want you can go really extreme and say you can go from green to blue
01:50or something like that.
01:51Now we can also use the same sort of options for any number of parameters.
01:55Incandescence, Specularity, Reflectivity.
01:58A nice one that I like to use is for Transparency because you can use this ramp
02:02to create classy effects without going through all the problems of ray tracing.
02:08Let's go ahead and click in here and make the color kind of a light gray here.
02:12So what that means is that the stuff that's facing us is transparent, but as
02:16you get towards the edges, as the surface starts to face away, it actually gets less transparent.
02:24This is also great for doing things like x-ray or electro-luminescent
02:28type effects as well.
02:30These are just some of that ways that you can use the Ramp shader to create some
02:34very interesting effects.
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Using the 3D Paint tool
00:00Maya also has a very basic 3D Paint package, which you can use to paint your own textures.
00:06Let's take a look at how this works.
00:08I'm going to go ahead and create a sphere.
00:10Let's turn off my grid here, and I want to assign a material to this.
00:14So I'm going to go into Rendering, and let's just go ahead and assign a Blinn material.
00:21Now, once I have that material assigned, let's go ahead and do 3D painting.
00:26So we can find this under the Texturing menu > 3D Paint Tool.
00:30Now, this is very similar to the Artist and Paint tools.
00:34I want to go ahead and click that tool option right there, make sure I bring that up.
00:39Now when this comes up, what happens is it gives me a nice little interface.
00:44Very similar to the Sculpt Surfaces interface,
00:47in that you have a brush which you can use to paint, but if I try and paint,
00:51notice how this error message comes up.
00:53"Some surfaces have no file texture assigned."
00:56Okay, well what this means is that I need to have a texture map assigned to my
01:02channel before I can paint into it.
01:04So, the first step I have to do is go all the way down at the bottom here under
01:08File Textures, and then I need to select which attribute I want to paint.
01:13So typically we paint Color.
01:15But we can also paint Transparency, BumpMap, Displacements, really almost any
01:20value can be painted.
01:21We're going to select Color here, and then all we have to do is
01:25Assign/Edit Textures.
01:27Click that button, and it brings up a menu where we can select the size of the
01:33textures that we want to use.
01:34In this case, I'm going to go ahead and type in 512 by 512.
01:39And then we can also select what image format to use.
01:42The default is Maya's IFF format, but if you want you can make it a TIFF,
01:47TARGA, JPEG, really whatever format you want.
01:51I'm just going to leave it at IFF for this.
01:53And then just do Assign/Edit Textures.
01:56Now once this is assigned, now I have something into which to paint.
02:01So I can select my brush, left-click and drag, and I can paint textures, very simple.
02:07Now, if I want to change the size of my brush, again it's very similar to
02:11Sculpt Surfaces. Just hold down the B key, B for brush, and I just click and
02:16drag, and I can make it smaller or bigger.
02:18If you want to change the color, change it right here. Make a darker color, whatever.
02:23If I want to change the opacity, a little bit more of an opaque so we can get
02:26more of a water color effect.
02:28I can also change the type of brush I have.
02:31So I can go a harder edge brush, softer edge brush.
02:35I can also load brushes or create my own.
02:38Now, we also have Paint Operations.
02:40We can Smear, Blur. So you do have a little bit of that Photoshop functionality
02:45where you can Smear, you can Blur.
02:49You can Clone, or you can Erase.
02:52So now what we're painting is we're actually painting into a texture map and
02:55the texture map is located in the Blinn shader.
02:59So notice how this Blinn now has a color map here, and that color map is right there.
03:04So this is what I have actually painted and it's actually in that map.
03:08Now what I have to do eventually is once I've got this all painted, I do need to
03:12save out that texture.
03:13So I can just hit this button here called Save Textures.
03:16Now, it tells me the scene has not been saved.
03:18Now, the first thing I need to do is save my scene out, and let's just call it 3Dpaint.
03:24Then I go back into my 3D Paint tool and I saved my textures and they are saved out.
03:29Now where it saves it is actually kind of important.
03:32Let me go ahead and close this out and I'm going to select my sphere here and
03:36let's go into the texture for that sphere.
03:38I'm going to go into Blinn, into Color, DPaintTextures\3Dpaint, and then it
03:43names it automatically by the name of the object.
03:47So if I hit my Folder, we can actually go into this, 3DPaintTextures >
03:503Dpaint, and there it is.
03:54There is our image.
03:55So, it actually has a very set place where it saves these images.
03:59And the reason I'm showing you this is because there is going to be a time where
04:03you want to bring it into Photoshop or something else and actually fine-tune it
04:07using some of those additional tools and you need to be able to find this.
04:11So, this is probably the easiest way to locate it is just click on the shader
04:15and see where it's saved.
04:17So those are some of the basics of Maya's 3D Paint tool.
04:21Now remember you can paint, in addition to Color,
04:23you can paint Transparency, Bump Maps, pretty much anything you want.
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8. Applying Textures
Texture-mapping NURBS surfaces
00:00When you start applying textures to an object, you'll often need to control how
00:05those textures are placed.
00:07There is a number of different ways to control text replacement in Maya.
00:11So let me show you some of the simplest ones first.
00:12I'm going to start with NURBS based surfaces.
00:16So the best way to look at this is to start with the plane, and we'll just
00:20show you very simple tools just to how to control placement of a texture on a NURB surface.
00:26So, first thing I want to do is put a material on there.
00:31In this case, I'm just going to use a lambert, and then let's go ahead and put
00:34an actual texture into the Color channel.
00:37So, I'm going to select a File and because I'm in Chapter 8, I'm going to be in
00:43my Chapter 8 > sourceimages.
00:45We're going to find our lovely donut picture here.
00:48Okay, and then we're going to hit this number 6 key to shade that, and let's
00:52make sure we're also in High Quality Rendering.
00:55This will actually help a lot with viewing this.
00:59So, by default, Maya takes the corners of your image and pins it to the corners
01:06of the NURBS surface.
01:08Very simple, it's almost a one-to-one mapping.
01:11So, no matter how much I change the size of that NURBS surface, let's say I go
01:16back to my original makeNurbPlane here, and I add in patches. I make it wider.
01:23I make it bigger, whatever.
01:25It's always going to map one-to-one to that.
01:28Now, we can change this by going into the mapping type.
01:32So I'm going to go into my Color channel and then go down into my texture.
01:38And notice there's actually two here.
01:40There is one for the actual file.
01:42The other one is called place2dTexture.
01:45So I can either get to it by hitting this tab or if I go down one more
01:50input, I'll find it.
01:52Now let me show you how this works in the Hypershade very quickly.
01:56I have my lambert here, my lambert2.
01:58Let's go ahead and graph that.
02:01So, if I double-click on the actual lambert itself, you can see I can go down to
02:07the file and then if I click here I go down one more.
02:11So basically, what I'm doing is I'm going backwards, backwards to the actual
02:16place 2dTexture, which is where I'm at right now.
02:19Now, this allows me to control how the texture is placed on that NURBS surface.
02:25By default, again, it's a one-to-one relationship.
02:28So this is one and this is one.
02:30So, if I brought this down, let's say, to 0.75 by 0.75, you'd see that well,
02:38it only gives you a fraction of this and the rest is just the default color of the texture.
02:43So we start here at the bottom- right and then we go up 0.75 by 0.75.
02:48If I want, I can also rotate that frame or I can translate the frame.
02:55So let's say I make it 0.25 and so on.
02:58So I can actually slide it left and right, shrink it up and down, and rotate it.
03:03I also can add in Repeats.
03:05So, if I want to repeat it more than once, I can do that.
03:09Now this is repeating within that frame.
03:14So, it's repeating within the 0.75.
03:17So, if I want to repeat it twice over the whole thing, I can do it that way as well.
03:22And then with the translation of 0, there we go.
03:26So, this is how many times it's tiling within this frame.
03:32So, if you have an image and you want like a texture of a fabric or something,
03:36and it's a little bit too coarse, you can just tighten it up right here.
03:40And again, you can rotate and do all sorts of stuff.
03:42Now probably the cooler way to do this or the more interesting way to do this is
03:47to use what's called interactive placement.
03:49Now before I do that, I'm actually going to bring my Repeats back up to 1 so we
03:53have a full solid image to work with.
03:56And then all I have to do is hit this Interactive Placement button.
04:00And what it does is it lights up.
04:01It gives me this big red frame around my image.
04:06Now, I can manipulate this by using my middle-click.
04:10So if I middle-click on one side, notice how that changes. I can scale that.
04:18So, middle-click, middle-click on the top, middle-click on the bottom, and
04:22middle-click in the middle.
04:24I can move this around, or if I'm at the sides, that's how I can rotate.
04:30Notice how as I do this, these numbers are actually all changing here.
04:34So as I move this, my translation is changing.
04:38If I scale it up, my coverage is changing, and so on.
04:44And all this comes back up when I render, so you can see how this is actually affected.
04:48Now this mapping is actually in the texture itself.
04:53So, when I go into my Hypershade window, I can actually graph this and you can
05:01see that this texturing is within the actual material itself.
05:06So if I created any other surface, even a polygonal surface, this would apply.
05:12So all I have to do is now is go into my Hypershade, select this plane, assign
05:19to selection, and we'll have the exact same effect.
05:23So, basically, what's happening here is we're changing the way that this maps
05:27within the material.
05:29This is great for setting global parameters.
05:32There are other ways to actually map on a per object basis, but typically, when
05:37you start off texturing, you want to make sure that your material itself is at
05:41the right scale and the right number of repeats and so on and so forth.
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Projecting textures onto surfaces
00:00Maya has several tools that allow you to map a texture directly to an object.
00:06For this exercise, let's go ahead and actually open up our Scooter.
00:13Now, as you can see, I've done most of the textures on this Scooter, and they
00:16are actually very simple.
00:17We have the car paint texture, and then a little bit of a leather texture, and
00:21then the rest is pretty much just rubber for that wheels that sort of thing.
00:25But the one texture that we don't have on this is the headlight.
00:29Now, the reason we don't have this is because I want to use an actual image for the headlight.
00:35So let's go ahead and map that on.
00:38I'm going to go ahead and select the headlight, and assign a Phong E material,
00:43which is probably the most similar to glass.
00:46And then in the texture field here, I'm going to go ahead and select File.
00:51And then under Image there is actually an image of a headlight that I want to use.
00:55So we've got this kind of very simple image that we're going to use.
00:59I'm going to hit Open.
01:00Now, when I take a look at this-- if we look at this image, you notice how the
01:04grain of the headlight is basically horizontal and vertical.
01:09What I've got here is kind of more of a radial texture.
01:12In fact, let's go ahead and turn on High Quality Rendering so we can see that
01:15a little bit better.
01:17And you can see how what it's doing is it's actually spinning it around another.
01:21Now this section in artifact of the way that the default texturing works which
01:25is to basically map the corners of the image to the corners of the NURBS
01:30surface, and so I have a corner here, a corner in the center, then it goes all
01:34the way around and then these two corners are pinned together.
01:36That's how you make that sphere.
01:39We need to map this differently.
01:41So how we're going to do this.
01:43Let's just go ahead very quickly and just create another material.
01:46I'm going to do Phong E again and then in Color, I'm going to select this and
01:52then under 2D Textures, under File, instead of just clicking, I'm going to
01:57right-click over this.
01:59And by default, it says just create texture which is what we just did.
02:03But what we want to do this time is Create as projection.
02:07So again, I'm right-clicking over the node. Create as projection. Let go.
02:12Now this actually shows up a little bit differently.
02:16If you notice here, it created a little object down here at the bottom, which
02:20is my Texture Mapper.
02:22But before we get into that we need to load the image into the texture here.
02:26So I'm going to go ahead into Image Name > Headlight. Open. Okay?
02:31And actually even with the default that looks pretty close.
02:35If you look here we're getting a little bit of a mapping error, but it's
02:38actually a lot better.
02:40Now this mapping is accomplished by a separate object in the scene and this
02:45allows us to interactively place that texture.
02:48So all I have to do is grab that object and just move it in the scene, or I
02:53want to be a little bit more precise, what I can do is go into the Attribute
02:57Editor and move up one output connection, and that allows me to manipulate the
03:03actual projection itself.
03:05And there is this very handy button here it says Fit to Bounding Box.
03:09When I do that, it basically fits that texture to the outside of that headlight.
03:15And if I want, I can still grab the corners of this and adjust it and do
03:20whatever I want, but actually probably the best way to do this is just to
03:24fit that to the bounding box, and I should have it.
03:26Now if you notice that actually is a lot better placement of that texture and
03:31it's really placing it in the way that we want.
03:33So, if I do a quick render of this, you can see how this looks.
03:38So that looks much, much better.
03:42So, when you want to actually precisely place textures in a scene, what you need
03:47to do is as you apply that render node, right-click over it and go Apply as
03:53Projection, and that allows you to adjust it as a projected texture rather than
03:57mapping it directly to the surface.
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Texture-mapping polygonal surfaces
00:00In Maya, applying textures to a polygonal surface is a little bit different
00:04process than it is with NURB Surfaces.
00:07With polygons, you can actually apply a texture per polygon, so every polygon in
00:13your model could actually have a different texture.
00:15This gives you a lot of flexibility in the way that you can texture an object.
00:20Let me show you some basics.
00:21Let's go ahead and just take a simple object and shade it.
00:28Now if I want to I could apply a material very simply to this, just by
00:32going over the Rendering tab, picking the material and applying it.
00:36Then I can change it to whatever color I want and so on.
00:41Now with the polygonal surface what's really nice is that each individual face
00:47can have a separate texture.
00:49So, for example, if I selected a handful of these faces, I could just apply
00:56another material to it and give it its own separate color.
01:01So every part, every face of the model can have its own material and its
01:09own mapping as well.
01:12So all I'm really doing is just selecting faces and applying maps.
01:17So if I selected these faces, I could just right-click over this, select
01:21whatever material I wanted, and off we'd go.
01:24Now once I've got these materials, they would still show up in the Hypershade.
01:30So now that I've got all these different materials, they're all showing up here. Move this down.
01:38If I changed them in any way, they'd reflect on that particular model.
01:44So this is a really good way to assign multiple textures to an object.
01:49So let's do something a little bit more practical.
01:51We are going to go ahead and open a scene in our Chapter 8 folder called Dog_10.
01:56This is just our dog finally completely modeled.
02:02Now I kind of just went through and added some extra parts.
02:05Now we have a separate head, the eyes are separate, the ears, and the arms and
02:11gloves are separate.
02:13In fact, let's just work on the body.
02:14I am actually going to select the head here and I'm just going to go ahead and
02:18do Display > Hide Selection.
02:20So all we are working with is the actual body itself.
02:23Now if I wanted to, I could texture this by separating everything out like I've
02:29done with the arms here.
02:30So, for example, if I wanted to have a texture for the arms, I could make a
02:35texture say called Shirt, and I could give it a color.
02:41Let's say let's make it kind of a purply kind of color, something like this. There we go.
02:46And I could apply that also just by going here, going into the Hypershade, or
02:52just right-clicking here and we can find our existing material Shirt.
02:57If I want to, I can do them for gloves.
02:59So I could even select both of these and apply a material here and we could
03:04call that gloves, and let's give him whitish kind of gloves.
03:12But then when I get to the body, let's say I wanted to make the shoes and the
03:16pants a different color than the shirt.
03:18This is where selecting things out a polygon at a time is really beneficial.
03:23In fact, in order to really see these polygons, I am going to hit my number 1 key
03:27so that we are not smoothing anything, so I can see exactly what I'm shading here.
03:32Let's go ahead and start with the shoes.
03:35Let's go ahead and just go right-click over this, go Face, and then in fact it's
03:40probably easier in a Side viewport, because I can get an exact-- you can see
03:44where the feet kind of come in here.
03:47So all I have to do is just Shift+Select that. Make sure I have got all of that selected.
03:51Well, not all.
03:53I can select this and this and this and this, and now let's go ahead and make some shoes.
03:58So he is going to have kind of shiny shoes.
04:00So I am going to put a Blinn on there, which has a little bit of shine to it.
04:04Then I just want to give him kind of a dark color.
04:06Almost black shoes, not quite black, and there we go.
04:09Now I've got this model here and if I go back into Object mode here, you'll see
04:15that I've got two materials on this.
04:17I've got lambert1, which is the default material, and then I've got this one
04:21called blinn2, which was the shoes.
04:23In fact, I need to rename this.
04:24Let's called that Shoes.
04:27Now let's go ahead and do some more.
04:29Let's do the shirt.
04:30So I am going to go ahead and right-click over this, go Face, select all of these faces.
04:37See if I got them all.
04:41Then jump out of here, and let's make sure I've got all of these faces here.
04:44I could also use Paint select for this, but this is actually coming
04:52together fairly quickly. Here we go.
04:56So you can see how you get very, very detailed here, and select all of these.
05:03So once I've got all of these selected, I already have the material I have
05:06created for the shirt.
05:07That's when I did the arm.
05:08So all I have to do is right-click over this, go Assign Existing Material > Shirt.
05:15Now that I've got that selected, all I have left are the pants.
05:20So then I can just go ahead and select those out and let's go ahead and just
05:25do that very quickly.
05:26Let's go ahead and select these polygons here.
05:29Okay, and again this is a lot of detail work.
05:38So I am just going to do this very roughly, so that way I am not going
05:42to waste all of your time here.
05:45I am just holding down the Shift key and selecting these.
05:56I am just making sure I have got all of those selected, and I can probably-- Oops!
06:00There is a big patch that I missed.
06:02Okay, so I have got most of this selected here.
06:08Now all I have to do again is just make a material for the pants.
06:11Well, I want a Lambert, because I don't want his pants to be shiny.
06:14He is not wearing plastic pants or anything like that.
06:17Then let's just give it a color.
06:18I am going to start with kind of a light blue maybe, something like that.
06:22So you can play with that all you want. Now there it is.
06:27So if I do a 3, you can see how it pretty much maps.
06:31There are a couple of little spots that I need to take care of right here.
06:37I can just right-click over that.
06:40lambert3 is what I had for pants.
06:42In fact, I can probably rename it.
06:44Let's go ahead and rename that pants, and off you go.
06:49So as you can see, with polygonal models you can assign a material to the
06:52entire model, or you can go down a face at a time and apply materials very, very precisely.
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Applying UV mapping
00:00Texturing polygonal surfaces is a little bit different than NURBS surfaces.
00:05Polygonal surfaces have their own set of tools for precisely applying a texture
00:10map such as a bitmap or a procedural map.
00:13So let's go ahead and start off with a simple cube and shade that.
00:19Let's go ahead and just apply a simple texture. Let's apply a Lambert.
00:24Now for this we want to import something like a bitmap, so that we can have
00:28something to apply to this.
00:30So I am just going to go and create a render node.
00:32And this time I am going to actually do a File. Just use that Donut image that
00:38we've been playing with here.
00:39So in order to see this in the window, I need to do what's called
00:45Hardware Texturing.
00:46You can see that what's happened is it's kind of mapped this donut image--
00:52However it decided it was the best way to map this image, it mapped it.
00:56Well, if we want more precise control, we can do that by creating what's called UVs.
01:03So we go into our Polygonal menu set and we go under Create UVs.
01:08In fact, I am going to tear this off.
01:12We've got a number of different options here and each one of those can map the
01:19entire surface or can map groups of faces.
01:23So remember how we applied materials to groups of faces?
01:26We can do the same thing with this.
01:28We can just select an individual face and map that individual face.
01:32Right now, I am just going to go ahead and map the whole cube, so we can kind
01:36of see how this works.
01:37So when I do planar mapping, what it does is it creates this object that maps a plane.
01:46So all I have to do is grab the edges of this object, and move it, and I can manipulate it.
01:53In fact, if I go into the Attribute Editor, you'll see there is actually a node
01:57that's created called polyPlanarProjection.
02:01I can actually manipulate the values here.
02:03So let's say, well, I actually want it from the top-down as well, then I can
02:07just take that away and maybe rotate it along the X axis for example and that
02:13will go ahead and make this go from the top-down.
02:17And really you can manipulate this however you want.
02:21You can even rotate it.
02:23There are all sorts of parameters here that you can play with.
02:26Now, if we don't want Planar Mapping, we've got a number of other ones.
02:29We've got Cylindrical Mapping, which creates as you can see here, it creates a
02:34bit of a cylinder and we can scale the cylinder.
02:37We can move it up and down.
02:40We can do what's called Spherical Mapping, which again very simply it creates a sphere.
02:46So it projects that texture from a sphere around the object.
02:50Now, for a cube, that might not work as well.
02:53There is another one called Automatic Mapping and what this does is it
02:57projects from each plane.
03:00So, for example, every side gets its own image plane and then I can give it as
03:09many planes as I want right here.
03:11I can give it a scale.
03:13I can do all sorts of things.
03:15So this actually is probably the best for mapping generically.
03:18There is also one called Best Plane Texture tool, and again for all of these,
03:22you need to be in Object mode.
03:23So make sure you go into Object mode.
03:27Another one is called Create UVs Based on Camera, and that will actually project
03:32it from the direction that you're looking at.
03:34Now all of this is great, but let's go ahead and use this in a more precise context.
03:39Let's go ahead, and use it in a more of a real life example.
03:42So I am going to go ahead and open a scene called Dog_11 and that's our
03:48famous little dog here.
03:49So let's go ahead and start off with his head, and let's apply a texture map to his head.
03:54Now I've created a map that maps precisely from the side.
03:58So what I've done is I've actually taken a side view of him and actually created
04:03a texture map that worked well from this view and that actually makes it much
04:09easier to map, because he is symmetrical.
04:12So let's go ahead and first of all just place the map on and see what that does.
04:17So I am going to go ahead and create a Lambert material, click on Render Node,
04:24go into File, and there should be a file out there called Dog_Head.
04:28Now this looks kind of weird, but bear with me. This will actually work really well.
04:33Well, it looks super weird now, because it's really not mapped all that well to his head.
04:38But we can do a Create UVs to actually make this work.
04:42So we are going to go ahead and do Planar Mapping. Wow!
04:46That's almost perfect.
04:48So I want to make sure that I'm projecting along with the rotation here of 90
04:52degrees and my Projection Width and Projection Height seem pretty good.
04:58Actually, I probably can raise his brow a little bit, but this is actually
05:02looking pretty good just the first time out.
05:04You'll notice there is a little spot on the back of his head, so I can just again
05:08expand that and off you go. So that's one way.
05:14Let's go ahead, right-click and go back into Object mode.
05:16So now I've got that map on his head.
05:19If I want, I can also create a texture map for his eye.
05:23Now typically, how I create a simple pupil is I use what's called a ramp for the Render Node.
05:30So let's go ahead and apply a Phong E, which gives him kind of a glassy eyed
05:34look and then under Color, let's go ahead and put in a Ramp.
05:38Well, that doesn't look right.
05:40Well, this doesn't look right either.
05:42I am going to look at this texture sample here.
05:43I want to make sure that I set it to Type: Circular Ramp.
05:50So again, I'm looking here, not here.
05:52We will map this a little bit later here.
05:55What I want to do is make sure that my internal color is black, and then
05:59each one of these colors is white, because it's just going to be a
06:04black-and-white eye.
06:05I am really tight on space here, so bear with me.
06:10Then I just want to move this here.
06:14So now I've got, you can see basically what I am doing is I am creating a circle here.
06:18Now I have to map this here.
06:21Well, again we can do that by using a planar map.
06:24So I am going to do Create UVs > Planar Mapping.
06:27Now, this one is going the wrong way.
06:30So I need to rotate this.
06:32So I am going to go ahead and zero this out and see what that does.
06:35That actually works pretty good except it needs to rotate a little bit more.
06:40So I am going to do negative say about 20 or so, and maybe even a little bit
06:46more, maybe 22 or 23.
06:49Again, what I am trying to do is line this up, so that this is rotated so that
06:53that spot is centered, so maybe even 24 degrees.
06:58That actually looks pretty good.
07:00So if I want, I can actually take that polyPlanarProjection and again I can scale it.
07:06If I want this to be a little bit more circular, I can do it that way as well.
07:10So now I will go back into Object mode and you can see I have my eye.
07:14Now, for this eye, well, I have already got it mapped.
07:17So I am just going to go ahead and delete this and just do Ctrl+D and move
07:21the other one over, so that way I don't have to repeat that process and there we go.
07:27Let's go ahead and fix his ears.
07:29Let's go ahead and finish this guy up.
07:32So I am going to go ahead and select his ears and just right-click, Assign
07:36Existing Material, and that's going to be the black for his ears. And one more.
07:42We need to go ahead and select the head, and let's go ahead and get that nose.
07:45Then I go ahead and select Face, and then just lasso-select all the faces on the
07:52head, right-click, and again he is going to have a black nose.
07:57So there we go, so, there.
08:01So now our dog is completely textured.
08:04As you can see, we've used several different methods of assigning materials by
08:08polygon and also mapping him.
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Using the UVW Editor
00:00Now, when you texture polygons, there will be places where you will need to
00:04go in very discreetly and map an image to a polygon on almost a
00:10pixel-by-pixel level.
00:11And you can do that by using UV Mapping and the UV Map Editor.
00:15So let's take a quick look at how to do this.
00:18I am going to go ahead into a polygon. I am going to create a polygonal cube.
00:25I want to make it a very specific size.
00:27Let's go ahead and just make it 10x10x10.
00:28So I am going to highlight all those and type in the number 10, shade it, and
00:35let's go ahead and apply a material.
00:37It doesn't really matter what type of material.
00:39In this case I am doing a Phong.
00:41And then put a file in there.
00:43In this case, for the file, we are going to use something called the UVW_Map.jpg.
00:49As you can see, it's a very precise map.
00:51What the intention is is to apply each one of these to the face of the cube.
00:56So I have six faces on the cube.
00:58I have six numbers, and so I want to make sure I map each one.
01:02So when I open that and shade this by using hardware texturing, you can see
01:06that well, the mapping is not quite there, but it's close.
01:11And if I wanted to, I could go through and do a planar mapping on each one, but
01:16then I'm only planar mapping the entire one.
01:19I really need to get down on the pixel-by-pixel level in this image.
01:24I can do that using the UV Texture Editor.
01:28So when I open this up, well, first of all, it comes up blank, but then all I
01:32need to do is select my cube.
01:36This floating window is actually a viewport as well.
01:39So I can just hold down my Alt or Option key and navigate this like a viewport.
01:44So as you can see, I'm actually pretty close in the way that this is mapped, but
01:50I need to be a little bit more precise.
01:53So if I go in here, what I can do is I can actually select components on this
01:59model and edit them here.
02:01So if I were to right-click over this, normally I would edit this by using
02:06Vertices, Edges, or Faces, but that changes the shape.
02:09It does not change the texture mapping.
02:11UV does allow you to change the texture mapping.
02:14So if select UV and then just click on one of these vertices, you'll notice
02:19how it comes up here, and I can actually manipulate that and move it in the 3D space.
02:30Now, notice here how it's actually selecting two of these, because what I've got
02:35here is I've actually got that number 5 corner and actually this vertex and
02:41this vertex share three faces: one, two, three;
02:45one, two, three.
02:47So that's why I am getting two of these.
02:49So I want to make sure that these all fit in properly and then I can
02:54select another one.
02:55Let's say I select this one here.
02:57That's the border between 2 and 3.
02:58It's actually the border between 2, 3, and 6.
03:05Then I can also select, for example, we can go down here.
03:08We can select this one here, which is the border between 4, 3, and 6.
03:15Again, you can see how I can very precisely place this texture.
03:20So all I have to do is just work through this a point at a time and match up
03:30every vertex to my cube.
03:33Now, this UV Texture Editor is a lot more complex than this.
03:37You can actually do all sorts of great things.
03:39Now, I am not going to get too deep into it, but you have a number of tools here
03:43that allow you to, for example, to use Lattices.
03:45So, for example, if I selected a bunch of these, I can actually have a Lattice
03:49deform all sorts of these.
03:51You can actually move a whole shell.
03:54You can smooth the UVs between stuff.
03:57You can also use what's called a Smudge tool, or also be able to Select Shortest Edges.
04:03There are all sorts of tools that allow you to select and move these UV
04:07coordinates around on a particular model.
04:10So let's take a look at something that's a little bit more complex.
04:13So we are going to go ahead and open the scene.
04:14We are going to open one called Dog_12, which is basically the dog that we had before.
04:20So if you recall, I mapped this bitmap on the dog, to his head, just by using
04:25a planar, but if I wanted to actually go in and tweak it, I can still use that UV Texture Editor.
04:31They're not exclusive.
04:33So you can actually apply your rough coordinates over here using Create UVs and
04:38then you can edit them here using the UV Texture Editor.
04:42So as you can see, I've got both sides of this dog's polygons mapped
04:47against this texture.
04:49So if I were to right-click here and do UV, I could actually go in and readjust
04:56exactly and fine-tune exactly how that texture maps to that surface.
05:05So you get a lot of control with the UV Texture Editor.
05:08So go ahead and play with it, get used to it, and I'm sure it will help you in
05:13fine-tuning and tweaking your text replacement.
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9. Basic Deformations and Rigging
Creating joints
00:00So once you have your character built and textured, you can now start animating
00:06or actually getting your character ready to animate.
00:09Getting your character ready to animate is called rigging.
00:12Now we are going to just do a very simple rig, just to kind of get your feet wet
00:15in rigging a character.
00:17Here I have our little dog and let me just show you the basic rig and then
00:21we'll go ahead and get started.
00:23Now the character himself is basically a couple of objects.
00:27We've got the body.
00:28We've got the head.
00:30We've got the arms and the hands.
00:33Now in order to actually animate him we need to do what are called deformations.
00:38We also need to create what are called joints and skeletons.
00:41In fact, if I hit this button to X-ray joints, you can see that each arm has a
00:47little skeleton in it.
00:48So if I grab the hand and move that, you can see that his arm bends to deform.
00:54Now this isn't a complete, fully rigged character.
00:57We actually have another title that shows you how to do that.
01:00But I am going to show you just enough to get him on the scooter and
01:03actually animating.
01:05So I've got the hands and the arms set up here.
01:08Also, I have got a little bit of a setup for the head, and I've got
01:11what's called a blend shape.
01:13If I go into Window > Animation > Editors > Blend Shape, you can see I've got
01:17something set up for his blinks.
01:20So I can actually blink his eyes, which is nice.
01:24It makes him come to life.
01:26Also, I have a little bit of deformer on the ears.
01:29So if I go into my Attribute Editor, you can see I can manipulate his ears so
01:34that they are a little bit floppier.
01:37So all of these are really just basic tools that are all put together to rig the
01:42character to get him going.
01:45So let's go ahead and open up a blank character.
01:48I have got a file here called Dog_15, and this is basically our same character
01:54without any rigging.
01:55So what we need to do first is insert the skeleton into his arm.
02:01So let me show you a little bit about some of the animation tools.
02:04We have a whole menu set called Animation and we also have some animation
02:09tools here on the shelf. We can use either.
02:13Now the one we are going to talk about right now is under Skeleton and it's
02:17called the Joint tool.
02:18Now what this does is it allows you to draw what are called skeletons or joints.
02:24And what these joints do is they're used as-- they are basically proxy objects.
02:29They are just objects that are in the scene.
02:30They don't render, and they give you the tools you need to actually deform other things.
02:36So let's go ahead and just use the basic joint tool.
02:38I will show you how to draw one, and then we will put one in the character's arm.
02:43So under Skeleton we have what's called the Joint tool.
02:46We can either get to it here or here on the shelf.
02:49I am going to go here to Joint tool.
02:51And when we do, our cursor changes and all you do is left-click, and what we've
02:57done is we've laid down what's called a joint.
03:00Now what this is is it's kind of a joint like an elbow or a shoulder.
03:05What we're doing is we are actually drawing the points where things bend.
03:08So if I click again, you can see it's created another joint and in between
03:13those it's drawn something similar to a bone.
03:16So if I draw three of these, and then hit Enter, you can see I've created what's
03:21called a joint chain.
03:23So I could select one and then rotate it.
03:26I can also move it to reshape the joints, and so on.
03:32So let's go ahead and take a look at this in the Outliner.
03:35So I am going to go into Window > Outliner.
03:37You'll see here we've got joint1 and then if I expand this, you will see that
03:43it's automatically created a hierarchy.
03:46So I have joint1, joint2, and joint3.
03:50Now these are basically just proxy objects.
03:53So each joint is actually that circular object.
03:59This kind of bone shaped object that's in between them really isn't selectable.
04:04It really just is a visual guide that says, oh, I've got joints between these objects.
04:10So if I were to change out the hierarchy, let's say I was to select joint2 and
04:15I was in the Outliner and I middle- clicked and I dragged it above the joint,
04:19you will notice that once the hierarchy is broken this connection disappears.
04:24The joint is still there, but there's no indication of connection between them.
04:29So all I have to do is just middle- click on joint2, drag it again over joint1,
04:34and the hierarchy goes back to normal, and the connection is visible.
04:40So let's take a look at the joints in the Attribute Editor.
04:43So if you look at the joint, you will see it really only has one tab here.
04:47And one is for transform attributes.
04:49How far it's moving.
04:50So if I move it, you can see that these numbers change.
04:53If I rotate it or scale it, whatever I do, these numbers basically just reflect
04:59what's going on in the Channel Box right there.
05:02Now in the Attribute Editor, you also have a couple of other ones.
05:07We can actually create what are called draw styles.
05:11So we are drawing this as a bone.
05:14You can also draw it as a circle.
05:18In your viewport and let's go into Perspective viewport here, you could actually
05:22see these as circles rather than bones.
05:25We could also see them as what are called sticks.
05:29So you can actually have something as a renderable object.
05:32So this will actually render.
05:33We can show them as squares.
05:35Really whatever you want.
05:37I am going to leave it at Bones, because that's probably the easiest way to visualize this.
05:41We can also create what are called joint labels, so if we wanted to, we could
05:47actually create a label and we could call it whatever we want it.
05:51Now this really matters when you're rigging human type characters, because you
05:55can actually give these names.
05:57You can call it a shoulder and actually draw a label.
06:02So I can say this is my shoulder, this is the elbow, for example, and draw
06:07that label and you could say, well, this is actually my left elbow and this
06:12is my left shoulder.
06:14Now this is kind of nice for reference, but there's also a deeper, deeper
06:19purpose to this and that is when you get seriously into character animation
06:24and you get into things like motion capture, that sort of thing, it's great to
06:29be able to tell Maya that this is a shoulder, and that's an elbow, and then when
06:33your mapping something like motion capture data to your character.
06:37It will know to place the elbow motion on that particular joint.
06:41So it's great for mapping one character to another.
06:45Now we are not going to get nearly as deep into that, but just know that it's there.
06:49So now that you understand a little bit about joints, let's go ahead and draw
06:51some for our character.
06:53I am going to go hop back out and actually I am just going to go and
06:56select this and delete it.
06:57Let's go ahead and draw some new bones for our character.
07:01I am going to go into my side view and zoom into my character.
07:06Now what I want to do is I've got this arm and I want to be able to draw a
07:11joint that goes from the shoulder, to the elbow, to the wrist.
07:17So let's go ahead and draw that.
07:19I am going go ahead and select my Joint tool, and then for my shoulder, I am not
07:23going to go right dead center on the shoulder.
07:25I am going to go slightly above it, just imperceptibly above it, and I am just
07:31going to lay down that first joint.
07:34Then for the elbow, I am going to go right about here, right in the center.
07:38There's actually a little bit of detail here that allows my joint to bend.
07:42So what I modeled this, I put a couple of extra edge loops here and here.
07:47So I just want to make sure that it goes here.
07:49And again, for this one I want to go slightly below the center line.
07:54Now there is a reason that I'm doing this. Snd then for the third one, for
07:57the wrist, I just want to make sure I go beyond the wrist and again I want to go above.
08:01So now I am going to hit Enter.
08:03Now what I wanted to make sure is that I've got it going a little bit of a V along the axis.
08:10So I want to make sure that the elbow is a little bit lower, and that's going to
08:13help the deformation when we get what's called inverse kinematics.
08:17So now that I have this drawn, I can go back into my Perspective view and frame all,
08:23and you can see that well, I drew it, but I drew it along the center line.
08:27So all I need to do now is just move that and center it to my character.
08:33Now there's a really handy tool in the viewport and that's called X-ray joints.
08:37When it's off, all the joints are hidden.
08:41But when it's on, you can actually see joints through the mesh.
08:45And this is very handy when you're doing character animation.
08:48So I just want to make sure that this is centered.
08:51Now if I want, I could actually label this and just go ahead and say, well,
08:55this is left shoulder, and this is left elbow, and this is left wrist.
09:13Now that I have this, I can certainly duplicate it.
09:17So all I have to do is select the root of the joints and just hit Ctrl+D for
09:22duplicate and move the other side over.
09:25Now I have modeled this symmetrically, so I know that everything is going to
09:28be the right size.
09:30Then all I have to do is just rename, and in fact, if I want to, I can go into
09:34my Outliner and now I have this one called LShoulder1, but actually it's
09:37supposed to be Rshoulder, so basically just rename this, RElbow and RWrist, and there we go.
09:55So now the skeleton is all set up and ready to go and ready to deform
10:00the character's mesh.
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Deforming a mesh using the Skin tool
00:00Probably the biggest reason for drawing a skeleton into your character is so
00:04that that skeleton can be used to deform a mesh.
00:07So let's take a look at how to deform meshes.
00:10Let's go ahead and start with a very simple cylinder.
00:14We are just going to start with something very, very simple, and then we'll work our way up.
00:17So I am just going to go ahead and create a simple polygonal cylinder and kind
00:23of shape it like let's say the leg or the arm of a character.
00:30Now in order to deform this with the skeleton, we need to go ahead and draw one in there.
00:34So let's go ahead and do a very simple skeleton.
00:37We are going to go Skeleton > Joint tool and again, just draw one, two, three joints.
00:45Now again what I am doing here is I tend to draw things a little bit in this
00:48V-shape and that just indicates the direction of the bend, which helps later on
00:52when you get more sophisticated into rigging.
00:55So all I need to do in order to deform this mesh is to create what's called a skin.
01:02Now there are three types of skin.
01:03There is Smooth Bind, Interactive Skin Bind and Rigid Bind.
01:08So let me show you the basics of these.
01:10I am actually going to go into my Perspective window here.
01:12So all you have to do is select the skeleton and all the joints or the hierarchy
01:16of the skeleton and then Shift+select your mesh. Then you can bind the skin.
01:22So in this case, I am just going to do what's called Smooth Bind.
01:26Now Smooth Bind basically works by what's called vertex weight.
01:30So whatever vertex is closest to the joint gets weighted more closely to that joint.
01:36So once I have my Smooth Bind done, all I have to do is select the joint and rotate it.
01:42Let's go ahead and shade this. And it will bend accordingly, very simple.
01:47It's probably the simplest way to skin a character.
01:50I am going to see if I can undo this, let's go ahead, yeah, so I have got this undone now.
01:54So let's go ahead and select our joint chain and select our mesh and let's go
02:02ahead and do the second one, which is called Interactive Skin Bind.
02:06Now what this does, it's a little bit more sophisticated.
02:09What it does, it create these little shapes around your joints and whatever part
02:15of the mesh that falls into that shape gets deformed by that joint.
02:21So I can actually get interactive.
02:24That is why they are called Interactive Skin Bind.
02:26I can actually scale this up or down.
02:29I select a different joint.
02:30I can actually scale that up or down, and control very interactively how much of
02:37that mesh gets deformed by that joint.
02:40So now when I rotate that joint, again it manipulates the mesh.
02:46Now on this simple type of geometry you might not see much of an effect, but
02:50just know that that's how that work.
02:52So I am going to go ahead and undo that. In fact, another way to undo it is just
02:58to go Edit > Delete by Type > History, and now go ahead and get rid of any
03:03deformation you have on it.
03:05Again, I am going to select the skeleton and the mesh and then let's do
03:10what's called Rigid Bind.
03:12Rigid Bind is the oldest type of deformation in Maya.
03:15It was the first type of deformation they had, and this doesn't have really soft selection.
03:19It's basically just the vertex is either on one joint or the other.
03:25So it's basically either it's on this joint, or it's on this joint, and that's it.
03:31But Rigid Bind has a number of other tools that allow you to put lattices
03:36around joints, that sort of thing, to allow you to control a little bit more
03:40closely how the bend works.
03:43So those are some of the basics of Bind Skin.
03:45Let's go ahead and use those on our character.
03:48Let's go ahead and open him up.
03:49I saved it out as Dog_16 and here we have the joints.
03:56I did not put a skeleton through the hand.
03:58So I'm going to actually move those out so that we don't get so confused here.
04:03So all we really want to deform is this particular arm.
04:07So for this really almost any one of those binding should work because it's
04:12really not all that sophisticated.
04:14We really don't need the Interactive Skin Bind.
04:17So in this particular one I am just going to do Bind Skin > Smooth Bind and
04:22that's the easiest way to do it.
04:24So now I've got my arm bending along with my character.
04:30Let's go ahead and move that, pan back.
04:35And we can do that again.
04:36Select Skeleton, select the arm, Skin > Bind Skin > Smooth Bind.
04:46Now if you wanted, you could use Interactive or Rigid Bind. Any one of those will
04:49actually work for this simple of a piece of geometry.
04:53Just know that we have three different ways to bind a skin to a skeleton in Maya
04:59and each one has its own advantages.
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Creating IK handles
00:01Now when you're working with joints in a character, there are several ways that
00:04you may want to animate it and there are times when you want to animate it and
00:10actually fix points of the joint in place.
00:13And to do this use what's called Inverse Kinematics.
00:17So I am going to go ahead and just create a simple, simple joint.
00:20We're going to go into Animation > Joint Tool, and I am going to select create a simple joint.
00:26Now this is the main reason why I tend to draw drawing with a little bit of an angle to them.
00:31So let me show you why I do this.
00:33Is we are going to go ahead and hit Enter, and I've created a simple joint chain.
00:37Now this could be an arm or leg and typically IK is used on what's called the legs.
00:43So if we wanted to animate this, at this point all we could do is animate it with rotation.
00:50So if I wanted to, let's say this is a leg, I could rotate it at the hip.
00:54I could rotate it at the knee. But if I wanted to, for example, bend the
01:01characters leg and keep the foot in place, I really can't do that.
01:05I can't manipulate this with translation without all the joints moving in one direction.
01:11So right now it's only rotations, and that's what's called forward kinematics.
01:17So basically you start at the root and move forward.
01:21So, for example, let's go ahead and create a very simple situation here.
01:24Let's go ahead and create a simple sphere.
01:29Let's say I wanted the end of this to touch the sphere.
01:32Let's say I wanted the character to pick something up.
01:34So what I need to do is position this, and then I need to rotate this in order
01:41so that it actually touches the sphere.
01:43I can't just grab the end and say here, touch the sphere.
01:47But I can do, using what's called inverse kinematics.
01:50So I am going to go ahead and undo my way out of this, and let's go ahead and set this up.
01:56So in order to set up IK, what we need is a joint chain, and then we create
02:01what's called an IK handle.
02:03So we go under Skeleton and we select IK Handle Tool.
02:07So go ahead and go to the top.
02:09So that's the start of my chain, and this is the end of my chain.
02:16Now what it's done is it's created another little object here.
02:20So you can see here, I've got now my joints have changed the color which means
02:24they are under the control of something else, and I've got this little brown
02:28thing here at the bottom, and that's called an IK handle.
02:30You can see it right here.
02:32Now if I go into my Outliner, you can see now I've got my joints and I've got an IK Handle.
02:39Now what the IK Handle does is it takes control of that joint chain.
02:44So if I move this, now the joints always stretch between the beginning and end of that IK handle.
02:54So now if I have that problem of I want to set the end of my chain wherever I want,
02:59I can do that very simply and this is great, particularly for the feet and
03:03legs of characters, but also really for any sort of mechanical object.
03:07Let's say you had a robot and you wanted to pick it up.
03:09You can very easily set up an IK handle to do that.
03:12So now I can place my foot basically anywhere I want.
03:17But there's still a little bit of a problem here in that my top joint is
03:22still free-floating.
03:23Now in some cases this might be the way you want this to work, but there are
03:27times when I want to take this and make sure that my bottom joint is locked.
03:32So we can address this by going into the attributes of the IK handle.
03:36So select the IK handle, go into the Attribute Editor, and now we can see we
03:41have a number of attributes for the IK handle.
03:45First of all, it tells you what the start and end joint of the skeleton are,
03:50then it goes into what's called the IK Handle Attributes.
03:55What I'm looking for is called Stickiness.
03:58So when Stickiness is off, when I move this the whole assembly moves.
04:05But when I select my IK handle and turns Stickiness on or make it sticky, now
04:14that joint is sticky and it doesn't move. So this is great.
04:17So now I can actually move both ends of the chain and both ends stick to
04:23where they want to go.
04:24So now there's also additional attributes here for my IK Solver and one of the
04:30most important ones is called IK Blend.
04:33Now there are times when you want to animate something using IK.
04:38So, for example, let's say I'm walking a character.
04:41But there are also times when you want to revert back to forward kinematics
04:45or rotational control.
04:47So, for example, if I position this here and then I-- let's say a character wants
04:51to walk and then swim and when it's swimming you want to go back to rotations.
04:56So what you can do is you can actually turn it down by IK Blend and now the IK
05:01handle is basically turned off and I can rotate my joints now.
05:05So if I rotate my joints, I can basically turn this off. And this can be animated.
05:11And as soon as it comes back on it snaps back.
05:16Now there are other types of parameters for this is as well.
05:19Such as how a joint will twist. That's if you have multiple joints.
05:22You can certainly use more than two joints in an IK chain and also another one
05:27called Spring Solver and that's for dynamics, which we won't be getting into.
05:32So let's go ahead and take our character and set him up with an the IK chain.
05:36So let's go ahead and open the scene.
05:38We have got Dog_17, which is our current dog.
05:43And so now we have got these arms here and I can rotate the joints, but I can't
05:48move them with my IK chain.
05:51So all I have to do is go into my IK Handle tool, select my first joint and my
05:58last joint, and now I've got my arm set.
06:03Now I want my hand.
06:05So let's go into our Outliner here and see how this is all set up.
06:09I've got my handle here, but I want my hand or my glove of my character
06:15to control the handle.
06:16Well the easiest thing to do is just to take that handle, drag it and create a hierarchy.
06:21So I am middle-clicking, dragging it above the left glove.
06:25So now when I select the left glove, the handle itself is underneath.
06:30So now by selecting that glove, moving the glove moves the arm.
06:35So those are some tips and tricks for using IK handles and as you can see,
06:40it's a great way to make sure your character's hands and feet stay where you
06:44want them to be placed.
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Creating blend shapes
00:00Now, there are going to be times when you want to animate the shape of something.
00:05You want be able to move from one shape to another.
00:09Maya's Blend Shapes really helps with that.
00:12Let me show you some real basics of it, and then we'll apply it to our character.
00:16So, let's go ahead and just create a simple object here, and let's say I have a
00:24sphere and I am going to go ahead and duplicate it.
00:31Do Ctrl+D, duplicate it, and then Shift+D to duplicate it again.
00:38So, this original sphere, I am going to go ahead and keep that the way it is.
00:43Then I am going to create to what I call shapes.
00:46So, I am going to select some vertices of these, and maybe even go into soft
00:51selection, so make sure I have that turned on, and just kind of deform one of these spheres.
01:02Then go ahead into the other one and deform the second one in a
01:06slightly different way.
01:08So, now I have these three objects here.
01:12Now, they all were created based upon the same objects.
01:16So, I've got this sphere and then I have got the same sphere basically with
01:20just a different shape, and this one has another one.
01:24It's the same object, just a different shape.
01:27Now, what I can do is I can actually animate between all of these shapes using
01:31what's called Blend Shape.
01:32Now all I have to do is Shift+Select the shapes I want to use and then my master object.
01:39So, I select my master object last.
01:42So, in this case I am going to select my sphere last.
01:44You know it's selected last when it's bright green and everything else is white.
01:49Then all I have to do is make sure I go into Animation and then under Create
01:53Deformers at the top of the list we have one called Blend Shape.
01:56So when I do that, well not much happens.
02:01But actually something happens behind the scene.
02:04So, if we look down here under INPUTS we have what's called blendShape, and we
02:09have a value for each one of these.
02:11So, Sphere3 and Sphere2 each can now contribute to this.
02:16Probably the easiest way to do this is by using an Animation Editor
02:20called Blend Shape.
02:21When I open that up it brings up this little floating window and it allows me
02:27to use these sliders to dial in each one of these shapes.
02:31So, if I wanted to look like this one, I dial it in.
02:34If I wanted to look like that one, I dial it in.
02:37If I wanted half one and half the other, then I can dial that in as well.
02:43This is a really great way to create all sorts of shape animation.
02:48So, for example, you could have a flowing blade of grass.
02:51You could animate between those.
02:53Or in this case with Character Animation you can use it for blinks.
02:56You can use it for mouse shapes, such as dialog, that sort of thing.
03:00It's very handy for a lot of different applications.
03:03So, let me show you an application that works for our character.
03:06I am going to go ahead and open a scene, Dog_18, and this is our basic dog.
03:13Now, what we've got is I've created a second head for the dog.
03:20So, let's go ahead and do a simple blink.
03:22So, I am going to go ahead and just take this head and duplicate it.
03:30Then I am going to take my duplication and I am going to model it.
03:34So, we are going to go ahead and select some vertices.
03:37Soft Selection, I still have Soft Selection on, which actually will help with this.
03:41Then I can just go ahead and start manipulating my surface.
03:47All I have to do is just go ahead and select the vertices for the upper and
03:53lower lid and dial them closed.
03:57Well, I am going to go ahead and just do it very quickly.
04:02Once we do that, all I have to do is select this, select my head, and then
04:06just do Blend Shape.
04:08Go to my Blend Shape window and you can see I'm getting a blink, but it's
04:15not quite the same.
04:17I am actually going to go ahead and Delete History on this.
04:19Let's go ahead and just use my preset head here.
04:25So, I've got in my Outliner.
04:29You'll find there's an actual object here called Head_Blink.
04:33Then all we have to do is do Display > Show > Selection.
04:38You can see that I've actually modeled that.
04:41It took a little bit of time, so I didn't want to go through that whole process.
04:44But all I did was exactly what I did before.
04:46Took the head, copied it and then modeled it, so that I have the blink.
04:51So, all I have to do is select this head, select the head that I'm using,
04:55Create > Blend Shape.
04:57So, now that I have that Blend Shape, I can go in to my Animation Editors and
05:02now I've got a very nice blink.
05:04You got to make sure that as these things blink that they come out and
05:10completely cover the eye, because the eyes are somehwat spherical.
05:13So, now I've got my character so that he can blink.
05:17Now, this Blend Shape can be used for all sorts of things.
05:19You could obviously use it for mouth position.
05:21So, if you want to open his mouth or make him smile, do that sort of stuff,
05:25you can certainly do that.
05:26You can also use it in any other type of organic animations.
05:30So, if you wanted to just model a couple of different shapes, you can then just
05:34blend between those.
05:35It's really a great way to animate.
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Rigging nonlinear deformers
00:00There are other ways to do deformations that can be animated.
00:04We looked at a couple of them in modeling and those were called the
00:07Nonlinear Derformers.
00:08Those can also be used for animation.
00:11So, let's just show you how to animate those to rig up this character for that.
00:14We have the character ears and as he moves around, you typically want to
00:19see a floppy eared character.
00:21So, we can do that very simply using what's called the Nonlinear Deformer.
00:25So I am going to select the ear, Create Deformers, and under Nonlinear, remember these?
00:32We used them in modeling.
00:34The one I want to use here is called the Bend Deformer.
00:38So, when I select this, you can see what happens is this little object comes up here.
00:43I can click and see it in the Outliner here, and it's called the bend1Handle and
00:49if I show this in X-ray mode, you can kind of see how that looks.
00:54If I go to the Attribute Editor for this handle, you can see that-- there is
00:58actually a node here called bend1 and it can actually bend that ear.
01:03But if you notice, the ear itself is not bending along where it should bend.
01:09It should actually be bending where it's attached to his head, which is right about here.
01:14All I have to do is select my deformer and then just move it up, so that the
01:21center of that is right around where that ear attaches to the head.
01:26Now, once I have that, so then I can just start bending it.
01:30Now, one thing you couldn't do also is change what's called this High and Low Bound.
01:34Now by making the Low Bound a little bit bigger, you can see how it extrudes
01:39down beyond the bottom of that head, and I can also restrict my High Bound.
01:46This just gives me a better visual clue as to what I've got.
01:49So, all I have to do is select this, and now I can bend his ear accordingly.
01:54So, I am going to go ahead and set that to 0.
01:57Let's go ahead and just do that for his other ear.
02:00So, I am going to select the ear, Create Deformers > Nonlinear > Bend.
02:07Then I know right away that I am going to have to move this up to the point
02:11where the ear attaches.
02:15Then just go ahead and dial in that High and Low Bound.
02:18Now, this is really just a visual cue.
02:22So, you don't absolutely have to do this part of it.
02:24But I like doing it, so that way I know a little bit more closely what I'm doing
02:28with this particular character, and there we go.
02:31So, that's how you make the character's ears all floppy.
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Finalizing the character
00:00So now we have our dog pretty much rigged.
00:03We've got everything kind of in place.
00:05So I've got my arms, my gloves actually move the hands, and my ears are floppy,
00:11and I've got the blinks.
00:12But I still haven't tied him altogether into a complete character.
00:18So let's go ahead and do that.
00:19I've got my Outliner here.
00:21You'll notice that each part is separate.
00:25I don't really have a whole hierarchy here.
00:27So if I selected my body, you'll notice I can just move that away.
00:31He is not all tied together.
00:33This is where hierarchies really come in handy.
00:36So, for example, if I want the head to move along with the body, then I need to
00:40place it under the body in the hierarchy.
00:43So I'm going to go ahead and middle- click over the head. Drag it directly over
00:50that body node in my Outliner.
00:52So now, everything goes together.
00:56But underneath my head, I really need to have my eyes and my ears also go together.
01:03So, let's go ahead and take both of these eyes, drop them over the head.
01:08So now, that all works together.
01:12Let's go ahead to the ears.
01:14Here is an issue that's going to come up with ears.
01:16If I drag the ears themselves over the head and I move them, these
01:24deformers don't go with them.
01:26So let me show you what the problem is going to be here.
01:30If I take this bend and I bend that ear
01:34and then I actually move the head of the character, notice how that gets all weird.
01:42Well, that's because the actual shape of that is controlled by this bend.
01:50So I need to move the bend itself along with the head.
01:55So I'm going to middle-click up both of these and put those so that they move
01:59along with the head as well.
02:00So now, if I select this and bend it, it should just go along with the head.
02:09Okay, so you need to make sure that those deformers go along with the objects
02:15that they're deforming.
02:16Now we have a similar problem with the arms.
02:21So what's really moving the arms on this character are two things,. Because I
02:26have IK setup, I've got this shoulder which is set up to move and I've got the
02:33glove, which is set up to move the other end.
02:37So you think, okay, so I've got the shoulder of the skeleton and the glove
02:43moving along with the character.
02:46So I need those to be under the body.
02:49I need those within that body hierarchy.
02:51So I can middle-click on these, and drag them over here.
02:55So now when I move the body, everything moves.
02:59Now the one thing that I did not put underneath this hierarchy is the actual arm
03:04itself, because the arm is deformed by the skeleton.
03:10If I would've drag this under the body, then what I would be getting will be--
03:15You see how that jumps?
03:16Why that is is because what's happening is is he is getting a
03:20double deformation.
03:21So as soon as I put it under that body, the position of the body is deforming it
03:27because it's in a hierarchy.
03:29Then the shoulder joints are performing it because it has a skin modifier on it.
03:36So what I need to do is take these arms, and make sure that they are not in that hierarchy.
03:42So, I'm going to go ahead and do the right arm.
03:44I'm going to make sure that the right arm is under the body.
03:48Then these two things, the actual things that deform, I really can't touch.
03:53So I'm going to go ahead and put those into a group and just call that Deformed.
04:01In some rigs, you'll actually see people type the letters "do not touch."
04:05But I'm just going to go Deformed.
04:07That way I know that these are things that are already being deformed by other
04:11things in the scene.
04:12So now I can select my character and I can move him around and then I can also
04:17move his arms and his head.
04:19Now the reason I didn't do the lower body is because ultimately he'll be
04:23sitting on the scooter.
04:25So his lower body will be pretty much fixed in place.
04:28All that's really going to be moving is his arms and his head.
04:32If I wanted to, I can actually go through and use all of these same techniques
04:35to rig the entire character and make him entirely deformable.
04:39But for this situation, we're just going to work with the arms and the head.
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Rigging the character to the scooter
00:01Now, the whole goal of this project is to actually get the dog on the scooter
00:05and have him ride the scooter.
00:08So we've got the dog already.
00:10Let's bring in the scooter and finish out the process.
00:14So we're going to go ahead and instead of Open, we're actually going to use a
00:18new function here and that's called Import.
00:20Now, I have saved out the scooter that we were working with.
00:24I just called it Scooter_Final.
00:26It should have everything we need in it.
00:28So let's go ahead and import Scooter_Final.
00:31Now, what that does is it brings the contents of another scene into your scene.
00:36Now, when we import, we can import Maya files.
00:39We can also import other types of files, such as FBX or OBJ.
00:44So if you're bringing in other types of geometry, you do it here, but we're
00:48just using Maya files.
00:49So let's go ahead and bring in Scooter_Final.mb. There it is.
00:54So since we have placed everything in the center, you can see that everything is
00:58pretty close and I plan for this to have it actually pretty close in size.
01:04All we have to do now is position the dog on the scooter.
01:09So I'm going to go ahead and take my dog's body and I'm going to go into my Side viewport.
01:16Let's go ahead and just do some positioning here.
01:21I'm going to go ahead and move it, just so his rear end is kind of on that seat.
01:26Now, the thing is is that his legs aren't bending here, but that's okay
01:31because when he is riding this, his feet are just going to be solid to the scooter itself.
01:37So I really don't need to rig his legs for this individual scene.
01:40Now if you're going to use this dog somewhere else, yeah, you'd have to rig his legs.
01:45But for this, let's just go ahead and do this.
01:47So I'm going to go ahead and just select vertices of the body and just move his legs.
01:55I'm literally just going to model him so that his legs are in place.
01:59It's kind of a hack way to do it, but it works really well.
02:02Sometimes when you're in production, the shortest distance between the two
02:07points is the best methods.
02:08So all I had to do is just kind of model him so that his feet are on the scooter.
02:14So go back in Object mode, and there he is.
02:18He is pretty much on the scooter.
02:18Now, I could probably do a little bit more tweaking here, maybe set him down on
02:22the seat a little bit, but for now that's pretty good.
02:25Now, I also need to get his hands onto the handlebars.
02:29That's pretty simple.
02:31So all I need to do is just move those gloves down so that they fit the handlebars.
02:37Now, he does need to be grasping these handlebars.
02:40For the scene I have, he is not going to take his hands off those.
02:44So again, I'm just going to do some very simple modeling.
02:46Now, I could do this in one of two ways.
02:48I could just model a hand this close and do a blend shape, or I can just very
02:53simply model it into place.
02:56So I'm just going to go ahead and rotate some of these vertices and literally
03:01just get his hand on that handlebar.
03:04I'm going to go ahead and select this edge loop here, double-click on this.
03:10I'll go ahead in here and rotate that.
03:15Again, I'm just trying to position this so that his hand is there. Very simple.
03:20Let's go ahead and do the same thing for his other hand.
03:22So I'm going to go ahead and select this hand and move it down and onto that
03:34handlebar, maybe move it out a little bit. There we go.
03:38Pretty much what I want.
03:40Again, I'm just going to go ahead and do just a really quick modeling of his hands.
03:49So I'm just going to grab those vertices, rotate them, and move them down.
03:55Then for this one here, I'm going to go ahead into Edge mode here.
03:59Double-click on this edge, and then rotate that as well.
04:05So there we go, very simple.
04:08His hands are now on the handlebars.
04:10But we still have a problem, because he is not attached to the scooter.
04:16If I were to grab this main node of the scooter and move it, well, the scooter is
04:21just going to drive off without him.
04:23We don't want that to happen.
04:24Also, when I rotate the handlebars of the scooter, I want his hands to be stuck
04:31to those handlebars as well.
04:33So let's go ahead into this and do some work in the Outliner.
04:37So I've got my Scooter locator.
04:40Underneath this locator is everything that comprises that scooter.
04:44So what I want to do is take my body of my character, middle-click and drag, and
04:50place it underneath that locator.
04:51So now when I select this locator, he is moving with the scooter.
04:57So all I have to do is animate this locator and he will animate with it.
05:02But I still need to figure out the handlebars.
05:05Well, the handlebars are really just a separate locator.
05:08They are just this locator to which everything in the handlebars is connected.
05:13So if I go down here, you'll see that I've got this locator here called Steering.
05:22Underneath that are all the shapes that comprise the fender and the steering
05:29columns and the headlights and everything.
05:31So all I need to do with this is just, again, just another little hierarchy trick.
05:35I need to grab both gloves, which are actually in the body right now, and
05:40middle-click and reconnect them and put them underneath that Steering locator.
05:49So now when I select that, notice how it selects the gloves.
05:53Now when I steer this, his hands will go with it. Very simple.
06:00So now he is all set and ready to go.
06:03So now we've got-- we can move the scooter, we can steer the scooter, and we can
06:13turn his head, so that he looks at us as he drives the scooter.
06:18So now that we've got all of this set, we're ready to animate our scene.
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10. Animating in Maya