Maya 2011 New Features

Maya 2011 New Features

with George Maestri

 


Author George Maestri explores the significant and robust feature set in Maya 2011 that add functionality for its 3D workflows in Maya 2011 New Features. This course covers the addition of Bezier curves for NURBS modelers, the Connect Component and Spin Edge tools in the polygonal modeling mode, and rigging tools for character animation. Enhancements to rendering and special effects are also reviewed. Exercise files accompany the course.
Topics include:
  • Choosing colors with the Color Picker
  • Using the new Shelf Editor
  • Adjusting skin weights with color feedback with Paint Skin Weights
  • Connecting characters to skeletons with Interactive Skin Bind
  • Making object-level soft selections
  • Constraining objects to polys
  • Using the camera sequencer
  • Exploring the Hypershade window improvements

show more

author
George Maestri
subject
3D + Animation
software
Maya 2011
level
Intermediate
duration
1h 22m
released
May 13, 2010

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Introduction
Welcome
00:04Hi! I am George Maestri, and welcome to Maya 2011 New Features.
00:08Maya 2011 has introduced a number of new features to make the software more
00:12robust and easy to use.
00:14Probably the most important new feature is the brand-new interface that gives
00:17Maya an updated look.
00:19Included in this new interface is a great new color chooser and enhancements to
00:23a number of important menus.
00:25For those who do NURBS modeling, the addition of Bezier Curves gives you a whole
00:29new way to draw in Maya.
00:31Polygonal modelers will appreciate the new Connect Component and Spin Edge tools,
00:35as well as Object Level Soft Selection.
00:38Character animators will appreciate the new rigging tools in Maya.
00:41These include new ways to visualize and select joints, colored feedback for
00:46adjusting skin weights, and interactive skin bind, which is a whole new way to
00:50connect a character to a skeleton.
00:52So let's get started with Maya 2011 New Features.
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Using the exercise files
00:00lynda.com Premium members can download the Exercise Files used in this tutorial.
00:08When you download those Exercise Files, go ahead and just place them on your
00:12Desktop, like I have here.
00:15And when you open those Exercise Files, you'll notice that there is one
00:18folder per chapter.
00:21So when we actually go into each chapter, that's where the folder will be.
00:26And each folder has the Maya files needed for that particular chapter.
00:33So go ahead and place the Exercise Files on your Desktop and let's continue.
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1. The New Maya Interface
Overview of the new Maya interface
00:00Without a doubt, the most noticeable new feature in Maya 2011 is the updated interface.
00:07Probably the biggest change in the interface is the color scheme.
00:11Now, Autodesk has made Maya 2011 a lot darker and they have also added this
00:16kind of nice gradient in the viewports.
00:18Now, this just makes it a little bit easier on the eyes.
00:22Now, in terms of how much the interface has changed, it really hasn't
00:26changed all that much.
00:27In fact, I have got Maya 2010 open here, and you can see that, well, pretty much
00:33everything is in the same place.
00:35The only thing about Maya 2010 is that it's a lot brighter.
00:39So if I minimize this, you can see how pretty much everything is in the same place.
00:44You still have your menu sets here, we still have our shelves, we still have
00:50controls for the viewports, navigation is identical, and everything is pretty
00:55much in the same place.
00:57But there are some other subtle interface tweaks under the hood that you'll
01:01notice as you go through Maya and I'll be showing you those in the rest of this chapter.
01:07Probably the first thing I want to show you is the File > Open and File > Save
01:13menu, which has changed a little bit.
01:15So let's go ahead to our File > Open menu and let's go into Open Scene.
01:20Now, you can see that the File > Open menu is a lot bigger and a lot different than
01:25it was in previous versions of Maya.
01:28One of the nice things here is we can actually choose different bookmarks.
01:33Now, on this Windows system it's actually going to choose My Computer.
01:37And also, if you notice in all the windows we have these little dotted lines,
01:41and when you mouse over those, they highlight and they allow you to basically
01:47resize windows and window panes.
01:49So you can actually make things bigger and smaller.
01:52So if you have a really long file name, you can actually expand it to
01:55create room for that.
01:58And then also we can take a look at our default project.
02:01We can also, if we have multiple projects, we can use this pull-down menu.
02:06We also have a pull-down menu here that allows us to go to different windows.
02:11So I am going to go back to my Chap01 window here.
02:14Here, along the right-side, we have our navigation controls and in fact, if we
02:19mouse over these, you can see as the window hints, we can actually go to back,
02:23to the previous directory, we can go up a level, we can actually create a new
02:28folder, and we can actually do different types of views.
02:31We can do List View or we can do a Detail View.
02:35Along here we have options.
02:37Now, this will change depending upon what type of file you are using.
02:42Now, for just basic Maya files, it's just going to have General Options and
02:46Referencing, but if you have different types of files, we will have File
02:50Type Specific Options.
02:53So we can also along the bottom here select what type of file we want.
02:57I am just going to go ahead and select All Files.
02:59I am going to select Head_01 and open that, and that's just a little head model
03:04here that we can select.
03:06Now let me go ahead and show you the other menus.
03:10We can also do a Save Scene As, and again, we have a little bit of a
03:15different menu here.
03:16We have all of the same things, such as bookmarks, the project and so on.
03:21Along the side here we have options.
03:23So we can change the type of file and we can also copy things such as 3D Paint
03:29Texture Options, Referencing Options.
03:32This is important if you are using referencing files.
03:35You can also change the type of file, whether you want Maya ASCII or binary.
03:39I am going to go ahead and cancel this, because what I want to show you is
03:42another menu here, which is the Export menu.
03:46So we're going to go File > Export All, and everything here is pretty much the same,
03:52but let's go ahead and scroll down and select FBX export.
03:57And when you do that, you'll notice that a bunch of File Type Specific Options come up.
04:04So what we can do here, these are the options for exporting FBX files.
04:09Now, previously you would have gotten a separate window with these options and
04:12what's really nice is that these options just kind of show up as you save.
04:16So you can, for example, use all of your FBX options, such as what type of
04:21geometry you want to export, whether or not you want to export animation
04:24or cameras and so on.
04:27You can also change your FBX Plug-in version, which you used to be able to do in
04:32the other Export window, but now it's all kind of in one big window, which
04:37actually makes it very, very nice.
04:39So again, we can just go ahead and give it a name and then just go ahead and export it.
04:44So that's kind of a brief overview of the general interface as well as the File
04:50> Open and Save menus, and we are going to go ahead onto some additional
04:55options in the next lesson.
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Working with tabbed windows in Maya
00:00The next new interface feature I want to show you concerns the Channel Box and
00:05the Attribute Editor.
00:07There is a lot of new ways to control these as well as tear them off, float them
00:11above the workspace, and also there is a nice new tabbed interface that allows
00:15you to get easy access to these important windows.
00:19So I'm going to go ahead and select this model, which is in the scene, and right
00:24now I'm in the Channel Box.
00:26Now, typically how we would get between the Channel Box and the Attribute
00:30Editor, we'd go up to the top right here and just click this button and that
00:35would rotate between the Channel Box and the Attribute Editor.
00:39But what Maya 2011 adds are these little tabs along the side, so all I have to
00:45do is just click on one or the other and I can switch between the Attribute
00:50Editor and the Channel Box.
00:52Now, there is another way to use this, which is, if I click on it, I can go into
00:57the Attribute Editor. If I click on it a second time, it goes away, which
01:02actually gives me more space to work in.
01:05And if I click on it again, it returns.
01:09And the same for the Channel Box. If I click on it one time, the Channel Box comes up.
01:14Click on it a second time. It goes away. I have more workspace.
01:19Click on it again and it returns.
01:22Now, this window that has the Channel Box also has a bar along the side, which
01:27allows me to scale it up and down.
01:30And then along the top you'll notice I have again these little dots and what
01:34this does, it allows me to tear off either the Channel Box or the Attribute
01:39Editor and float it above the workspace.
01:42So all I have to do is left-click, hold, and drag, and you'll notice the Channel
01:49Box tears off and the Attribute Editor comes up along the side.
01:54Now, if I want I can tear off the Attribute Editor as well.
01:59So all I need to do, again, is just click and drag and now I have the Attribute
02:04Editor floating above the workspace.
02:06Now, this is a little tight on my monitor, but if you have multiple monitors or
02:12a larger monitor, this could be a nice way to organize your workspace.
02:17If you want to put it back the way it was, all you have to do is click on the
02:21window and drag it to the side, and you'll notice here that this little dotted
02:26line comes up once you get it to the exact side of the window.
02:29If I move it a little too far up or down, this won't come up.
02:33So you want to make sure that you get that little dotted line and there it is.
02:37Now, I can do the same for the Channel Box as well.
02:40You notice how once I get this over, it kind of expands right there and all I
02:45have to do is just drop it in that little space and I'm back to normal.
02:49So I have my Attribute Editor, my Channel Box, or nothing.
02:54So those are some really great ways to organize your workspace with these
02:58very important windows.
03:00So go ahead and start using this as you work with Maya.
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Exploring the new Color Picker
00:00One of the features, I really like is the new color picker and this gives you a
00:04lot more options in creating and customizing the colors in your Maya scene.
00:11Now I've got this model open. I'm just going to go ahead and select it, because really I
00:15just want something that has color on it.
00:17I'm going to go into my Attribute Editor and then I'm going to scroll over here
00:22until I find a lambert4, which is the skin color on this particular model.
00:28Now what I want to do is scroll down until I find this Color attribute here
00:33and I'm going to single-click on this and when I do this, it brings up a
00:38small color picker.
00:41This is actually new in terms of the interface, but it's actually probably
00:45fairly familiar to anybody who has used Maya.
00:49We have what's called Color History, which is the history of all the colors
00:52we've put on this model, as well as some stock colors like some stock grays and
00:57the standard red, yellow and green and so on.
01:01We also have a color wheel with a color picker here.
01:06We can also select via RGB values and we can change those from 0 to 1, 0 to 255
01:14or we can also use HSV or Hue/Saturation and Intensity.
01:20Now, this color picker is very similar to what we've used in Maya before.
01:24What's really cool is the new large color pickers.
01:27I'm going to go ahead and click off of this and when I double-click on this,
01:32it's going to bring up the big color picker.
01:36This in actually gives us a lot more control over how we select and organize our colors.
01:43Though along the top it has a Color History, very similar to the one we saw on
01:47the smaller color window and this basically just gives the most recent colors
01:51that we selected along with some standard colors.
01:54Now down here we actually have a color wheel, and which again is very similar
02:00to what we've had before which allows us to basically select different types of colors and so on.
02:06But we also have four different ways to select colors. So we have a color wheel.
02:11We have another one called Spectrum which is pretty self-explanatory.
02:15You just click on the color you want and so on.
02:18We also have another one called Image.
02:20Which I think is really cool, because what you can do is you can actually hit
02:24this Load button and you can actually load in a JPEG or TIFF or TARGA or really
02:30any image that Maya supports.
02:32And you can actually eyedropper out a color from that image. This is great,
02:38if you want actually match an image on the logo or in the backing plate or
02:42something like that.
02:43You can just take the color out of an existing image. And the last one is called
02:49the Blend and again this is pretty self-explanatory.
02:52You literally just click within this window and you get the color.
02:56Now if we go down further you can see we have Numeric Input which again is
03:00very similar to what we have before, RGB and HSV, we can also change the values for the RGB.
03:06Then the one I actually like, I'm going to go ahead and minimize all these and
03:11just open up the one called Color Palettes.
03:13Now what this does is actually brings up a standard color palette. What's really
03:19nice is that I can actually load and save these.
03:22So if I have stock colors from the client or that we're using in a production,
03:29I can actually load those from a gile, or I can save out my stock colors to a file.
03:36Now if I want to create a custom palette, all I have to do is go into my color
03:41selector, pick a color, for example this dark red, and if I want to add it into
03:47one of these slots, all I have to do is right-click.
03:53Once I right-click it adds it to the slot. If I left-click it basically
03:58just picks the colors.
03:59So for example, if I want it to be blue, I can just pick blue. If I want it to
04:04be this skin color, all I have to do is select this.
04:08But if I change a color and want to add that into this palette, right-click
04:15is what does it.
04:18And again, once we customize a palette we can save it.
04:23So as you can see this new color picker is really powerful.
04:26It's going to give you a lot more options in how to select and organize
04:31your colors within Maya.
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Using the new Shelf Editor
00:00The final new interface feature I want to show you is the new Shelf Editor.
00:06Now this may not be something that a lot of people use.
00:08But what it does is it allows you to customize all of the icons on your shelves
00:14and also create new shelves.
00:15Now in order to get to it, you basically have to have the Shelf window open and
00:20then just click on this little down- arrow and go into the Shelf Editor.
00:25Now before I get into this, I want to show you the old Shelf Editor.
00:29And you'll see the differences immediately.
00:31So I'm going to go into Maya 2010.
00:34And again, the Shelf Editor is pretty much in the same place.
00:37So just go Shelf Editor.
00:39And this is what it looked like before.
00:41We had three tabs here. One for Shelves.
00:43So you pick a shelf.
00:45And then you pick the Shelf Contents.
00:47And then you can edit the commands that those shelves contain.
00:52It's actually kind of cumbersome compared to the new interface which actually
00:56has two scrolling palettes.
00:59So for example if I wanted to go into say the Hair palette, I could
01:04actually just go into that.
01:05And it will automatically changed the contents and actually selected the palette.
01:11So for example if I go into Fluids, you'll see it selects Fluids.
01:14I go into subdivision surfaces. It selects that.
01:18And then I can select any one of those tools within that or add new tools or
01:23edit whenever I want or I can go into for example create a custom shelf and so on.
01:30Now the other nice new thing is that it actually gives us little bit more
01:33control over how any one icon looks.
01:36So for example a Sculpt Geometry tool here, we can actually change the label
01:41color, the label background.
01:44We can also create custom background colors.
01:46So for example, if I tag this on and off, you can see how that changes.
01:50And again, my brand-new color picker here, I can actually change that to
01:55whatever color I want or I can turn it back off if I want.
02:00As you can see we have a lot of new options.
02:02So for each of these we also have two additional tabs.
02:05One is the Command that you get when you single-click on it.
02:09So this would just create the Sculpt Geometry tool.
02:12Now these are what are called MEL commands.
02:15Now if we go and do double-click one, we actually have Sculpt Geometry tool option.
02:19So now we have a double-click option for objects on the shelf.
02:23So for example, if I double-clicked on this, I would actually get the options as well.
02:28So as you can see the Shelf Editor has been very much updated.
02:32And it's actually much more functional, easier to use.
02:36And if you create custom tools, you will really appreciate this new Shelf Editor.
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2. Modeling Tools
Working with Bezier curves
00:00One of the most important new modeling features in Maya 2011 is the Bezier Curve tool.
00:06Now you maybe familiar with Bezier curves by using Adobe Illustrator or 3DS Max
00:11or any number of other packages that use them.
00:14Now Maya 2011 finally has this method of drawing curves.
00:18And it will serve you very, very well.
00:20I think this is a very important feature.
00:21Now we can get to Bezier curves in one of two places.
00:25Under the Create menu, we have Bezier Curve tool or we can also go over to our
00:31Curves shelf and select the Bezier Curve tool here.
00:34Now before I draw the curve, I actually want to go into an
00:38orthographic viewport so I get a nice flat curve.
00:41So I'm going to go ahead and just jump out here and highlight my top menu and
00:45hit my Spacebar and come back in.
00:47So I'm going to go ahead and select the Bezier Curve tool.
00:50And as you notice the cursor changes to an Input mode, this little cross, very
00:55similar to how we draw a NURBS curve.
00:57With the NURBS curve, you would just start clicking and the curve would draw.
01:01With the Bezier, you have to make a decision.
01:03You have to either left-click and drag or just left-click.
01:08And let me show you what the difference is.
01:11If I left-click and drag, you'll see that what it does is it pulls out the very
01:18familiar Bezier handle.
01:20And what this does is it really determines the shape of the curve.
01:24Now we really won't see this until we draw a second point.
01:28So I'm going to go ahead again and left-click and drag.
01:31And you can see how this handle defines the shape of the curve.
01:36Now what's happening is, is that the curve is actually becoming tangent to the
01:41handle at that point.
01:43And so the length of the point determines the angle of the tangent.
01:48And the angle of the handle determines where that tangent comes into that point.
01:53So again let me draw one more curve.
01:55And you can see how you can make that tangent go to this way or this way.
01:59And the longer the tangent, the less steep the angle and so on.
02:04So because these handles are tangent, it really helps you to draw a straight line.
02:08So let's say I wanted to draw a straight line here.
02:11All I have to do is make sure that this tangent is parallel to the line.
02:16And I can be pretty much assured that that line is going to be straight
02:20between these two points.
02:22Now another way to draw the point with the Bezier Curve tool is to just click.
02:27Now what this does is it creates a corner.
02:30So if I click here, you can see that well, it doesn't really create a corner.
02:34Well, it does create a corner but this side of the curve is actually still curved.
02:39If I click again and don't drag, you can see how this corner was created.
02:45Let me do that one more time.
02:46And you can see how I can create a very nice series of straight lines.
02:51Now when you want to create straight lines and corners, the Bezier Curve tool is
02:56going to be a lot easier then the NURBS curve tools in Maya.
03:00And I think this is one reason why people are going to start using these types
03:04of curves a lot more.
03:05And again if I want to go back to my other input method, I can just go ahead and
03:10just click and drag.
03:11Now once you're done with the input, you can just go ahead and either hit the
03:17Select mode or hit Escape.
03:20And that'll go ahead and bring it into the regular curve mode.
03:23Now Bezier curves are pretty much like any other curve in Maya.
03:28You can do other types of operations with Beziers.
03:32So for example if we wanted to open or close a curve, I can do that.
03:35All I have to do is go over to Surfaces, EditCurves > Open/Close Curves.
03:41So you can see how I've actually closed this curve out.
03:44Now if you want to go ahead and edit the curve, it's very similar to how you
03:49would edit a NURBS curve.
03:51All you have to do is just right-click over the curve and select Control Vertex.
03:56And this will bring up all of the vertices.
03:59So I can select this.
04:01And I can move it around.
04:02So if I wanted to, I can select the center which is vertex.
04:07And that just repositions it.
04:09If I select one of these ones on the end, which is the handle, again I can
04:13reshape the curve however I want.
04:17Now for these particular points, which have no handle, which are these corner
04:21points again, all I can do is just adjust the position of the curve.
04:26And again there's no tangent because these are corners.
04:28I'm going to hit Escape.
04:30Now I'm going to go ahead, back out to Object mode.
04:34And let's go back into our Perspective View here.
04:38And one of the other things I want to show you is that Bezier curves can also be
04:42used to build NURBS surfaces.
04:45So if I take this particular curve and let me just make a couple of copies of this.
04:50I'm going to hit Ctrl+D, make one copy and then I'm going to do that again.
04:55Ctrl+D and so now we have three Bezier curves.
05:00And let's just go ahead and do a simple loft.
05:02hold down the Shift key.
05:05Select them 1, 2, 3 and then go into Surfaces > Loft.
05:11You can see I've created a surface.
05:13I'm going to go ahead and shade that by hitting 5.
05:15And you can see now I have a NURBS surface.
05:19Again, if want to edit the surface, however, you can see that this is a NURBS surface.
05:25It has control vertices and hulls.
05:29And the important thing here is that it's not a Bezier patch surface.
05:34It is a NURBS surface.
05:36Now if you were to do is in a package like Maya, you could actually have a
05:39surface that has Beziers on it, but this actually creates a NURBS surface.
05:45And this is how it works in Maya.
05:47But if you wanted to, you can go into the originating curves, select Control Vertex,
05:53and reshape those.
05:55And that kind of gives you a pseudo Bezier patch here.
05:59So you can actually change this surface by just changing these curves.
06:03So as you can see this gives you a lot of power and a couple of new ways to
06:09create curves, very easy way to create corners and a much better way to create tangents.
06:15So go ahead and just play with Bezier curves.
06:18You get used to them very, very quickly. And I'm sure
06:20it will become a very important part of how you model NURBS surfaces within Maya.
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Using the Connect Components tool
00:00The next modeling tool I want to show you Maya 2011 is the Connect Components tool.
00:06Now what this does is it allows you to draw edge loops fairly interactively on
00:12any sort of polygonal model.
00:14So let me show you how this works.
00:16I'm going to go into Polygon mode and then we're going to go into our Polygon shelf.
00:21And I'm just going to go ahead and select a plane and then just draw that out.
00:26Now I'm actually going to go into my plane shape here and select
00:33Subdivisions width and height, middle -click, and drag and give myself some
00:38detail to work with.
00:39And I'm going to go ahead and shade this.
00:41And then just pull that above the grid so we can see what we're working on.
00:45So now in order to use Connect Components, you have to select some components.
00:51So the easiest way to do this, again, is to right-click over this and it let us
00:55go into Multi mode, which allows us to select faces, edges, vertices in any
01:01sort of combination.
01:03Now I'm going to show you how to use this, very, very simply.
01:06I'm just going to go ahead and select an edge.
01:08And then Shift+Select another edge.
01:10So I have two edges selected.
01:13I'm going to go into Edit Mesh and find Connect Components.
01:18Now once I've done that, let's take a look at how it works.
01:22Now all it did was it split the edges in half and connected them. So this is great.
01:29But the really cool thing about this is that you can connect multiple
01:33components together.
01:35Let's go ahead and select a bunch of different components.
01:37So let's go ahead and just start selecting some edges.
01:41I'm just going to hold down the Shift key, select some edges.
01:44And then maybe select a vertice or two and then maybe some more edges.
01:50So now I've kind of drawn a bit of a path upcoming from here to this vertice and
01:56then to these edges.
01:58So now let's go ahead and do Connect Components again and see what happens.
02:02You can see what it's done is it actually split the edges and connected the vertices.
02:08So we have a whole new edge loop that we've drawn onto this model.
02:13Now this also works for faces.
02:16So let's go ahead and select a couple of faces.
02:18And again let's just do Recent Commands > Connect Components.
02:22And you can see what it's done is it's bisected these faces.
02:28So what I can do is I can select some faces, maybe an edge, a vertice, and so on.
02:34And then just do Connect Components.
02:37And it will again connect whatever I have.
02:42So let's go ahead and see how to use this on an actual model.
02:45I'm going to go ahead and open a scene called Head_01.ma.
02:51It's just a basic polygonal head.
02:53Now one of the reasons you'd want to use Connect Components is to refine or
03:00add detail to a model.
03:02So let's go ahead into this particular model.
03:05And let's say I wanted some additional detail along the cheek or something like
03:09that in order to give myself some more room to do like a facial deformation or
03:15something like that.
03:16So again, I'm just going to go into Multi mode and then just start selecting.
03:21So I'm going to go ahead and select that vertices.
03:24Maybe select this edge.
03:26Select the couple of edges here.
03:29And let's go ahead and maybe select the vertices and an edge.
03:34And again, just by going Connect Components, you can see how I've added in some
03:40detail to this model so I can actually re-sculpt it or add for example, a crease
03:45or something like that very, very, very easily.
03:49So as you can see, Connect Components allows you to add detail very specifically
03:55and very easily into a polygonal model.
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Using the Spin Edge tool
00:00Another great new modeling tool in Maya 2011 is called the Spin Edge tool.
00:06Now what this does is it takes an edge and allows you to change its orientation
00:13or spin it around the model.
00:16Now, I have a Maya file open and this file has a simple plane.
00:20Now, what I've done is I've actually used Connect Components to draw two
00:25diagonals across this plane, and this will give me some additional edges so we
00:31can illustrate the Spin Edge tool a little bit easier.
00:34So, in order to do this, we need to select an edge.
00:39So, I'm going to right-click, go into Edge mode, and let's go ahead and select this edge.
00:45Now, we can get into the Spin Edge tool in two ways.
00:48One is through the menu.
00:50The other is through the Keyboard Shortcut.
00:52Let me show you where it is on the menu.
00:54Under Edit Mesh, we have Spin Edge Forward and Spin Edge Backward.
01:00But this tool really works much better as a keyboard shortcut.
01:05And the keyboard option is Ctrl+Alt+Right or Ctrl+Alt+Left and that means the Left arrow.
01:12There on the Mac, you're going to using Control+Option+Right/Left.
01:16So let's go ahead and use the keyboard shortcut rather than the menu, so you
01:20can see how this works.
01:21So, I'm just going to hit Ctrl+Alt+Arrow key.
01:25So, I'm just going to Arrow Right, Arrow Left, while holding down Ctrl+Alt or Control+Option.
01:30And you can see how that spins.
01:33Now, if I actually go over to this edge, you can see this is a little bit
01:35easier, you can see how it kind of spins around and actually gives you a number
01:40of different options.
01:42Maybe an edge like this, you can see how it can spin clockwise or
01:45counterclockwise, just depending on which Arrow key I press.
01:50There's something like this might not spin as much, because it's on a
01:55triangulated edge already.
01:58It really works a little bit better on ones where you actually have the
02:01option for multiple ones.
02:03But you can see how this works and you can see how it really gives you much
02:08wider control over your edge orientation, and they can help you get yourself out
02:14of little modeling jams that you've gotten yourself into.
02:17So go ahead and memorize these two keystrokes, because I'm sure this is going
02:21to come in very handy if you ever do any sort of polygonal modeling.
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Soft selecting objects
00:00Another new feature in Maya 2011 are some changes to Soft Select.
00:05Now, I have a file here called SoftSelect.ma and that's open.
00:09Let me show you what's in this file.
00:11We have actually two layers. We have a layer which has a sphere and a plane and
00:17another one which has some bowling pins.
00:21So, let's go-ahead and bring up layer two which has the sphere on the plane, and
00:26I want to refresh your memory on how Soft Select works.
00:31So Soft Select really is just a way to organically model within Maya.
00:36So for example, if I were to just model this sphere, I could right-click over it
00:42and select Vertex and that will give me access to all the vertices.
00:46And if I wanted to, I could just move those around.
00:50But as you can see, this is a very harsh way to model.
00:53It's not really organic.
00:55I'm just kind of pulling very specific vertices.
00:58So, if undo that and actually turn on Soft Select, if I double-click on the Move tool
01:04you could see how we have actually a soft selection rollout here.
01:09And if I turn on soft Selection, you can see that what it does is actually that
01:14whole sphere lights up.
01:16But if I dial this number down, you can see how the Falloff, which is indicated
01:22in red, only affects part of the model.
01:25So, for example, if I dial it down to somewhere around between four and five,
01:29you can see how I can now organically shape this model.
01:35Now, this has been in Maya for quite a while and you're probably familiar with this.
01:39So, let me show you another feature of Soft Select that you may not know about,
01:44and it's in the Falloff mode pulldown.
01:48So, typically this defaults to Volume, but if we pull this down and go to
01:53Global, what happens is, is that the Falloff actually falls off on to other objects.
02:01So now instead of just manipulating the sphere, the actual sphere of influence
02:07of the Soft Select actually falls off onto to the plane.
02:10So, when I move this vertices what it does is actually sculpts the plane as well
02:15and if I wanted to, again, I could bring this up or down, and again,
02:20manipulate this plane however I want as I am manipulating the sphere.
02:26Now, this has already been in Maya for a while and you may or may not know about it.
02:30Now, the new feature is the one below it and it's called Object mode.
02:35So, let me show you how this works.
02:37I'm actually going to keep it in Global mode.
02:39We're going to go ahead and unselect that sphere and actually turn on the layer
02:45that has the bowling pins.
02:46So, let's make that our active layer.
02:50So if I select this lead pin in the array of bowling pins, you'll see I already
02:55have Global Falloff mode, and if I move that pin, you can see how the
03:01bowling pins deform.
03:02And this pretty what we were doing before with Global Falloff.
03:09Now this is actually a deformation, but the new feature allows us to actually
03:14just change the objects themselves.
03:18Notice, when I select Object Falloff mode, the vertices disappears and when I
03:23move the pin, the other pins follow and they retain their shape.
03:30This really isn't a modeling tool; it's more like an Arranging tool because
03:35what it does is it allows you to arrange objects in the scene, but use Falloff.
03:40So for example, if I increase this Falloff Radius, you can see how I can move
03:45most of the pins. I could actually arrange the pins in the opposite direction,
03:49move them up or down.
03:51If I selected another pin, again, the Falloff would work for that pin.
03:55Or if I select multiple pins and so on.
03:58So you can see how this tool can be very, very handy for arranging objects in the scene.
04:04Let's say you have a bunch of trees or may be some telephone poles or something
04:07like that, you can use Object Falloff to globally change objects without
04:15changing their shape.
04:16So I'm sure you can envision how this can affect your work and make things a
04:21lot easier when organizing scenes.
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Exploring the Pinch Brush tool
00:00The last modeling tool I want to show you is an addition to the sculpting tools.
00:05Now this works either on sculpt surfaces, which is for NURB surfaces, or sculpt
00:11geometry, which is for polygonal objects.
00:15Now I'm going to show you this on a polygonal object because I think it'll be a
00:18little bit more clear.
00:20So I'm going to use that same head that we were using before and I'm just going
00:25to go ahead and select it and then under Mesh I'm going to go Sculpt Geometry tool,
00:32and make sure I select my options here, which brings up this Options panel.
00:37I'm sure you're pretty familiar with the Sculpt Geometry tool, but let me go
00:40ahead and just do a quick refresher here.
00:43We have a brush which you can see, which cover the model. We can change the
00:48brush size by touching the B key, B for brush, and just left clicking and
00:54dragging, and that gives us our brush size, and then we can also do a number of
00:58operations. One is to Push or Pull.
01:01So for example, if I pulled then we can pull out some vertices.
01:05We can also adjust our displacement strength here.
01:08So for example, I can pull out his brow or his eyebrows or something like
01:14that if I wanted to.
01:15Now the tool that I want to show you is actually called the Pinch Brush.
01:20Now this actually does exactly what it says, which means it pinches vertices,
01:25which means it moves vertices closer together.
01:28Typically, you would use this in something like maybe wrinkles, where you want
01:32to bring wrinkles together and make them a little bit more deep or a little bit more enhanced.
01:38But let me just show you right here on his brow you can see what happens is
01:41what it does is it actually pulls these vertices together.
01:45It actually takes the center point and then it just tries and contract things to
01:50make them a little bit closer together.
01:53Now if I keep doing this you can kind of see an enhanced version of the effect.
01:58So this is really just a very simple addition to the sculpt surfaces tools, but
02:04you can see how this can actually be very helpful in organizing your geometry
02:10and actually changing how your detail is aligned without changing the actual
02:15shape of your object.
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3. Rigging Tools
Examining the new Smooth Bind features
00:00Maya 2011 has a number of new Rigging features that we want to take a look at.
00:05The first feature is a new option to Smooth Bind.
00:09Now if you recall Smooth Bind binds the character's mesh to the skeleton so the
00:14skeleton can deform the mesh.
00:16Now I have a file here with actually three arms and you'll understand why I
00:20have three in just a second, but they're really just the same rig.
00:24It's just an arm and a hand and then I have the hands actually animating and I
00:30actually have the elbows bending, so that we can see the deformation.
00:35So in order for this to work I need to make sure that I'm on Frame 1 of the timeline.
00:42So I'm going to go ahead and zoom in to this first arm and I'm just going to do
00:47a standard Smooth Bind.
00:49Now if you've ever done character rigging, this should be familiar to you.
00:51So I'm going to go ahead and select the root of the skeleton, left shoulder,
00:57then Shift+select the actual mesh, and then I'm going to make sure I have my
01:02Animation menus up, and then just go to Skin > Bind Skin > Smooth Bind and I want
01:08to take a look at these options.
01:11By default these are pretty much what the options will be.
01:14The one I want to look at is called Skinning method.
01:17Now this actually gives us three options. This is actually what's new in Smooth Bind.
01:24So let's go ahead just do the default, which actually is the old method called
01:28Classic Linear, and let's just go ahead and bind that skin.
01:32Now once we've done that you can see the skin actually follows the skeleton, but
01:37we actually have a little bit of a problem here. If you look, this elbow, we've got
01:42a big divot here, and this is actually symptomatic of Smooth Bind. You tend to
01:48get this sort of dent in joints like an elbow.
01:54So they have a new skinning method called Dual Quaternion that actually should
01:59address a lot of this.
02:00So I'm going to go ahead to my second arm, again same procedure, select the
02:07root of the skeleton, Shift+select the mesh and let's go back into Bind Skin > Smooth Bind.
02:15In this case, instead of Classic Linear, I'm going to do Dual Quaternion, select
02:20that and do Bind Skin.
02:23I want to make sure I get both of these on the screen so you can see the
02:26difference. And when we go to the full bend here, notice how this one has a very
02:31extreme divot and this one is more natural, and the new one is using a Dual
02:37Quaternion Skinning method.
02:40Now we have one more skinning method in that list, so let's just go ahead and
02:44use this third arm and just to see how it works.
02:47Now the third one is called Weight Blended, and let's just go ahead and bind that.
02:54Now this actually gives you an effect almost exactly like the original.
02:59Again, it gives you a little bit more of a divot, but between the three you can
03:03see that there really are subtle differences in the way that these joints work.
03:09Now for something like a character, Dual Quaternion may become the new standard
03:16default way of binding character's skin to a skeleton.
03:21So go ahead and play with it on your characters and see how it works for you.
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Using the Paint Skin Weights enhancements
00:00Another new feature of Maya 2011 are some additions to the Paint Skin Weight tool.
00:05Now this is the tool you use to customize how a skin is actually connected to a skeleton.
00:12Now anybody who's done rigging should be familiar with this.
00:15Now I have an arm that's already been skinned and you can see that as I move my
00:22time slider you can notice some problems.
00:25Well, this one here is obviously the most glaring problem. We have a vertex that
00:29was mis-assigned, but also if you look over here towards the chest area,
00:35you notice when this elbow bends that the chest also flexes just a little bit, and
00:42that's really enough to create some problem.
00:44So we really need to get rid of both of these.
00:46So let's go ahead and look at how the new features in Paint Skin Weights can help us.
00:50I'm going to go ahead and select the mesh, go into Skin > Edit Smooth Skin > Paint
00:56Skin Weights tool and again select this box so we get into our options.
01:01Now I'm working on a small screen, so you can see I've got a little bit of a
01:06small space, so I'm going to have to scroll. Hpefully you'll be able to see
01:09more of this in your window.
01:11Now the first new feature is the ability to use gradients or color to paint your Skin Weights.
01:18So if I scroll down here and go into Paint mode and open up this Gradient
01:23rollout, you'll notice here that we can actually use a color ramp.
01:27Now if this is not turned on, it will revert to default, which is really just a
01:31black and white method, or we can turn it on and this really gives us a much
01:36richer feedback, so we can actually see a little bit more clearly how each
01:42individual joint affects the deformation.
01:46So I can actually scroll up here to my Influences. You can just move through
01:50this and see exactly how things are being deformed and which bone is deforming
01:58which part of the mesh.
02:00Now regarding these problems we could certainly try and fix them just by
02:04painting them away but I want to show you a new method of how to fix
02:09vertices one at a time.
02:10And if we scroll all the way up, you'll notice that we actually have some tools here.
02:14Copy, Paste, and another one is called the Weight Hammer, which we'll get
02:21into, and then we also have ones that allow us to move weights from selected
02:26vertices to different joints.
02:28Now all of this involves selecting individual vertices and we can do that by
02:34scrolling down, and instead of using Paint mode we use Select mode.
02:40Now notice how all the vertices kind of lined up on this particular mesh and now
02:46we can select individual vertices.
02:49So for example, if I wanted to I could select this very tippy-top corner vertice
02:54here and then use Copy and Paste to paste its weight.
02:59So if I scroll this, you'll notice how when this part flexes only the lower
03:05part of this chest is flexing.
03:07Up here this actually isn't affected all that much.
03:11So what I can do is actually I can use this weight to effect this other one, so
03:15I can actually just Copy and Paste this.
03:17So let me go in a little bit further here.
03:20So let's scroll this one more time, so you can see that this is moving a lot,
03:24but this is not.
03:26So I'm going to go ahead and Copy this weight. Now you only can do that for one vertex.
03:32If you select multiple vertices, they may have multiple weights, so you
03:36can't Copy multiple. You can only Copy one, but you can Paste multiple.
03:42So I can select this one vertex and hit Paste, and so what I've done is I've
03:48copied from here, pasted here the weight of that vertex, and you'll notice that
03:54now that vertex is pretty much rock solid. But the rest of it still is moving.
04:00But we can fix that very simply by just doing a larger select and then
04:05just pasting again.
04:06And notice how that snapped right into place.
04:09So now we have a much better deformation.
04:13Now there's still more that we can tweak here, but I just wanted to show you how
04:17this works. We can certainly work through this later.
04:20Now another one I want to show you is the one called the Weight Hammer and this
04:25works kind of a little bit differently.
04:28Now if I wanted to, I could actually just go in here and just Copy this vertex
04:33weight and Paste it there, and that pretty much would work I would think.
04:38But actually the cooler way to do it is to use what's called the Weight Hammer.
04:42Now what this does is it averages the closest vertices to that vertex and then
04:48it just applies those weights to this individual vertex.
04:52So for example, for this one it would actually average this one and the one
04:57on the opposite side.
04:59So all I have to do is select that vertex and then just hit the Weight Hammer.
05:03Notice how that just snaps right into place.
05:08So now when I flex my arm, I've got a much better deformation.
05:13So you can see how these new tools allow you to get down to the vertex level
05:19with in the Paint Skin Weights interface, and this will really help you to
05:24customize your character's deformation very precisely.
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Working with the Interactive Skin tool
00:00Maya 2011 has a whole new way to skin characters and it's called
00:04Interactive Skin Bind.
00:08Now, this is actually very familiar to those who've used 3ds Max, because I
00:12think the technology has been gleaned from that.
00:15It's actually very similar to the way that Max skins characters.
00:19So let's go ahead and take a look at what we have here.
00:21I have got an arm that's bending at the elbow, very familiar to what we've been doing before.
00:26So let's go ahead and select the root of that skeleton, Shift+Select the skin,
00:31and let's go into Skin > Bind Skin and you'll see we have a third option now
00:37called Interactive Skin Bind.
00:39So I am going to go ahead and click on the little box here, so we can get our
00:44options and we have very similar options to what we would have with Smooth Bind.
00:50Bind to the joint hierarchy, bind to the closest member of the hierarchy, that
00:54yes, we want that. Closest volume, by minimum weight, that sort of thing. This is brand new.
01:00Volume Type, do you want a Capsule or a Cylinder?
01:04In other words, do you wanted to have a flat end or a rounded end, and you'll
01:08see what I mean once we actually do the bind. And also the skinning method.
01:12Again, we have Classic Linear, Quaternion or Weight Blended.
01:16I am actually going to keep at a Classic Linear, and also the number of
01:20influences, which is how many joints can actually influence a given vertex.
01:26So I am going to go ahead and just leave these at the defaults and just do Bind Skin.
01:31Now notice what happens. You get a capsule or a cylinder depending on what you selected.
01:39Let's go ahead and select a different joint. Let's go ahead and select this
01:41elbow and what you can see here is that it creates, it's kind of like this
01:46little capsule that gives me the weights within it.
01:52So when the character moves, the capsule actually moves with the bone and that
02:00capsule determines which vertices are captured by that bone.
02:06So for example, this one here can go like this or we have this one and so on.
02:12And you can see it's very interactive, very visual.
02:15Now one of the really cool things is that if you can see this, you can
02:19actually manipulate it.
02:20So all I have to do is just Left+Click+ Drag and I can resize my capsule, so I
02:28can make it more influential or less influential, even to the point where it's
02:33not influencing anything.
02:35I can also do it for this side as well.
02:38So if I stretch this out, that means it's actually this bone affecting all of
02:44this mesh, and if I shrink it down, you'd see it's affecting a lot less.
02:48Now we can use this to actually affect how the deformation happens.
02:56We can affect this even further by going into Skin > Edit Smooth Skin >
03:02Interactive Skin Bind Tool, and just clicking that options box there.
03:08And now these are the options for this particular tool.
03:12Notice it's very similar to Paint Skin Weights, but we can't paint.
03:17But we do have some nice skin binding settings.
03:20So we have Influences, which allows us to select the joints.
03:24Reflection Settings, which like the Paint Skin Weights allows us to mirror it on
03:30to the other side of the character. And then the Skin Binding Settings, which is
03:36really just how much does it falloff after it gets away from the joints.
03:41So what we have here is a falloff curve.
03:43Now we can actually create our own falloff curve or we can select custom falloff curves.
03:50So you notice how this curve kind of changes. Or I can actually just draw out
03:55myself by left clicking. I can even put my own ones in there by just clicking
04:00however I want, and if I want to get rid of that, you'd just hit the X.
04:04So let's try that again.
04:05If I want to move these, I just go ahead and move that point.
04:11If I want to add a point, all I have to do is just click on that line somewhere,
04:16and I can add a point.
04:17If I want to get rid of an added point, all you have to do is click on this X.
04:22Now what we can do is we can actually use this to create a custom falloff for
04:30that particular joint.
04:32So in some ways it's an easier way to manipulate skin weights, because it's very
04:38visual and very interactive.
04:40Unlike Paint Skin Weights, it doesn't have that fine degree of control that you
04:46get with Paint Skin Weights, which is the ability to take individual vertices
04:51and assign them weights and copy and paste and so on.
04:54So this particular method will probably work for simpler characters or
04:58characters that are constructed very, very broadly, so that this sort of
05:04deformation can work.
05:06But go ahead and try it on you characters, see how it works and if you like it,
05:10you have one more way to skin a character.
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Understanding new joint drawing styles
00:00Another terrific new rigging feature in Maya 2011 is the ability to change the
00:06way that joints are drawn.
00:07This actually will save you a lot of time when actually building skeletons,
00:11because it actually will allow you to create kind of default handles that are easy to grab.
00:16Let me show you how this works.
00:18I have got this Simple_Character open and in fact let me go ahead and go into
00:24Outliner mode, so I can actually see what my geometry is, and in fact I am
00:28going to change my Shading to X-Ray Joints, so we can actually see all of the
00:32joints in this character.
00:34So if I select a particular joint and I go into the Attribute Editor, you'll
00:39notice that under the main Attribute panel for this, we actually have an
00:46option here for Joint.
00:48And we can change our Draw Style.
00:51So in this case we have Bone, which is the default, but if I open this up,
00:56you'll see that I actually have a number of them.
00:59So let's go through a couple of these and show you how they would work within a character.
01:04So for something like the hips, I would select maybe something like
01:08Multi-child as Box.
01:10Now what that does is it finds all of the outlying connections to this and it
01:16draws a box between them.
01:18So it goes to that bellybutton and then it goes to the hips, and it goes to the
01:21base of that skeleton, and it creates a box.
01:24So that way I know that this is the hips.
01:27Now for something like the elbow, you may want to create like a handle.
01:32So I can grab it and manipulate it.
01:35So in that case, I may want to do something like a circle.
01:38Now we have four types of circles. We have the default Circle, which goes
01:43perpendicular to the direction of the joint or you can specify XY, XZ and
01:50then YZ exactly what direction you want that circle to be in. But the default typically works.
01:57So that's what I am going to select.
01:59So when I do that, what it does is it actually creates a little circular handle.
02:04So when I'm actually manipulating this character, now all I have to do is grab
02:07that circle and then I can manipulate that arm.
02:11Now we can do the same for something like the knee, but instead of a Circle,
02:18we could select a Square.
02:20And again, just like with the Circle you could actually change the orientation
02:24to whatever you want.
02:25But generally the default again does work.
02:29So I am going to go ahead and do that, but if you notice that this is actually
02:33a little too small.
02:34So what we can do is, we can actually use this Radius parameter and bring it up.
02:39So let's say we make it a Radius of 3. Well, that's actually a little bit too big,
02:43so let's make it a Radius of 2, and once I have that now I have a square that I
02:49can select and actually manipulate that knee.
02:53Now there is one more and that's called Sticks.
02:56So let's go ahead and select this thigh and we can actually go in to Stick.
03:01Now what Stick does is it actually creates geometry, so you can actually see it.
03:07This may be something that you'll want to use if you want to actually just
03:10render the skeleton running around or something. This can help a lot, but
03:14typically Bone will do you just find for this.
03:18So Stick is really more for those where you really want to see what the joints are doing.
03:23So as you can see this could be very, very handy in setting up a skeleton.
03:28You really don't have to do as many constraints to constrain the bones to
03:33say circles or squares in order to actually get your rig to work the way that it wants.
03:38You can just click into the bone and get the circle or the square.
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Constraining objects to polys
00:00The last little rigging thing I want to show you is actually a constraint.
00:04It's called Point On Poly.
00:07It allows you to finally constrain an object to an actual point on a polygonal object.
00:13Let me show you how this works.
00:14I'm going to go to Polygons.
00:16And I'm just going to create a very simple object.
00:17I'm going to create a sphere.
00:19Let's go ahead and shade that by hitting 5.
00:22And then I want to create an object that I'm going to constrain to this.
00:26So let's just create a very small little cube or a box.
00:31So I've got two objects.
00:33And what I want to do is constrain this cube to the surface of this sphere.
00:40So what I need to do is select a component of the sphere.
00:44I can select the face, an edge or a vertex.
00:48To make this really simple, I'm just going to select the Vertex.
00:51I'm going to right-click over this.
00:53Go into Vertex mode.
00:55And then just go ahead and pick one of the vertices.
00:59Now I'm going to Shift-Select the box.
01:03So I have two things selected.
01:05First, I select the component. Then I select the box.
01:09Now all that's left to do is go Constrain > Point on Poly.
01:15And let's take a look at the options.
01:17There really aren't that many.
01:18You can constrain all axes or a specific axis and as with any constraint you can add a weight.
01:25So let's go ahead and add that constraint.
01:28And what happens is the center of that cube snaps to that point.
01:37And I go back to Object mode and I move that sphere around.
01:39Of course the object is going to stick.
01:41But if I scale it, notice how it still sticks to the surface.
01:46But it doesn't scale.
01:49So even if I scale it wider, you can see how it sticks to the surface at that
01:54vertex no matter what.
01:55And in fact, I can even go back into Component mode and select Vertices and
02:02just move them around.
02:05And the object will still stick.
02:08This is great for sticking objects to anything.
02:11You can conceivably use it for something like buttons on a character or maybe a
02:17bowtie, really any sort of object that you want to stick to a place on another
02:22object, you can now do it.
02:24And I'm sure you can see the possibilities that you can have with this sort of constraint.
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4. Animation Tools
Using the Camera Sequencer
00:00Let's take a look at some animation features in Maya 2011.
00:04The first thing we're going to look at is called the Camera Sequencer.
00:08And what this does is it allows you to block out your camera motions within Maya.
00:14It's a great way to do previsualization, that sort of thing.
00:18So let's take a look at the scene we're going to be working with. It's a simple
00:21scene with an airplane on a field.
00:24And it's called CamSequencer.ma.
00:26Now before we actually get started, let's make sure we have our projects set
00:31to Chapter 4 under Exercise Files and that way all of our textures will be sure to show up.
00:39Now this scene has three cameras in it.
00:42I'm going to actually bring up the Outliner here so we can see.
00:45We've got camera1, which is what we're looking through right now.
00:50We have camera2, which is this one, and if we look through we'll see the camera2
00:56is actually a close-up of the cockpit of this airplane.
01:00And then we also have camera3 and if we looked through that one, it's actually
01:05a shot of the propeller starting up.
01:07Now this particular camera actually has a little bit of animation on it.
01:10So Frame 4 to 24, it does a quick little pullout.
01:14So I'm going to go ahead back to camera1 and let's go ahead and use the Camera
01:20Sequencer to sequence between these shots.
01:24We can find the Camera Sequencer under Window, > Animation Editors > Camera Sequencer.
01:30Now this window actually has a number of controls. I'm not going to into all of them.
01:35The most important ones are the Timeline,. It has actually time slider here,
01:40and then it has a number of buttons here, and the most important one here is Create Shot.
01:44And then there's another really nice one here, Frame All, which actually will
01:47frame everything in the shot.
01:49And then we also have ones that allow us to Cut and Trim.
01:53These are basically video editor functions.
01:56you almost have to think of this as kind of like a timeline or a video editor.
02:01It's very similar to the Clip Editor in animation.
02:04So under here we also have File, which allows us to import things such as Audio and
02:09Editorial, which are files from digital editing systems such as Final Cut.
02:14We can also edit, which means it allows us to do trims and cuts and pastes and all
02:19that, and then we can also View the cameras. We can actually go into the
02:24Attribute Editors of the cameras.
02:26Now this is probably the most important one, which is Create. This allows us to
02:30create a shot or camera.
02:31we'll get back to this one.
02:33We can also group shots and most importantly we can actually Playblast these shots.
02:38Now the Camera Sequencer does not flow all the way through to animation. You can't
02:42sequence cameras and then render all of that.
02:46This is really just for Playblast, so it's really just for testing. It doesn't
02:50flow through to final output.
02:53So just be aware of that. And of course, we have a Help menu.
02:56So let's go ahead and actually add some cameras in to the sequencer. I'm going
02:59to scroll this down a little bit, so we can see the window.
03:03So I'm going to actually go ahead and create a shot and I'm actually going to
03:06go here to the options, and make sure that I bring up the Options window.
03:11And now we can give our shot a name. So let's go ahead for camera1,
03:15let's call it the Long Shot, and we're going to actually make that camera1.
03:19Then we can also give it a start and an end time.
03:22Now this is a start and end time on the timeline, and then once we can do that,
03:27we can actually create the shot.
03:29Now if you notice here, this kind of jumps out to this perspective window, but
03:34if we scrub this you'll see that we actually have this shot in our little sequencer.
03:40Now this is very similar to a video clip.
03:44We can actually left click and drag and move this along the timeline. If we want
03:48to scale the clip, we can actually go to one of these little numbers in the
03:53bottom corner and just go ahead and scale it up or down.
03:57Now this is actually stretching it, so if there was animation it would actually
04:01condense the animation as well.
04:04So let's go ahead and put a second shot in here.
04:07Let's go ahead and go Create Shot, and let's this time go to camera2 and
04:13that's our close-up.
04:14So let's go ahead and just make that close-up, and again let's just keep this
04:18from 1 to 30, because it's really is a static shot here so we don't really
04:22need to worry too much.
04:23And now also notice how when I had this time line here it's actually put this
04:29clip underneath, very similar to what you'd see in a video editor.
04:34Now this second shot, camera2, is not going to show up until this one, camera1, goes away.
04:40So as soon as I go to this frame, I have my cut.
04:43So you can see how this works.
04:44If I wanted to, I could actually bring this up to this timeline here and just
04:49butt them up together, so this is basically a cuts only edit.
04:52So once I have this I can actually play it.
04:58And I can get the timing of my scene.
05:01Now if I wanted to add in another shot, well, I need a little bit more space here.
05:05So one of the first things I could do is probably just hit this Frame All
05:09button and that frames everything, or I can just use my standard camera
05:13navigation and I could just right- click and zoom out a little bit, and then if
05:19I middle click, I can drag.
05:22So let's go ahead and add in that third shot. I'm going to go ahead add in this
05:27particular shot. Now this is actually a shot of the prop, and that's going to be camera3.
05:32Now remember camera3 had some animation on it. It started at Frame 4 and went to
05:38Frame 24, so I'm actually going to make this a little bit longer than that that.
05:42Let's start at 1, end at 30, and do Create Shot.
05:48And let's go ahead and just put this right after.
05:50So now what we have is we go from shot1 to shot2, which is a close-up, to shot3.
05:57Now notice when I continue to scrub through this, it actually does that little pullout.
06:03So the animation on the camera or actually any changes to the camera actually
06:09will show up in these clips.
06:12So once I have all these, I can actually do a Playblast or if your system is
06:17fast enough, you can just go ahead and play this in real-time, and you could see
06:23how you can very quickly block out shots.
06:26Now if I wanted to, I could actually put one shot over the other the other.
06:30There are a number of other things you can do with this, but I just wanted to
06:34show you some of the basics of it to get you started.
06:36It really is very intuitive and self-explanatory once you get into it.
06:41So go ahead and play with it, explore all the other features, and use it to
06:47block out your shots.
Collapse this transcript
Additions to the Curve Editor
00:00Now we have a scene open here with some animation. It's really just a plane
00:05flying by. It's like a little two-second shot.
00:07But this shot actually has some fairly complex animation.
00:11We're actually animating the camera. We're animating the airplane.
00:15We're animating the propeller of the airplane and a couple of other things.
00:20Now when you have an animation that has multiple curves, sometimes you want to
00:26manage those curves and be able to see multiple curves at once.
00:30So let's take a look at some of the new changes in the Graph Editor.
00:34We're going to go into Window > Animation Editors > Graph Editor and bring up my
00:39Graph Editor, and I want a little bit of a tight screen here so I'm going to
00:43make sure that we can see both the viewport and the Graph Editor, and let's go
00:48ahead and just select something.
00:49Let's say I select the airplane itself.
00:52This is actually the PlaneBody.
00:54Now the first major change is the ability to stack animation curves.
00:59Now previously in Maya, you actually get what we have here, is you have the
01:03curves all laid over each other.
01:07Now sometimes this is good and most people are used to working this way, but
01:10there are times when you'll want to have the curves a separate so you can
01:14actually see them a little bit more clearly.
01:17Because when you get a lot of animation curves, you kind of get like this rat's
01:20nest of curves that's kind of hard to decipher.
01:24So to help with that, Maya has a new thing called Stacked Curves.
01:29So if we go into View and we just click on Stacked Curves, what happens is it
01:34actually stacks the curves on top of each other.
01:37But by default it -- well, you can hardly see it. Actually it's more complex now.
01:41So we need to change something.
01:43So actually I'm going to go over to the options here and what we can do is we
01:47can actually change the spacing of the curve.
01:50We can have minimum/ maximum value, plus the Spacing.
01:53So if we bring that spacing up to a high number, in this case let's say 25 and
01:59hit Apply, you can see how that actually brings these curves apart.
02:04Now once I have these curves apart, I can actually select each curve separately.
02:10So then I can see them in sequence rather than laid on top of each other and
02:14this can be actually be very handy when working with animation curves.
02:18Now I'm going to go ahead and turn off that.
02:20Let's go back to our standard view here and I also want to point out another
02:24thing and that's these little pins that are along the side of each animation curve.
02:30Now what this does is it allows you to actually pin a curve and then
02:34select something else.
02:36So in this shot we're working with the plane, which is moving, but also if I
02:41select the camera, you'll see that the camera is moving.
02:44So let's say I wanted to actually compare the camera to the airplane.
02:49Well, I could certainly select both, or another way to do it is just pin the curves that
02:55I want on the camera and then go ahead and just select the airplane.
03:00Now what's happened is the camera curves that are pinned still show up in my
03:06Graph Editor even though I'm selecting something else.
03:10So let's say I select the propeller of the airplane, or maybe even the
03:14driveshaft of the airplane, or the actual airplane itself. Whatever I select,
03:19these camera curves will remain pinned.
03:23So this is great if you're working with, say for example, two objects that need
03:27to coordinate when they animate, you can pin the appropriate curves in one,
03:32and then you won't have to worry about deselecting it when you go to work with the other one.
03:38You could just pin them and they'll remain in your Graph Editor.
03:42So those are the two major changes in the Graph Editor. So stacking curves
03:47and pinning curves will really help you to deal with the complexity of
03:51multiple animation curves.
Collapse this transcript
Working with multiple audio files
00:00Another nice little animation feature is the ability to import multiple audio
00:05files into Maya and be able to use them simultaneously.
00:09Now we've been able to import multiple audio files before, but you only can use
00:14one at a time and now you can actually mix and move around the audio files and
00:19this is done through Trax.
00:21So if you go into our Animation Editors and go into our Trax Editor, all we have
00:27to do is just import the audio file.
00:30So we go Import Audio and then we select the sound and we import.
00:35Now this is pretty much what we've done before, and you can see how it shows up
00:39here on the timeline.
00:40But what we can also do is we can actually import multiple audio files.
00:45So I can import Sound_02 and now I have two tracks and these will mix and you
00:53can also move them around and adjust them accordingly.
00:56Now this is great if you have like multiple characters in a scene and you want
01:00to have different tracks and you want to be able to either hear them together
01:03or separately, so you can actually bring in each character's dialogue as a
01:08separate track and then animate those and then you can hear them together at
01:13the end if you want.
01:14Now notice how this works on the timeline as well.
01:19So when I bring in multiple audio tracks, notice how this first track here,
01:24you can notice how it shoes up as a bar, and this is because we are using the Trax sound.
01:33So if I right-click over this timeline, you can see my sound is actually using
01:37my trax sound, just like before. I can select one audio file or the other.
01:43Now if I want to actually mix these, then I have to use the Trax sounds and go
01:49into the Trax Editor to move these around and adjust them the way that I want.
01:55So this will be a really good benefit, particularly for those people working
01:58with multiple characters in a scene or anybody working with audio in Maya.
Collapse this transcript
5. Rendering Tools
Reviewing the Hypershade Window improvements
00:00Let's go ahead and take a look at some of the rendering features in Maya 2011.
00:04But before we get started, let's go ahead and set a project so that our
00:07textures will show up.
00:09I'm going to go File > Project > Set.
00:12And let's make sure we have Chapter 05 set.
00:16And then let's go ahead and open a file.
00:18It's called Plane_01.ma.
00:23This is just a simple airplane that has some textures on it.
00:27The first thing we're going to take a look at is the new Hypershade window.
00:32There have been some additions to it.
00:34So let's go ahead and take a look at that.
00:35We're going to find that under Window > Rendering Editors > Hypershade.
00:41Before I actually go into that, let me point out that there is one thing missing
00:45from the Rendering Editors window, and that's Multi-Lister, which had been
00:49around since before Maya was a leftover from alias.
00:54And so that has finally been taken out of Maya.
00:58And now Hypershade is the only way to edit shaders and textures.
01:03So let's go ahead into Hypershade and take a look at this new window.
01:06Now like the new interface it actually is sleeker.
01:10It looks a little bit nicer.
01:12Let's go ahead and actually quickly jump over to Maya 2010 and take a look at
01:16the old Hypershade window.
01:17And you can see it's pretty similar.
01:20You have all of your Create Maya nodes here.
01:23You've got your Materials, Textures, all of your tabbed interface here.
01:26And we have our work interface here, similar to what it is in Maya 2011.
01:31So let's take a look at some of the changes in the interface.
01:34The first thing you'll notice is that this actually now has two vertical panes here.
01:40What you're going to find is you're going to find one main entry for
01:43each renderer in Maya.
01:45So in this case we have the standard Maya renderer and all of the different
01:50render nodes that we can use for that.
01:52And then we also have the mental ray renderer here and all the default render
01:58nodes we can use for that one.
01:59Now notice that under each of these we have multiple nodes, so each one of these
02:04is really kind of a folder containing additional render nodes.
02:08So you have to click on one of these.
02:11And you can get just one, such as the shadow transparency, or you can get
02:15dozens of them like we have here, which has all the different types of mental ray shaders.
02:22So since we have so many different ones of these, one of the nicer new
02:27features is this search box.
02:30You can type a word and all the different render nodes that have those
02:34letters will show up.
02:36And of course, you can use global such as asterisk and question mark and so on.
02:41So for example, if I type phong for phong, I get the five different types of
02:46phongs that we have.
02:47We have Phong, Phong E in the Maya renderer, as well as in the mental ray
02:52renderer, as well another mental ray phong, which is the illumination phong.
02:57So that's kind of nice.
02:58And we can also again just delete that and go into whatever we want and
03:04just search manually.
03:06Now another nice little feature is this little slider here which basically is a zoom.
03:11So we can zoom in or out.
03:14Depending upon how good your eyesight is, you can probably get more on the screen.
03:19And my eyesight is not so good, so I can just make it bigger so I can read everything.
03:24And then also another one is if we go up to the top here, we have this one
03:27called Favorites, which means that you can actually create favorite render nodes
03:33that you can easily access.
03:35Again, we really can dig through a lot of these.
03:38So you kind of want to be able to bookmark the ones that you like.
03:41So for example, if you're using car paint a lot, you can just right-click over it.
03:47And when you right-click, you can just add it to Favorites.
03:50So now I've got a mental ray shader.
03:52Under Materials, I have car paint.
03:55Or if I want, I can go, let's say I wanted to add the dgs_material and so on.
04:00So now under Favorites I've got these already setup and ready to go.
04:05Now the rest of the window, even though it looks a little bit different,
04:08operates very much in the same way as the previous version of Maya.
04:13So I'm not going to go into a full Hypershade tutorial.
04:17But I just want to let you know what the differences are and what some of the
04:20cool new features in the Hypershade window can do for you.
Collapse this transcript
Using Viewport 2.0
00:00Another nice new rendering feature is actually a viewport rendering feature and
00:04that's called Viewport 2.0.
00:07Now this is a new way of rendering viewports within Maya.
00:11Now I have the same file opened.
00:13Let's take a look at the renderer for the viewports.
00:17By default, you'll have Default Quality Rendering.
00:20If we choose High Quality Rendering, you get a little bit better quality.
00:26And then we also now have Viewport 2.0, which will give you even better quality.
00:33Now you'll see the quality probably the best on things such as shadows,
00:38transparency, and the things that are kind of difficult for a renderer to use.
00:43I'm going to go back to Default Quality Rendering.
00:45And let's take a look at this scene a little bit more in depth.
00:48I'm going to zoom out here.
00:50And in this scene if you go over here you're going to find a light.
00:53And I want to make sure I have my Attribute Editor open for that light.
00:59And I'm going to actually go ahead.
01:01And once I've got that lighte selected, I'm going to go back into my Camera
01:05viewport here, my Perspective viewport.
01:07So I'm going to go down to the Spotlight Attributes.
01:11And I'm just going to turn on some shadows.
01:13So we can see what shadows looks like.
01:15So I'm going to go ahead and turn on Shadow Color.
01:17Make sure I have Depth Map Shadows turned on.
01:20I want to make sure that that's going.
01:22And then under Lighting I want to turn on Shadows.
01:26Now when you turn on Shadows, notice what happen.
01:29You get kind of this blocky? You can't really see the shadow.
01:33And that's really kind of what happens with Default Quality Rendering.
01:36This is really just optimized for speed.
01:40You use this mostly in modeling, that sort of thing.
01:43Now if we go to High Quality Rendering, you'll see that the shadow looks better.
01:48You know you can actually kind of see the shadow, but we still have a lot of
01:52blockiness on this shadow.
01:55Here is where Viewport 2.0 comes in very handy.
01:58Let's take a look at this one.
02:00So I click on Viewport 2.0.
02:02And notice how the shadow is no longer blocky.
02:04It also gives you a much more accurate representation of what the shadow is.
02:10So now that because I have the light selected, I can play with some of
02:13the shadow parameters.
02:14So for one thing is let's say I can turn up the resolution of the shadow map.
02:18And notice how that really changes.
02:21If I turn it way down, you can see the banding that you would get in rendering
02:25that or if I keep it fairly low, around 500-600, you can see that I have kind
02:30of a blurry shadow.
02:32We can also blur or unblur the shadow by using this Filter Size.
02:35If you want a very specific shadow or if you want a much more soft shadow, you
02:40can up the Filter Size.
02:41And you can see exactly how that works in viewport.
02:46So let's take a look at some of the options for Viewport 2.0.
02:51Under Renderer, I'm going to select Viewport 2. 0 and go over to the option box. Click that.
02:58And let's see what these display options are.
03:00And let me just run you through these very quickly.
03:02The first one is Consolidate World.
03:04Now what that does is it basically tries to group like textured objects together.
03:09The bottom line for any of these is speed.
03:13So if you click all of these on, you're going to get a much better speed.
03:17Now Light Limit tells you how many lights Viewport 2.0 can use maximum.
03:22Of course more lights will slow it down.
03:24But a faster graphics card will speed things up.
03:28So you kind of have to balance those two.
03:30And then of course we have Textures.
03:32Again, bigger numbers are going to run it a little bit slower.
03:36I just tend to go with the defaults, because they work pretty well.
03:39Now another thing you have to be aware of with Viewport 2.0 is that
03:43not everything works.
03:46Things like Manipulators Component mode won't work.
03:49So if I select the cowl of this airplane and I right-click over it and then
03:54go into Control Vertex mode, you're not going to be able to see the control vertices.
03:58But if I go into Default Quality Rendering mode, you will see them.
04:04So that's a big difference.
04:05You're not going to use Viewport 2.0 for things like modeling.
04:09And there are number of other things that are not supported in Viewport 2.0.
04:13So be sure you read the manual for the list or if it doesn't work, that means
04:18it's probably not supported yet.
04:20Now this is a new feature, so I'm sure as Maya progresses more and more these
04:25features will be added into Viewport 2.0.
04:29So Viewport 2.0 is a much more accurate way to render viewports, but you have to
04:33do it at the expense of a number of features.
04:36So right now I really suggest that you just use it as kind of a rough out for
04:41your rendering before you actually go into doing render tests.
04:45That's probably the best way to use this new feature.
Collapse this transcript
Panning and zooming in 2D
00:00Another viewport rendering feature is the ability to pan and zoom in 2D on a viewport.
00:08Now you may think that well, I can pan in zoom the camera in the viewport.
00:11So for example, if I have this viewport here, I could just zoom this way.
00:15But what you're doing is you're actually moving the camera.
00:19This new method allows you to zoom in while retaining your camera position.
00:27Let's take a look at this.
00:28So I have got a camera viewport active.
00:32And all I have to do is pull down View and select the Camera Attribute Editor.
00:37And this just gives me all the attributes for my camera.
00:40So the one we're looking for is actually a brand-new set of attributes.
00:44If you scroll down it's under Display Options.
00:48So if I open that up, scroll down, you'll see I have a sub-option here called 2D Pan/Zoom.
00:55Now what this does is it allows me to zoom in to the scene without moving
01:02my camera.
01:04So this is great if you want to do fine detailed work.
01:07Let's say you're kind of working against the backing plate or you need to do
01:11some fine detailed work and kind of get in close, but you don't want to move the camera.
01:17Well, this is where you'd go.
01:19If we enable this by clicking this box what lights up is a Pan and a Zoom attribute.
01:27So let's go ahead and take a look at Zoom first. The lower the number,
01:32the bigger the zoom.
01:33So for example, if I did .5, it would zoom in that much.
01:40If I go bigger than 1, let's say I do it at 2, that means we've actually zoomed out.
01:47So if I want to get in for some really close and detailed work, I just put a
01:50low number into that.
01:52And now I can come in--
01:53Let's say I wanted to tweak the positioning or if I wanted to model something.
01:57I could actually do that without affecting the camera.
02:02So even though, I've got the camera zoomed in using Pan/Zoom, when I go to
02:07Render what happens is it actually renders the actual camera.
02:12So this is really great for actually kind of getting in close without having
02:15to zoom your camera.
02:18Now I can also do what's called the Pan.
02:20So for example, if I put in a number here it will actually pan.
02:24Now this can actually be, again, larger numbers might not work so well.
02:28So if I put in let's say a number like . 2 you can see how I can pan. So .2 or .1.
02:36And you can see that I can actually pan left and right using these numbers as well.
02:40And 0 is just where the camera is.
02:43Now if I wanted to, I can also render this.
02:45So if I click this on and then I hit Render, you can actually have this rendered
02:50exactly the way you want.
02:52And again, if I turn it off, then it goes back to the original camera.
02:57So you can see how this can be really beneficial for when you want to do some
03:00fine detail work without moving the camera.
Collapse this transcript
Conclusion
Goodbye
00:00Well, that's just about it from Maya 2011 New Features.
00:04Hope you enjoyed working with Maya's new interface and all of the rest of the features.
00:08Until next time, I am George Maestri for lynda.com.
Collapse this transcript


Suggested courses to watch next:

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


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


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