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Editing assets


From:

Maya 2009 New Features

with George Maestri

Video: Editing assets

Now that we have our container created let's go ahead and start publishing attributes to that container. So if I select this container you will see that I really have nothing in the Channel Box for this. I do have all of the inputs, which are basically the objects that are in the container, but I really want to publish some of these so that I can just animate the container itself. So we do that by using the Asset Editor. I go into Assets, Asset Editor and make sure my container is selected. It's basically almost like a little Outliner window here and I can just go through and Show or Hide any of the objects that are in that container.
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Watch the Online Video Course Maya 2009 New Features
1h 40m Intermediate Dec 11, 2008

Viewers: in countries Watching now:

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

Topics include:
  • Working with the new interface
  • Organizing assets
  • Creating muscles
  • Sculpting muscle shapes
  • Working with nParticles
  • Creating emitters
  • Animating with layers
Subject:
3D + Animation
Software:
Maya
Author:
George Maestri

Editing assets

Now that we have our container created let's go ahead and start publishing attributes to that container. So if I select this container you will see that I really have nothing in the Channel Box for this. I do have all of the inputs, which are basically the objects that are in the container, but I really want to publish some of these so that I can just animate the container itself. So we do that by using the Asset Editor. I go into Assets, Asset Editor and make sure my container is selected. It's basically almost like a little Outliner window here and I can just go through and Show or Hide any of the objects that are in that container.

Now if I want to I can start publishing things to that container. So for example, if I take this JackInBox node, that has almost everything that I need-- It has my Translate, my Rotate, my Scale, all of that stuff, so what I can do is I can take this and I can pin it. If I pin this I can go into my JackInBox node, open it up and you can see these are all the attributes for that. Well, I don't want to show all of these. I really just want to show Translations, Rotation, Scale, plus the custom ones that I gave it.

So I can go into Show and I can add or subtract anything that I want. So for example, I can do Scale, Rotate, Translate and User Defined. So what that does is it gives me all of the options that I want, so I can just select those and add those in. Once I do that you can see that if I select my container, I have these options now in that root node of the container.

So what I am doing here is I am actually taking these different objects attributes and I am publishing them to this container at the very top. So all I have to do is go to this container and now I can, for example, move this, rotate it, scale it and so on and so forth. In this Asset Editor there is also a number of different options; obviously we can add, we can publish, we can Unbind, we can add and subtract all of these different attributes. In fact, when I hit this Plus sign, what it does is it publishes that. So I also have some options here. In fact, this is the same as my Assets window and you will notice I also have what's called Publish and Unpublish connections. I find it's much easier to do it using these buttons here in the Asset Editor.

Now once we have these set, we can start animating. We could actually just do whatever we want with this particular object. Now, if we want we can actually customize this a little bit more and let's go ahead and do that in the next lesson.

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