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Combining objects

From: Maya 2011 Essential Training

Video: Combining objects

Many times when you model with polygons, you model things separately. You'll model one part over here, and another part over here. There are times when you'll need to stick them together as one object. You can do that by using a function called Combine. Let me show you the basics of how that works. Let's go ahead and just make two very simple spheres. So I have Sphere1 and Sphere2. In fact, I am going to shade these. Let me go ahead and turn off the Grid, so we have a little bit better view of this.

Combining objects

Many times when you model with polygons, you model things separately. You'll model one part over here, and another part over here. There are times when you'll need to stick them together as one object. You can do that by using a function called Combine. Let me show you the basics of how that works. Let's go ahead and just make two very simple spheres. So I have Sphere1 and Sphere2. In fact, I am going to shade these. Let me go ahead and turn off the Grid, so we have a little bit better view of this.

So I actually have two separate objects. You can see here we have two separate names. I have Sphere1 and Sphere2. If I Shift+Select them, I still have two separate objects. So you can see one is green and one is white, which means that the green one is selected last. Now if I wanted to combine these into one polygonal object, I can do that using what's called Combine. So all I have to do is go Mesh > Combine, and watch what happens. It's now one object. Now it's renamed it polySurface1, but now when I select one, it selects both.

Even though they look like separate objects, Maya treats them as one polygonal object. For example, if I move vertices in these or whatever, I can actually model these together. Well, let's say you did this, and you kind of wanted to undo it. Well, there is also another complementary tool for this, and that's called Separate. So if you bring something in, and it's combined, you can just separate it. Now this is actually something that you probably see a lot with models that you buy online, or something like that you bring them in, and they'll be all stuck together, and you may want to take the hat off the character, or something like that, and you can use Separate usually to do that.

So now these are separate objects. Now let me show you a little bit more of a practical use for this. Let's go back to the character that we were modeling. So I'm going to go ahead and open up Dog_Rough03. That's his name, Rough. Here I have my symmetrical modeling that I was working with in my last movie, but there's got a couple of time where we have to kind of stick him back together. So I still have just, like with the spheres, I have two separate objects. They're two shelves. So the easiest way to stick them back together is to use Combine.

So let's go ahead and do Mesh > Combine. But when I do that, notice how I still have this scene, and I still have two open edges that need to be stuck together as well. Now I can actually stick these together using a couple of different tools. Under Edit Mesh, in fact, I'm going to tear this off here. We have what's called the Merge Edge and the Merge Vertex tool. Let me show you how the Merge Vertex tool works first. All you do is you go into Vertex mode here. Let's go ahead and zoom in, so we can see one of these.

You just go to Merge Vertex. What it does is when you go over a vertex, in fact, let's zoom in really closer you can see this, you can see that as my mouse gets over that vertex, it highlights. So all I have to do is left-click, and then drag it to the vertex I want to merge it to. So if I do this, bam! Those are merged. I can just do this throughout. If I want to, I can jus,t work my way around, and kind of basically zip him up. Now another way to do it is to use the Merge Edge tool.

You select your first border edge. What a border edge is kind of like the open face. So it's like the top of the bowl, or in this case, the edge of this shell. Then, you select the second border edge, and then you hit Enter, and then it should zip him up. Now we can do this multiple times, in two different ways. We ca either use Merge Vertex, or we can Merge Edge. So we can select Edge, Edge, Enter, and go on from there. So either way works fine. So go ahead and work your way around this character and stitch him back together.

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This video is part of

Image for Maya 2011 Essential Training
Maya 2011 Essential Training

115 video lessons · 26232 viewers

George Maestri
Author

 
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  1. 3m 50s
    1. Welcome
      1m 34s
    2. Using the exercise files
      26s
    3. A note on screen resolution
      1m 50s
  2. 1h 0m
    1. Overview of the Maya interface
      7m 42s
    2. Working with files and Maya projects
      2m 27s
    3. Navigating viewports
      5m 56s
    4. Reviewing the Viewport menus
      6m 28s
    5. Configuring safe frames and grids
      3m 21s
    6. Selecting objects
      4m 33s
    7. Using the Move tool
      3m 48s
    8. Rotating and scaling
      4m 31s
    9. Manipulating pivots
      3m 59s
    10. Understanding the Channel Box
      5m 36s
    11. Working with the Attribute Editor
      2m 28s
    12. Using the Hotbox
      2m 59s
    13. Working with marking menus
      3m 6s
    14. Customizing the interface
      3m 36s
  3. 59m 25s
    1. Creating polygonal objects
      6m 28s
    2. Working with polygonal components
      4m 42s
    3. Selecting polygonal components
      5m 44s
    4. Working with Soft Select
      7m 3s
    5. Using the Extrude tool
      6m 47s
    6. Keeping faces together
      2m 42s
    7. Extruding along curves
      3m 27s
    8. Using the Polygon Bevel tool
      4m 14s
    9. Smooth and subdivision surfaces
      7m 6s
    10. Blocking out a character body
      11m 12s
  4. 36m 6s
    1. Working with edge loops
      3m 27s
    2. Inserting and offsetting edge loops
      3m 38s
    3. Symmetrical modeling techniques
      5m 53s
    4. Combining objects
      3m 50s
    5. Using the Polygon Bridge tool
      2m 7s
    6. Connecting components and splitting polygons
      2m 48s
    7. Poking and wedging faces
      2m 49s
    8. Working with polygon booleans
      3m 17s
    9. Modeling with nonlinear deformers
      4m 54s
    10. Modeling with lattices
      3m 23s
  5. 1h 18m
    1. Introducing NURBS modeling
      5m 3s
    2. NURBS primitives
      5m 54s
    3. Using the NURBS curve tools
      5m 7s
    4. Creating Bézier curves
      1m 59s
    5. Creating text
      3m 51s
    6. Manipulating NURBS curves
      4m 13s
    7. Refining NURBS curves
      4m 16s
    8. Offsetting NURBS curves
      2m 31s
    9. Editing NURBS surfaces
      7m 3s
    10. Refining NURBS surfaces
      7m 22s
    11. Using NURBS Revolve
      7m 31s
    12. Using NURBS Loft
      4m 11s
    13. Using NURBS Extrude
      6m 0s
    14. Using NURBS Planar
      4m 47s
    15. Stitching NURBS surfaces
      8m 52s
  6. 35m 53s
    1. Extracting NURBS curves from surfaces
      5m 57s
    2. Creating curves on a surface
      3m 53s
    3. Projecting curves on surfaces
      7m 2s
    4. Trimming NURBS surfaces
      3m 42s
    5. Using the NURBS Fillet tool
      5m 31s
    6. Sculpting NURBS and polygonal surfaces
      5m 52s
    7. Converting NURBS to polygons
      3m 56s
  7. 33m 22s
    1. Working with the Outliner
      4m 58s
    2. Grouping objects
      4m 2s
    3. Creating hierarchies
      4m 17s
    4. Duplicating objects
      4m 51s
    5. Understanding the Hypergraph
      3m 32s
    6. Working with Hypergraph connections
      2m 31s
    7. Hiding and showing objects
      2m 12s
    8. Creating layers
      4m 2s
    9. Working with selection masks
      2m 57s
  8. 40m 18s
    1. Overview of renderers
      3m 24s
    2. Understand the basics of materials
      6m 15s
    3. Creating and applying maps
      5m 13s
    4. Using bitmaps as texture
      2m 59s
    5. Working with the Hypershade window
      5m 12s
    6. Working with mental ray materials
      6m 57s
    7. Using displacement and bump mapping
      3m 14s
    8. Using the Ramp Shader
      2m 36s
    9. Using the 3D Paint tool
      4m 28s
  9. 30m 14s
    1. Texture-mapping NURBS surfaces
      5m 46s
    2. Projecting textures onto surfaces
      4m 0s
    3. Texture-mapping polygonal surfaces
      7m 0s
    4. Applying UV mapping
      8m 11s
    5. Using the UVW Editor
      5m 17s
  10. 41m 16s
    1. Creating joints
      10m 2s
    2. Deforming a mesh using the Skin tool
      5m 2s
    3. Creating IK handles
      6m 48s
    4. Creating blend shapes
      5m 39s
    5. Rigging nonlinear deformers
      2m 36s
    6. Finalizing the character
      4m 45s
    7. Rigging the character to the scooter
      6m 24s
  11. 1h 5m
    1. Working with the Timeline
      4m 16s
    2. Creating and adjusting keys (keyframes)
      5m 4s
    3. Editing keys
      3m 13s
    4. Modifying keys in the Graph Editor
      5m 47s
    5. Modifying keys in the Dope Sheet
      2m 51s
    6. Creating breakdown keys
      2m 28s
    7. Animating objects along paths
      5m 54s
    8. Animation playback using Playblast
      3m 10s
    9. Animating with constraints
      6m 16s
    10. Creating animation cycles
      8m 25s
    11. Using set-driven keys
      6m 13s
    12. Adding sound to animations
      2m 24s
    13. Finishing the animation
      9m 45s
  12. 1h 2m
    1. Lights and lighting types in Maya
      7m 29s
    2. Adding depth-map shadows
      4m 13s
    3. Using Raytrace shadows
      3m 28s
    4. Understanding the basics of cameras
      7m 14s
    5. Adding depth of field
      6m 31s
    6. Adding Bokeh using mental ray
      4m 33s
    7. Using motion blur in Maya Software Renderer
      4m 10s
    8. Using motion blur in mental ray
      3m 5s
    9. Raytracing reflections and refractions
      4m 41s
    10. Interactive rendering with IPR
      3m 33s
    11. Lighting a scene
      8m 29s
    12. Batch rendering
      4m 53s
  13. 25s
    1. Goodbye
      25s

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