navigate site menu

Start learning with our library of video tutorials taught by experts. Get started

Maya Essentials 1: Interface and Organization

Maya Essentials 1: Interface and Organization

with George Maestri

 


The Maya Essentials with George Maestri is a staggered introduction to Maya, designed in installments that can be completed within two hours. This first course in the series introduces designers to the Maya environment and shows them how to move objects and keep scenes organized. Discover how to navigate within your projects; configure viewports; select, move, rotate, and scale objects; and create layers and groups.
Topics include:
  • Configuring your computer to work best with Maya
  • Setting preferences
  • Enabling plug-ins
  • Using the Hotbox
  • Using the Move tool
  • Manipulating pivots
  • Understanding the Channel Box
  • Creating hierarchies
  • Hiding and showing objects
  • Working with selection masks

show more

author
George Maestri
subject
3D + Animation
software
Maya 2013
level
Beginner
duration
1h 35m
released
Jun 06, 2012

Share this course

Ready to join? get started


Keep up with news, tips, and latest courses.

submit Course details submit clicked more info

Please wait...

Search the closed captioning text for this course by entering the keyword you’d like to search, or browse the closed captioning text by selecting the chapter name below and choosing the video title you’d like to review.



Introduction
Welcome
00:04Hi. I'm George Maestri, and welcome to Maya Essentials 1: Interface and Organization.
00:11In this first course we'll go over the basic interface of Maya.
00:16We'll also go through how to navigate, how to configure Maya viewports, and so on.
00:22And then we'll get into manipulating objects.
00:25We'll show you how to select objects, how to use the Move tool as well as Rotate and Scale objects.
00:32And finally, we'll talk a little bit about organization, how to name objects, how to
00:37work with the Outliner and the Hypergraph, as well as Creating Layers and Selection Masks.
00:44Let's go ahead and get started with Maya Essentials 1: Interface and Organization.
Collapse this transcript
Using the exercise files
00:01If you are a lynda.com premium subscriber, you'll get the exercise files as a download.
00:07Now when you get the exercise files, go ahead and uncompress them and place them on your
00:13Desktop just like we have here.
00:15Now in this folder, we have several folders, one for each chapter.
00:21As we get into Maya, you will realize also that each one of these is a Maya Project.
00:27So when you first start a chapter, go ahead and set this folder as your Project and everything
00:33should line up properly.
Collapse this transcript
1. Setting Up Maya
Configuring your computer for Maya
00:01So let's go ahead and get started with Maya.
00:03Now I'm using Maya on a Windows machine, but Maya will work on the Mac or Linux based machines.
00:11Now in order to start Maya, all you have to do is just double-click on it, and it will start up.
00:17Now two windows actually come up when you start Maya, one is called this Output Window
00:23which gives you just random information that we typically don't use, and then once that
00:28gets going, then we actually get a Splash Screen, and then the software comes up.
00:35So this is the current Splash Screen and here is the software.
00:41Now when you first start Maya, you will get this window here that actually has links to
00:46some basic tutorials, and if you don't want to see it, all you have to do is click this
00:50little button that says, Do not show at startup.
00:53Close this window, and we're in the Maya Interface.
00:57Now when you load Maya onto a machine, you want to make sure that the machine is capable of running Maya.
01:05Maya is a very resource intensive application, so you'll need a fairly fast computer, I would
01:11suggest a Quad Core Computer or higher, and you'll also need a good graphics card, by
01:18good, I mean a Graphics Card that really supports OpenGL.
01:21Now there are tons of gaming cards out there that support DirectX, but really what you
01:26want to look for is an NVIDIA Quadro or an ATI Radeon Card and those have better OpenGL
01:34support and they will make Maya run faster.
01:37Now those aren't the best for gaming, but they are the best for Maya, you will also
01:42need about 8 gigabytes of RAM and of course.
01:45all the hard disk space you want to render too.
01:48So those are some of the basic requirements for Maya, and once you have your machine setup
01:52you can start working with it.
Collapse this transcript
Using Maya on a Mac
00:01For those of you who are using the Macintosh OS X platform, you will need to make sure
00:06that you have a three button mouse.
00:09Now the Macintosh actually ships with a two button mouse, but in order to use Maya properly,
00:15you will need to get three buttons, now this can either be a standard three button mouse
00:19or a mouse with the middle wheel as a scroll wheel.
00:23Now these only cost $10 to $15 in an electronics store, they will give you the full capability
00:30of just using a three button mouse with your Mac.
00:33Now in terms of memory and video cards, yes, you will need as much memory as you can get
00:38into your Mac, 8 gigabytes is probably a good number, if you can get higher that's great.
00:43And for video cards, you can use the Stock Video Card in the Macintosh or if you want
00:49you can upgrade to an NVIDIA Quadro or Radeon Card that is compatible with the Macintosh.
Collapse this transcript
Working with projects
00:01When you work with Maya, you will probably want to use what are called projects, and
00:06that's a standard directory structure that Maya uses.
00:10So in this course we'll be using projects for all of our chapters.
00:13Now let me show you where those projects are located.
00:15I'm going to go ahead and minimize Maya here, and you'll notice that we have an exercise
00:19files folder, and in that folder we have four folders, one for each chapter.
00:26So if I go into the initial chapter here, say SettingUp, you'll see we have a standard directory structure.
00:32We have some standard folders here which shows where all of the assets are for the scene.
00:38So, for example, if I go in to scenes folder here, you'll see I have a number of different standard scenes.
00:45So I'm going to go back into Maya here, and let's go ahead and setup projects and show
00:49you a little bit about this.
00:51So if we want to set a project to the folder we're working, all we have to do is say Set
00:56Project, and that will go ahead and bring us into a browser, we are going right now
01:01in to the exercise files folder and all we have to do is select the current folder which
01:06is SettingUp and hit Set. Now that folder is our default location.
01:13So if we do a File, Open Scene, it will bring us immediately into that scene's folder, and
01:18we can just open a scene.
01:21And in addition to opening the scene it will also bring forth all the texture files because
01:26it has the pathing information.
01:29If you load a scene, and you don't have the textures available, make sure you have your project set.
01:35If you are creating a new scene in Maya, you can always setup a new project, all you have
01:39to do is just go to FileProject Window, and this will create our standard projects, so
01:46we can create a new project Name, a new Location, and we can create it.
01:51I'm going to go ahead and Cancel out on this, so I don't need to set it up.
01:54But if you are starting from scratch, it's a great way to setup your scene properly from
01:59scratch, and if you work with projects, you should be able to just take that folder and
02:04move it to whatever machine you want, and as long as you set the project, Maya will
02:09know where everything is at.
02:11So go ahead and set your project and remember to set up project at the beginning of each chapter.
Collapse this transcript
Setting preferences
00:01As is the case with any complex piece of software, Maya has preferences that you can set to customize
00:07the way that Maya works.
00:09Now out of the box, Maya is fairly interactive, but if you want you can change things around
00:14to better suit the way that you work.
00:16So we find our preferences under Window > Setting Preferences and under this we have a Preferences dialog box.
00:23So we can go ahead and pull this up, and you can see we have a whole list of preferences.
00:28Now some of the most important ones here are towards the top, they are the Interface ones,
00:33what menu set do we want to use, in this case it's all these different ones here, and this
00:37is actually the same as this menu here.
00:40But do we want to show the menu Bar, do we want to show the panel tool Bar, so again,
00:45we can turn on and off different interface elements here.
00:49So I can certainly turn on and off that.
00:52We also have a UI Elements option here, and this allows you to turn on a bunch of different options here.
00:59So, for example, we have the Time slider and the Range slider, which have to do with animation.
01:05But if all you are doing modeling, you may not need that, and you can actually get yourself
01:09some extra screen space that you might need.
01:11You can also turn off Shelves, you can turn off your Status Line, there is a number of
01:16different things that you can turn on or off.
01:18We also have one called the ViewCube, and this actually allows us to show it or hide
01:23it, and we'll be using this a lot when we get into navigation, so this is a really easy
01:28way to turn this on.
01:30We also have some options here for Help and Help does show up on the bottom here, you
01:35can see how as I move my cursor around it gives me little Help options here and how
01:40much of that do we want to display.
01:42Then we also have Display Options, what's the maximum texture size, that sort of thing.
01:48Animation Options here.
01:49And we also have Settings, and these are basically the units that we are using.
01:54So one of them is do we want our Y or Z axis to be our up axis in Maya, it defaults to Y.
02:02And in our Units do we want to Centimeters, Inches, Feet, Yards, it defaults to Centimeters.
02:08For Angular, do you want Degrees or Radians, and this is very important, what's your Timeframe?
02:14So if you are animating to film, you'd want to keep that at 24, but if you are doing NTSC
02:19or PAL, you may need to change it to 25 or 30.
02:24And then we also have additional ones such as Animation, Cameras, really a whole lot
02:29of different options here.
02:32So if there is something that you need to customize, if something isn't quite working
02:36the way that you want, or you need to change your Units or the Frame Rate of your animation,
02:41you can find a lot of this in the Preferences window.
Collapse this transcript
Enabling plug-ins
00:01Maya is a very modular program as well, a lot of its capability is done through plugins.
00:07Now a lot of these plugins are provided with Maya, but not a lot of them are actually loaded when Maya loads.
00:14Now a Plug-in actually takes additional memory and resources, so unless you need it, you
00:19don't really want to load it.
00:21And also, if you're buying third party plugins from Maya, you also want to be able to load
00:25them or unload them as you wish.
00:29Now we can find our plugins here under Window > Settings > Preferences > Plug-in Manager.
00:35So this actually gives you a list of all the plugins that are available to Maya, and then
00:41which ones are Loaded or which ones will Auto Load.
00:44Okay, now the difference Loaded and Auto Load is Loaded means that it's there, ready to
00:49go, Auto Load means it loads every time you start Maya.
00:54Now, for example, if I were to click this one here, animation Import/Export just as
00:58Loaded that means it loads that module.
01:01But the next time I start Maya, it won't, until I click on Auto Load, that won't happen,
01:07so Auto Load loads it every time. Now we have a number of different options here.
01:13One is here is for Bullet Physics, which is a new module with our Maya 2013.
01:18If you're in to gaming, you might need the CGFX shader.
01:22We also have FBX, if you're importing or exporting objects into Maya, you want to do that via FBX.
01:28And typically I like to keep that Auto Loaded.
01:32We also have our Fur Plug-in which can also be very handy, it's something that's very popular.
01:37Another important one is mental ray which is down here at the bottom, Maya to mental
01:41ray, and I always like to make sure that that's loaded as well, because typically, I render
01:46in mental ray and a lot of people do, so you want to make sure that that's always Auto Loaded.
01:52And then there are a number of other ones here Object Exports, Stereo Cameras just a whole wealth of ones.
01:58And so if there is something that you think should be there, and it's not, chances are
02:02it's usually a Plug-in that just isn't loaded.
02:05So go ahead and go through the Plug-in Manager and make sure that everything you want to load is loaded.
Collapse this transcript
2. Understanding the Maya Interface
Overview of the Maya interface
00:00Let's get started by looking at the Maya Interface.
00:04Now this is the default interface that Maya presents itself when you first turn it on.
00:10Maya can be configured to have a number of different looks and feels.
00:13But let's just start with a basic default interface.
00:17Now to start off with Maya we have a standard menu bar like we have in most programs.
00:24We have File, Edit, Modify, and so on.
00:27Now in Maya this menu actually is flexible, in other words, it can change the way it looks.
00:35Right here we have a pull down menu that shows a number of different menu sets, right now
00:41we have it set on the Animation menu set, and as you see over here to the right we have
00:47all the animation tools.
00:49Now if we were to change that say to Polygons, you will see how these menus change.
00:54So we have starting with Mesh, Edit Mesh, Proxy, and so on.
00:58And we can do the same with Surfaces, Dynamics and more.
01:02I am going to go ahead and put this back to Animation.
01:07Along the second line here, we have a number of icons that allow you to do things, we have
01:13one here for a New scene, Open scene, Save a scene.
01:17We also have Select by hierarchy or Select by object type or Select by component.
01:24And as we start getting into selection you'll see how these work.
01:28Over here we have what are called Selection masks, which allows to reduce the things that
01:33we can select in Maya, and this can be very important if you have a lot of different objects
01:38in Maya, and you only want to work with one type.
01:41A little bit further over we have snapping options, and this allows us to Snap to grids,
01:46Snap to curves, points, view planes, and so on.
01:51And as you start working with objects and components and moving them around, you'll learn how to snap.
01:57Now a little bit further over here, we have some Render options which allow us to render the scene.
02:02Further over to the right we have just toggles for different displays here.
02:05Now you'd notice along the right side of the screen we have two boxes here, one is called
02:10the Attribute Editor and the other one is called the Channel Box here, and there are two tabs here.
02:16Basically those can be turned on or off here.
02:19This one turns on or off what's called the Attribute Editor, the far right one turns
02:24on or off what's called the Channel Box.
02:26Now the middle on turns on or off a tool Settings palette, and this will change depending on
02:32the tool that you select.
02:34So if I select the Scale or the Rotate tool, it is a little bit different than selecting the Select tool.
02:42So each one of these can be controlled here at the top right.
02:45If we go a little bit further down we have what are called shelves.
02:50Now Maya provides a number of standard shelves that you can use but you also can create your
02:56own custom shelves.
02:58Now the standard shelves are General tools and these are basically just iconic representations
03:04of most of the tools we have in the menu system.
03:07So we have a shelf for Curves, Surfaces, for Polygonal modeling.
03:11We have ones over here for Rendering, for Paint Effects.
03:15And again, most of these options are found in the menu system.
03:18So you may or may not want to use the shelves.
03:22Also over here to the right we have a custom shelf which allows you to create your own
03:26tools and place them on the shelf.
03:29Now along the left side of the screen we have Selection Tools as well as Viewport Option.
03:35So we have the Select tool, we have a Lasso tool, we have a Soft Select tool, we also
03:40have Move Tools, Rotate Scale, as well as what's called the Universal Manipulator, which
03:47allows you to manipulate objects as well as a Manipulator tool, and so on.
03:53Now down here on the bottom left, we have a different layout, so if I select this, I
03:58can just get to standard window layouts if I want.
04:02Now typically I keep these on the perspective or the quad view, but again, you can change
04:09them to whatever you want.
04:11Also here we have a pull down which allows us to change this to whatever we want.
04:19Now along the bottom of the screen we have the Timeline, this here allows us to scrub
04:24through the scene in time.
04:28We have Play Controls here, we can play Forward, we can play Backwards, we can also Stop, or
04:34we can also Step Forward one Key or one Frame or go to the Beginning or the End.
04:41A little bit further down underneath this, we have what's called a Range slider.
04:46So we have these two outside numbers here from 1 to 48, that's the total length of the
04:53animation in the scene.
04:55Here the inside numbers from 1 to 24, that's the length of what we are currently viewing.
05:02And we can change this here by either typing in new numbers, or we can grab the slider,
05:08and we can basically slide around to see different parts of the timeline.
05:14Now if we grab this button here, we can expand or contract that as needed and notice how
05:20the number changes as well.
05:22Now along the bottom, we also have what's called a Helpline.
05:26If you are wondering what a certain tool is just go ahead and hover over it, and it will
05:31go ahead and tell you.
05:33So, for example, when I hover over the help line it says, it Displays Help.
05:36There are also additional menus in the viewports which we'll get to in a little bit, but as
05:43you can see this is the full Maya Interface, so you have a lot of different tools, a lot
05:48of different ways to interact within Maya.
05:51So just familiarize yourself with the interface, and you'll get used to it as we start working with Maya.
Collapse this transcript
Navigating Maya viewports
00:00One of the most important things you need to know in Maya is how to navigate with a viewport.
00:05Now I have a simple file open, with some table and chairs, but if we want let's go ahead
00:11and make sure that we set our project to Maya Interface, and that will make sure that that
00:17all the textures come through.
00:19And this will be the same project we'll use throughout this chapter.
00:23Now navigating in Maya is basically just done through the mouse and the keyboard.
00:29Now all you have to do to navigate in Maya is to hold down the Alt key, and then use
00:36the three buttons of the mouse.
00:39So if I hold down the Alt key and left-click, you'll see this little rotate icon comes up,
00:46and then all I have to do is move my mouse, and you can see I can spin around this scene.
00:53If I hold down Alt and right-click, notice how it comes into this zoom in and out.
00:59So if I move my cursor left and right, I can zoom in and out.
01:03Again, holding down Alt or command and middle clicking, you can see we can pan.
01:09So between these three, you can see you can very quickly go and manipulate your scene.
01:17Now if you have a mouse with a center scroll wheel, you can also just roll that wheel,
01:23and I am zooming in and out.
01:25Now there are other ways to get additional views in Maya, one of them is just to do the frame Alt+Command.
01:33So let's say I move this over here, and I have got this out of the way, all I have to
01:38do is just hit the F for frame Command, and then I'll bring everything in the scene and center it.
01:44So it's a real good default way of getting back to a reasonable state.
01:50Now in addition to this perspective view, we can have other views on the scene.
01:56And we can see that through the Panels menu.
01:59So we have a Perspective window here, which is what we are looking at, and you can see
02:04that in green here, it says persp for perspective.
02:09But we also have Stereo views and Orthographic views.
02:13Now orthographic views are probably the ones we are going to use a lot.
02:16So, for example, we have a front view, we have a side view, and we have a top view.
02:23Now these are what are called orthographic views, so they don't have perspective, they
02:28are more like a drafting view.
02:30And again, we can still navigate these viewports.
02:34So if I hold down my Alt or Command key and left- click, you'll see that, well, I can't do anything.
02:40That's because I can't revolve around this window.
02:43This is a 2-D flat window. I can't rotate around in 3D.
02:48But I can middle click and drag, right- click and zoom, and of course, my middle scroll
02:55wheel works as well.
02:57There is another way to get into these views, and that's using what's called the ViewCube,
03:03which is right here on the top right corner.
03:05Now if this isn't showing in your viewport, you can always get to it through the Preferences.
03:11So we go into Window > Settings/Preferences > Preferences, and then we should have an option here called
03:18ViewCube, and this will toggle it on or off.
03:21So I am going to go ahead and make sure this is toggled on, and this is a great way to
03:25get additional views without having to go into this Panels menu.
03:29All you have to do is just click on this, and it will rotate your view.
03:33So if I click on this here, I will get a Back view.
03:36If I click on a side one here, you get a Right view, and you can just keeping going around.
03:42If you click on a corner of this, then you'll get a three quarter or a Side view here.
03:47If I click on this top corner, you can see how I can get that view or that view.
03:52If I want a top view I can certainly do that as well.
03:56So this is a really nice way to get a decent view.
04:01We also have a Home key here which will go ahead and just bring it back to a default state as well.
04:07Now notice how this ViewCube also rotates with my cursor as I rotate my scene.
04:14Now as you can see there are a number of ways of getting different views on the objects
04:18in your scene, play with the scene and get used to navigating within Maya.
Collapse this transcript
Configuring Maya viewports
00:00Maya offers a number of different ways to view the objects in your viewport, you can
00:05view them in shaded mode, like we have here, or you can view them in wireframe mode with
00:10textures, there is a number of different ways to look at the viewports.
00:15So let's take a look at how to configure viewports.
00:17Now the first thing we want to understand is that each viewport has its own menu.
00:23So if I go from this perspective viewport and just tap the spacebar, you'll see that
00:29it actually brings me out into a quad view, you can see that each individual viewport
00:35in this quad view has its own menu.
00:39So if I place my mouse over this perspective viewport and hit the Spacebar again, you'll
00:44see that it comes back up.
00:46Now I can configure this viewport very easily just by going into the Shading options, we
00:52have number of options here.
00:54We have Smooth Shade all, which is what we're looking at.
00:57We also have Wireframe, which shows the object in wireframe.
01:02We can also Flat Shade everything, which means it doesn't shade the curves, we can actually
01:08zoom in here, and you can see how the bowl is faceted, and if we did a Smooth Shade here,
01:14you'll see how that bowl is smooth.
01:16We can also just Smooth Shade the Selected Items, so if I select a specific item, only
01:21that item will be shaded, and this can really help you, focus in on a specific object in
01:27the scene without having to put everything into wireframe or shaded.
01:32We can also do what's called Bounding Box, which basically just shows you the objects as boxes.
01:39Another one is a called Wireframe on Shaded, so if I do a Smooth Shade All, I can also
01:44turn on Wireframe on Shaded, and as you can see it shows me the objects with the wires
01:51over them, and this can also be a great visualization tool.
01:56We can also do what's called X-Ray and what X-Ray does is it basically just partially
02:01shades things, so that way you can kind of see how the shading happens, but also it's
02:06kind of like halfway between shaded and wireframe.
02:10And again, these are just toggles, so we can turn them on or off.
02:14Now if you want to quickly go between these, you can also use some keyboard shortcuts.
02:20If you hit the 5 key, it goes to Shaded mode.
02:24If you hit the 4 key it goes to Wireframe, so 4 and 5 change the level of shading.
02:33So in addition to this we can also add textures into our viewport, and we do that under Shading,
02:39and we go down to what's called Hardware Texturing, and when we turn that on, you can see how
02:45all the textures show up.
02:48Now make sure that you have your project set, so it can find these texture files.
02:52If you don't have your project set, go ahead into File > Set Project and make sure it's set to Maya Interface.
03:02So now that we have textures available, you can see the scene a lot more realistically.
03:06Now we do have some options here for Hardware Texturing.
03:11With all of these menus in Maya, a lot of times you will see a little box to the right
03:16of an option here, and if you click on that box, it'll actually bring up the options for that menu option.
03:24These here are just basically different ways to filter and blend the Textures, we're going
03:30to leave these at defaults, but just know that that's there.
03:34Now another way to change the way that you view the scene is to actually change the lighting.
03:39By default, we have what's called Use Default Lighting, which is just a general wash of
03:45light in the scene, but if we're actually lighting the scene for rendering, and that
03:50sort of thing, we might want to see the lights that we have in the scene.
03:53So we could say, Use All Lights, and you can see that this really changes the way that
03:58the lights work in the scene, and if I zoom out here, you can see these little red objects here.
04:04These are all the lights.
04:06Now if I want, I can also just use the lights that I have selected.
04:10So if I click on this you'll see that, well, the whole thing goes dark, but if I left-click
04:15on any individual light, you can see how that light affects the scene.
04:20So if I pick this one in back of the window, you can see how it casts the shadow on the wall, and so on.
04:27So I'm going to go ahead and switch this to Use All Lights, and now let's take a look
04:32at what's called Rendering.
04:33By default, we have what's called Default Quality Rendering, which is generally a good
04:40basic rendering and for most applications in Maya you should be using this.
04:44This is the best way to model and rig characters, and that sort of thing, all of the functionality
04:50of Maya is available using the default renderer.
04:54But if I want to see the scene more realistically, then I can use one of these other two renderers.
05:01One is called High Quality Rendering, and if I click on that, you see how it takes a
05:06little bit of time to get going, and what this does is it uses the power of your Graphics
05:11Card to render the scene.
05:14So the better the Graphics Card you have, the faster this will be.
05:17But you can see the shadows of the lights on the wall, and on the floor, so we actually get shadowing.
05:23Then we have another one which is even advanced, and this is called Viewport 2.0, and you can
05:28see as I go into this, it gets even a little bit more realistic, and this has more features,
05:33such as transparency and some special effects show up pretty well.
05:37So if you are doing some high quality stuff, and you really want to see your scene accurately,
05:43these will work, but also be aware that some features of Maya might not work in each Viewport,
05:49so if you are rigging a character and stuff like that, it might not work in a Viewport
05:532.0, but everything will work in the Default Quality Rendering.
05:58Now finally, I do want to also show you some camera options, so as we're working in a scene,
06:03a lot of times we want to see things such as our safe frame, and that sort of thing
06:07and these are included under the View menu.
06:10So if we go into Camera Settings, you can see we have a couple of gates here.
06:16One is called the Film Gate and the other one is called the Resolution Gate, and typically,
06:22I use the Resolution Gate which gives me a border that shows where the resolution of
06:27my renderer is happening.
06:29So if you are rendering at 640x480, it will be at that rendering.
06:34So right now this particular scene is rendering 1280x720, so it gives me a slightly wider aspect ratio.
06:43Now if I want I can go into this a little bit more, I can turn on a Field Chart that
06:48can help me to position things, and we can also turn that on or off, and we also can
06:54do stuff like Safe Action and Safe Title.
06:59Now we also have a mask along the outside here, and this kind of just gives you a visual
07:04representation of what's going to be rendered versus what is outside of the rendering, and
07:09again, under Camera Settings, we can turn that on and off, and that's called Gate Mask,
07:15and we can certainly turn that on or off.
07:19So those are some of the basic ways of looking at your scene within Maya.
07:23Now remember, this is viewport specific, so if I go into my viewports here, I can have
07:29each viewport have a different shading and rendering option, so you have a really wide
07:35range of options for viewing the scene in Maya.
Collapse this transcript
Using the Hotbox
00:00Maya is a very deep program, it has a lot of menu options and sometimes it's hard to
00:06get from one menu option to the other.
00:09So to make this easier, Maya has what's called the Hotbox.
00:13Typically, when we work with Maya, we may, for example, select something, and then go
00:19up to a menu and modify something, and then we may want to animate something, which means
00:25we have to change menus, and it can take a lot of time.
00:29So to make things quicker, Maya has what's called the Hotbox.
00:33The Hotbox is accessed in any viewport, all you have to do is just keep your mouse in
00:38the viewport and hold down the space key.
00:40You can see all of these menus come up.
00:42Now these are by default all the menus in Maya.
00:47We have, for example, File, Edit, Modify, Create all along here, but we also have all
00:52of the other menus.
00:53So, for example, here we have the animation menus, below that Polygon, we have Surfaces, and so on.
01:00so all of these menus.
01:03So this allows us to basically get to any menu we want in Maya just by clicking on the
01:09spacebar, and then just locating the menu.
01:12Now when I let go off of the spacebar, the menu goes away.
01:16Now the Hotbox actually does a lot more than that.
01:19You can also switch viewports.
01:21If I hold down my menu key and keep it centered on top of this Maya box here, I can go from
01:27Perspective view to Side view, to Top view, to Front view.
01:34And we can actually do this fairly quickly.
01:36So all I have do is hold down the spacebar and move it up, and we have got Perspective,
01:41move to the side, we have got Side view, Front view, and so on.
01:45So you can actually get to these fairly quickly, and as you start working in Maya, you can
01:50almost do it as a gesture, it's very, very quick.
01:54In addition to this, we can also get to the history that we have used in Maya.
01:59So if I hold down the Hotbox over here, we have what are called Recent Commands, and
02:04this is really just all the last commands that we have done.
02:08So if you are working on something, and you are doing a lot of the same commands, you
02:11can use that Recent Commands just to get very quickly to the last command that you've done.
02:18Now if you don't want all of these menus, you can certainly configure that as well.
02:22There are two ways to configure the Hotbox.
02:25One is under Hotbox Controls, and this shows all the different types of menus that we have.
02:30So if we want, we can hide all of the menus, and it becomes just the Recent Commands in
02:37the Hotbox controls.
02:38If we want we can show just specific menus such as Rendering.
02:42We can also show all of the menus.
02:45And then we can also set a transparency, do we want this to be transparent or not? How
02:51transparent do we want this? You want a 50% transparent, a 100%, so on.
02:57Do we want our Hotbox to be Zones Only? Zones and the Menus or just that Center Zone only?
03:04So this is just the Center zone here, and then we also have under Hotbox, Zones Only
03:11or Zones and Menus Rows, which is really just everything, and then we certainly show all if we want.
03:18So as you can see, the Hotbox is really, really functional, it has a lot of different options,
03:23you can get to just about any menu option in Maya, you can also change your views and
03:28also get to Recent Commands.
03:31So it's something that you'll be using a lot, and as you start to work with Maya, remember
03:35that the Hotbox can be very useful.
Collapse this transcript
Working with marking menus
00:00Now in addition to the Hotbox, Maya also has other context sensitive menus and those are
00:06called marking menus.
00:08And you can access those by right clicking in a viewport or over an object.
00:13So if I'm over nothing here, and I right click you can see really not much comes up.
00:18But if I'm over say the back of the chair, you can see a completely different menu comes up.
00:23And again, I'm just right clicking.
00:25If I right-click over the bowl on the table, again a similar menu but with different options
00:32will come up and really what's different between these is the type of object.
00:37So, for example, this chair is made out of polygons, so when I right-click over this,
00:43you can see I get Face, Edge, Vertex, and so on. And these are the components of a polygon.
00:50So, for example, if I were to select Vertex, it would allow me to edit the vertices over
00:56the shape of that object.
00:59If I want to go back in to object mode, all I have to do is again just right-click over
01:03this and go in to object mode.
01:06If I were to right-click over this bowl, you can see that it has different options, it
01:11doesn't have vertices and faces, but it has Control Vertices and Patches which means it's a surface object.
01:18So if I go on Control Vertex here, you can see my control vertices.
01:22I can go in to hulls, and so on. And these are NURBS based control, because this is a NURBS object.
01:28And again just as with polygonal objects, I do have an object mode which takes me out of that.
01:35Now in addition to this I have a bunch a menu options down here, I have what are called
01:41Inputs and Outputs, Actions.
01:43One of the most important actions we have are called Templates.
01:46So when I do Actions, Template what it does is it basically ghosts the object, so I can
01:52see it in the scene, but I can't select it.
01:56And this actually gives me the ability to have the object in place, but not accidentally select it.
02:02So I can right-click over that again and under Actions just do Untemplate, and that puts it back.
02:09Now if I right-click over this again, you can also see I have additional options here
02:13such as Adding Material and do things such as UVs and Color Sets.
02:18So there really are a lot of object specific things under the Marking menu.
Collapse this transcript
Customizing the interface
00:00Now as you start using Maya you will probably want to customize and arrange the interface
00:05so that it works best for you.
00:08We can do this through a number of different methods, one is through Window > Preferences,
00:13and as we have seen, we can turn on or off a number of different Interface options.
00:19So, for example, go here to InterfaceUI Elements, I can turn off those things I don't need.
00:25So if I don't want a command line I can turn that off and give myself a little bit more
00:30screen real estate.
00:32Now this window also allows me to do things such as show or hide the Channel Box or Attribute
00:37Editor, and so on, and so forth.
00:39And in addition to this we can also tear off menus.
00:44If I was, for example, to use my Create menu, I can pull this down, and you'll notice it
00:49has a little dotted line at the top.
00:51If I click on that dotted line, you'll see that this menu tears off.
00:56So now I can float this wherever I want.
00:59Now if I wanted to I could actually put this on a second screen.
01:03So if you are using two monitors, it's a great way to put your tool palettes on a separate
01:07monitor and give yourself the most screen real-estate to work in.
01:12Now in addition to this we have other menus.
01:14So, for example, if I were to click here on this tool Palettes menu, notice how this has
01:20dotted lines along the top.
01:23So if I click on this I can again float this window and use it however I want.
01:28So a lot of windows are able to be floated just look for those dotted lines.
01:33And again, if I close this, it goes away.
01:36Now in addition to this I can change my Viewports.
01:39So if I were to click here and go into a four view I don't have to have the standard Top,
01:46Left, and Side views, I can change these panels into anything I want.
01:52So if I were to change this panel here, I can go through and use my orthographic views,
01:57but I also can use different types of panels.
02:00So, for example, if I wanted to, I could change this into what's called an Outliner panel.
02:05I can also change the size of these windows.
02:08So if I were to find this dotted line here, I can click and drag and change the windows
02:14just by hovering over the borders between the windows and changing their size.
02:19So that's another way to arrange the layout of your scene.
02:23Now if we want, we also have custom layouts for Maya.
02:27So if we go into Panels, we have a number of Saved Layouts.
02:32So if I were to go in here, that would bring me into my standard four view, go under Panels > Saved Layouts.
02:38I could do any number of these.
02:40So, for example, if I did Hypershade/Render/ Persp, that will actually bring up the Hypershade
02:47Window, which is for creating materials and stuff.
02:51I have a render window down here, and I have a perspective window.
02:55So if I were doing stuff related to rendering, this might be a great layout for me, or I
03:00can do another one that's basically just the Perspective window and the Outliner.
03:06So again, a lot of these can be used just to customize your interface in Maya.
Collapse this transcript
3. Manipulating Objects
Selecting objects
00:00Now let's take a look at how to manipulate objects in Maya, before we manipulate anything
00:05we will need to select the object, so I have a very simple scene here with just four chairs.
00:12Now I have turned on hardware texturing so that way you can see the texture of the chairs,
00:17and if you don't see those let's go ahead and make sure that we go into File > Set Project
00:22and make sure we set it to our current chapter which is manipulating Objects.
00:28In order to select an object in Maya we just use a Select tool.
00:32The Select tool is here in the toolbox, it's just on the top left corner, but if we have
00:37something else selected, all you have to do is hit the Q key on the keyboard.
00:42Now there are actually four keys here that are really important, they are along the top
00:47row of the letters of the keyboard.
00:49They are Q for Select, W for Move, E for Rotate and R for Scale.
00:58Now notice how my tools change here.
01:01So Q is Select, W, Move, E for Rotate, R for Scale.
01:08So let's take a look at Selection first.
01:11So in order to select an object, I should be in Select mode and just go ahead and left-click on the object.
01:18When I left-click on this particular chair, you can see it's called Chair 01, and this
01:22is in the Channel Box, you could see it also in the Attribute Editor here.
01:27If I wanted to select another object, I can just again just left-click on any object I want.
01:34Now if I want to deselect an object, all I have to do is just click over nothing, and
01:39that will deselect it.
01:41If I want to multiple select objects, all I have to do is hold down the Shift key and
01:46left-click on one, two objects, and now I have both selected.
01:51Now notice here in the Channel Box we have Chair 02, and then a dot, dot, dot, and that
01:56just tells me I have multiple objects selected.
02:00Now also notice how the last object I select is in green, and then the other object is in white.
02:08So if I hold down the Shift key and select a third object, that will turn green, and
02:13this tells me that this is the last object selected.
02:17Now this is not so important when we we're just moving objects around, but if we go into
02:22something like modeling, a lot of times the last object you select will have a different function.
02:28So, for example, if I took a bunch of curves and wanted to make them into a surface, I
02:34need to select them in a specific order.
02:36So having that last object highlighted in green can give you some very important information
02:43later down the road.
02:45Now if I wanted to deselect objects, I can simply hold down the Ctrl key and click on
02:50a specific object, and that will deselect it.
02:54Now if I want to select a whole bunch of objects, I can also just left-click and drag, and you
02:59can see a rubber band box comes up, and I can select the bunch of objects, and if I
03:04wanted to select just those objects, I just want to make sure that they are not in the
03:09way of that box, if the box gets over anything in such as the edge of this chair here, it will select it.
03:18Now if you want to do more complex selections, you can also use what's called the Lasso tool,
03:24and it's pretty much as you expect, it's a lasso, and you can just lasso your object,
03:30so you can get much finer selection there.
03:32And again, it works very similar to the box select in that just as long as the object
03:39touches the box, it's selected.
03:42You can also use this for deselection, so if I Ctrl+Lasso select, I can deselect an object.
03:48I can also Ctrl+Rubber band deselect, so again, I can just box deselect as well.
03:56So those are some basic options for selecting objects in your viewports.
04:00Now you will be selecting them in order to manipulate them, so let's go ahead and start
04:05moving and rotating objects in the next couple of lessons.
Collapse this transcript
Using the Move tool
00:00Now selecting objects is great, but a lot of times we'll need to move our objects around
00:05and for that we need to use the Move tool.
00:09Now the Move tool is here on the tool bar, we can just click on that.
00:13As we select objects, you can see, we can select objects in the Move tool exactly the
00:18way we use with the Selection tool.
00:20So I can select one object, I can Shift+ Select multiple objects, I can left-click off of
00:27those objects to deselect them. I can also rubber band select objects.
00:32Now the Move tool in this case acts just as a Selection tool, but you'll notice one additional
00:38thing with this Move tool, and that's this little gizmo.
00:42So if I'm in Select mode, that gizmo goes away, but once I'm in Move mode, it appears.
00:49Now remember, Q is for Select and W is for Move.
00:53Now once I'm in Move mode I have this little gizmo, which allows me to position the object.
01:00This gizmo has three axes.
01:02The red axis is the X-axis, the green axis is Y and the blue axis is Z, and you can see
01:12that here in the little bottom corner of the viewport, we have X, Y, and Z.
01:16So remember, RGB, Red, Green, Blue, RGB equals X, Y, Z.
01:23If I wanted to move this object in X, I just grab the X-axis and move it there, if I want
01:27to move it up in Y, I can do it that way.
01:30If I want to move it back and forth in Z I can move it as well.
01:35If I wanted to I can also move it in multiple axes, if I grab the center here I can move
01:41it along multiple axes.
01:43In this case we are using the Perspective view, and that might not be the best way to
01:49use this particular portion of the tool, because it's really just moving it along the plain
01:54of the camera, so it really depends on how you are looking at it as to what this does.
01:59If you want to be more precise, you'll need to go into an Orthographic view, so I can
02:03do that very simply either by going into Panels, Orthographic, I can go into the front view, for example,
02:10or I can just hold down my spacebar and just go into say, for example, a side view using my hot box.
02:18Now if I zoom in here, you can see I have instead of three axes, I only have two.
02:25That's because I'm in an orthographic viewport, but if I grab the middle of this, you can
02:30see I'm moving it very precisely along the green, blue or the Y, Z axis.
02:37So I'm moving this along the Y, Z plane.
02:40If I were to go say, for example, into a front view, I can move it along this plane.
02:46Now I'm moving it square to the orthographic camera, which gives me a better viewport.
02:52So if I wanted to, again, I'm hitting my spacebar going into my hot box let's go back into perspective
02:57view, and again, we can move this object into place.
03:02Now if I want, I can select and move multiple objects, so I can Shift+Select, and also notice
03:08how when I Shift+Select multiple objects that gizmo changes, so if I select this one here,
03:15the gizmo is under that first chair.
03:17If I hold down the Shift key and select the second one, the gizmo moves to that second chair, again.
03:24that's because it's the last item selected, and again I can just move both of those chairs at the same time.
03:30Now if we want we also can use options for the Move tool.
03:35If I select this object here, I can hit this button here for Show or Hide tool Settings,
03:41and this shows my tool settings for this object. I'm going to go ahead and hide it.
03:45Another way to get into it is to just double- click on the Move tool, or a third way is to use
03:52Modify, Transformation Tools, Move tool and select that little box, that's probably the
03:56most difficult way to do it.
03:59Usually I just double-click on the Move tool to get to that.
04:02When we are in our Move tool settings here, you can see we have a number of different
04:07options, probably the most important ones are the axis.
04:10In other words, how are your X, Y and Z axes pointing when you move this object? So in
04:17this case we have it set to World, which means it's matching the X, Y and Z of the World.
04:24If I go into object mode here, it's actually matching the X, Y and Z of the object itself,
04:31which is actually pointed a little bit in different direction than the World.
04:36So here, Y is up, but Z and X are pointed in the opposite directions here.
04:42And that's because the object is rotated a little bit.
04:45You can see here it's rotated in Y by 180 degrees.
04:51But again, this allows you to move it along different axes, basically it allows you to
04:56move it relative to Object rather than relative to the World.
04:59We also have a number of other options here, we have Local axis, we have what's called
05:04Normal axis, now that's for modeling. We are not going to do that right now.
05:10We can also do a Custom axis, so we can actually give it actual numbers, we can also set it
05:15to points, edges or faces if we were doing stuff like modeling.
05:20Now if I scroll down here you'll see I also have what's called Soft Selection.
05:26Typically we use this for modeling, if you want to select one part of the object and
05:30move it and have it deform organically, we can use that with Soft Selection.
05:34We can also use Soft Selection with objects.
05:38So if I zoom out here and just select Soft Select and make sure I have this on object,
05:44so we have volume, surface, global, as well as object, I'm going to keep it in object
05:50mode here, and we have a Falloff radius.
05:53So if I bring that to 0, it's not affecting any of the objects here, but as I start to
05:59dial this up, notice how it starts selecting the other objects here.
06:05So when I'm somewhere around 20, these objects start lighting up, and if I start moving this,
06:11you can see how the objects that are close to my chair, are actually moving with the chair.
06:18So, if I dial this up a little bit more, you can see how I can actually move these proportionately,
06:24and that can actually be very handy for positioning things organically, and that sort of thing.
06:29Now if I want to I can also do what is called global, and that actually starts manipulating
06:34it by the actual surfaces, whatever is the closest point on that object, and that actually
06:41kind of gets a little bit into modeling.
06:44With this Soft Select, we do have a number of options here.
06:47We have Falloff modes, so I can actually create custom fall offs.
06:52I can also give it color.
06:54I can actually change the color of those objects as they get more and more selected, so the
07:00more selected this is the more yellow it gets, and the less selected it is the more black it gets.
07:07And then we also what's called a Reflection Setting, which allows me to select opposite
07:12sides of the object, and this is again for modeling.
07:15So I'm going to go ahead and turn off Soft Select, because that is a toggle.
07:20So if I start using Soft Select on one area, and I forget to turn it off, it'll happen
07:25the next time I use the Move tool, so I like to toggle that on and off.
07:29And we can close this tool Settings box here just by hitting the little X there.
07:36So those are some of the basics of moving objects, as you can see we can move individual
07:41objects, we can move multiple objects, we can also do a Soft Select and move objects proportionately.
07:47So we have a number of different options.
Collapse this transcript
Rotating and scaling
00:00Now let's take a look at the Rotate and Scale tool.
00:04Now these tools are all part of the same kind of set of tools here.
00:08We have Select, which is the Q key, W is Move, E is Rotate and R is Scale.
00:16A lot of times you want to think that R is for Rotate seems rather logical, but in Maya it's actually E.
00:24The reason we do that is because it's really just a line of keys long the top of the keyboard Q, W, E, R.
00:30And it really gives you a very easy way to access all of these tools.
00:34And once you've learned to keep your hand there, you can switch between these very, very quickly.
00:38I am going to go ahead and select the rotate tool, and again just like with the Select
00:43tool you can just left-click on any object and select it for rotation.
00:49If I were to Shift+Select, I could actually select multiple objects.
00:53And again, left-clicking off of those, deselects.
00:57So once I have an object selected for rotation, you will notice this little gimbal ball kind
01:03of shows up, and that's our rotation gizmo.
01:06And this allows us to rotate the object around the standard axes.
01:10So you notice we have our Red, Green and Blue, X, Y and Z axis here.
01:15And we also have our Red, Green, and Blue gimbals here.
01:19So if I were to grab the Green one here, notice how that turns Yellow.
01:24And then if I left-click and drag, you can see how I can rotate that chair around.
01:30Now if I hit Ctrl+Z, I can Undo that.
01:32Now if I wanted to, I could grab another axis and rotate it say forward and back or side to side.
01:41If you want, you can click in between these and just kind of rotate it at random, I don't
01:46find this to be very controllable, but you may have better success than me on this.
01:52If you select this outside object here, this actually rotates around the camera view.
01:59So whatever direction you are looking at, in this case we are in a perspective view,
02:04it will rotate around that camera, sometimes that can be useful.
02:08It can be more useful if you are in an orthographic viewport.
02:12So if I do Panels > Orthographic let's go into a top view and zoom in here, you can see I
02:18can grab that outside one and just rotate it around whatever that orthographic view is.
02:24But that's actually the same as rotating around the y-axis, so you may or may not need that.
02:29And again, I am just going to go ahead and hit my spacebar, left-click on here, and just
02:33go back in perspective view.
02:36Now if we want we can rotate multiple objects, so if I were to left-click and drag and select
02:42multiple objects, I can rotate those as well.
02:46The Rotate tool has a number of options for rotating multiple objects.
02:52So if I double-click on this, you can see we have a number of options.
02:57One is the Rotate Pivot.
02:58We have three options here, we'll zoom in a little bit here, by default you can see
03:04that I can rotate each object basically around its own axis.
03:10So we are basically rotating both chairs around their center.
03:13But if I hit Manip it will rotate it around the last object selected.
03:19So that will make it kind of the control.
03:22So if I were to Shift+Select these three objects, keep this on Manip, I can rotate it around
03:28that last object selected.
03:32Or if I got to Default or Object, I can rotate around the individual objects pivot.
03:38Now we also have a Rotate mode, do we rotate around the Local axis, the World axis or what's
03:43called a Gimbal, which again is just the x, y, and z axes.
03:48Now we also can do Soft+Select like we can with the Move tool as well.
03:54I am going to go ahead and close this, and let's zoom out, and let's go ahead and take
03:58a quick look at the Scale tool.
04:00This works kind of similar to the Rotate tool in that we can scale along multiple axes.
04:07So if wanted to, I can scale along my x- axis, I can scale along my y-axis or z.
04:15If I select in the middle here, I can just scale the whole object up or down.
04:21Now typically when you scale an object, you want to scale the whole thing evenly, but
04:26we don't have to, again, we can squish it left or right, up and down, and so on.
04:32We can do that with multiple objects.
04:35And just like with the Rotate tool, we have a scale axis.
04:39We can do it along the Scale Pivot.
04:42If we do it along Manip, it will again just do it along the last object selected.
04:49So as you can see the Rotate and the Scale tool are fairly similar.
04:53They can rotate objects individually or as a group.
Collapse this transcript
Manipulating pivots
00:00Now as you start rotating and scaling objects, you will need to be aware of these pivot point of the object.
00:07Let me show you what I mean, I have a simple chair here, and if I select this chair, you
00:12can see how it's got this pivot point here, it's kind of at the bottom center, kind of
00:18at the origin of the scene.
00:20Now if I were to go to rotate this object, it will rotate around that point.
00:25Now sometimes that's not bad, if I were to rotate this chair vertically, that's not a
00:30bad thing, if I were to rotate it horizontally, maybe.
00:33But let's say if I wanted to rotate it around so that the chair was tipped up on one or both legs.
00:39If I were to do that let's say I were to tip this chair back, it actually looks like the
00:44chair is kind of going through this original here or the floor, and that's not really what I want.
00:49I want to rotate it around that leg.
00:52In order to do that, we need to change where the object pivots.
00:58We can do this by using the Move tool and a special key stroke here.
01:03Now on the PC it's the Insert key, on the Mac it's the Home key.
01:09So if I hit my Insert key on the PC, you notice how that Move tool changes.
01:14You can see how I can toggles between them.
01:18When it's in this mode, I can actually move that pivot point.
01:22So if I were to grab that X-axis here and move it so that these are basically even with
01:28the legs of the chair, and then hit Insert or Home again, now that chair is going to
01:34pivot around that point, so when I rotate it, it rotates up on those legs.
01:42So this can be very important if you have like mechanical assemblies or something, you
01:46want to make sure the tire of the car rotates around the center, and that the axel pivots
01:52around a certain point.
01:54All I have to do is just hit that Insert or Home key, and I can move it.
01:57So let's say I wanted to move it so it's exactly under that back leg and again just hit Insert
02:03or Home to change it, now I can tilt this chair up on that leg, because that's where it's pivoting.
02:10So I'm going to go ahead and undo my way out of this.
02:15Now this works the same for the Scale tool.
02:18So if I were to scale something, we are scaling around this axis.
02:23So if I were to scale, again, we are scaling using that as the center.
02:29So if I wanted to make the chair taller, I can do that, but when I make it wider, it's
02:35starting here, this is the 0 point here.
02:38So I'm stretching it this way, rather than if I were to move this to the center and do
02:45that, you would scale it around both axes.
02:49So as you start working with pivots, another thing you really want to understand is the
02:54center pivot command.
02:56Now we can certainly use the Insert or Home key and move the pivot manually, but if we
03:00want to center it to the object's center of gravity, all we have to do is select the Object,
03:05do Modify, Center Pivot, and that will center it to the exact center of that object.
03:12Or if your pivot is off, or you want to make sure that the pivot is exactly at the center
03:17of the object, this is a great way to kind of get a pivot into a neutral location, and
03:23then from there if you want, you can certainly move it wherever you want.
03:28As you start working with objects just be aware of where the pivots are in the objects,
03:33particularly when you need to rotate them or scale them.
Collapse this transcript
Understanding the Channel Box
00:00There are other ways to manipulate objects in the scene and one of them is to use the Channel Box.
00:07Now the Channel Box is usually on the right side of the screen here, we have two buttons
00:11here, one is for the Attribute Editor, the other is for the Channel Box.
00:15When I have the Channel Box open, you can see I've got it here, and typically a lot
00:20of people use both here, so we have both the Channel Box and the Attribute Editor selected,
00:25and then that just gives you two tabs along the right side here.
00:29I want to make sure I have my Channel Box open, and let's go ahead and select my object.
00:34And when I do that, you'll notice here we've got the name of the object, but we also have
00:39Translation, Rotation and Scale values.
00:43If I want I can manipulate the object as normal, so if I hit W to go into Move mode, I can
00:50certainly move my object however I want, and notice how the Translation values here are
00:57changing interactively as I move my object.
01:01I can just hit Ctrl+Z to Undo those if I want.
01:05And if I want I can type in the values myself.
01:08So let's say I wanted to translate it 4 units in X, 2 units in Y, and say -2.5 units in Z.
01:18So I can certainly type in any number and put the object wherever I want.
01:23Now if I want to, I can 0 these out as well, I can just type 0 into one of these or another
01:30handy thing is left-click and drag and select multiple ones and just type in the value you want.
01:35So if I type in 0 into all of these, it will reset them all.
01:40Now this works the same for rotation let's say I wanted to rotate this around 180 degrees
01:45in Y, I can certainly do that as well, and if I want to 0 that out I can certainly 0
01:51that out as well just by hitting 0.
01:55Now another way you can use this is to actually use this kind of more interactively, so I
02:01select this, and let's say I wanted to translate this in X, all you have to do is middle click
02:07in the viewport, and you can actually drag this value.
02:10So if I select one value, middle click, you can see how I can drag that value to make that change.
02:19So if I wanted to scale it in Y, I can middle click, and again just dragging that makes
02:24that value change, I can do it for multiple values as well.
02:29If I want to, I can again middle click and drag and change multiple values.
02:36Now in addition to Translation, Rotation and Scale, we also have a Visibility option in the Channel Box.
02:42Now this is something that we don't use straight off in Maya, but it is something we'll use
02:47eventually, if you want to hide an object, you just type the visibility as off or on.
02:53So again, I have to click in there and type the word on, and that turns it off or on.
02:59Now in addition to Translation, Rotation, and Scale, you may have additional parameters
03:05for your object, and it just depends on how your object is setup or how you set it up.
03:12Right now, I don't have anything for this object, but let's go ahead and add something
03:16in just to see how this works.
03:18I'm going to go into my Animation menu set, and under Create Deformers, I'm going to go
03:24into Non-linear, Bend and just go ahead and select that.
03:29And notice how we've added this deformer to it, and you can see here if I scroll down
03:34here, you'll see under Inputs I have bend1, and if I select that I have a number of parameters.
03:40So, for example, for Curvature, I could type in a number let's say 45 degrees, and I can
03:46actually change that, or I can change it to 1, or if I want I can select curvature and
03:51just middle click and drag and dial that in.
03:55Now this isn't something I want to get too deep into, but I just wanted to show you that
03:58we can have additional parameters that we can access through the Channel Box.
04:03And also, so you know, below the Channel Box here we have what's called the layer Editor.
04:09We'll get to that in a little bit, but this is really just ways to layer the objects in
04:14your scene, so you can organize your scene a little bit better.
04:18The Channel Box is a great way to numerically specify parameters for your objects, we can
04:25specify Position, Rotation, Scale, but we also can specify additional parameters if
04:30the object allows it.
Collapse this transcript
Working with the Attribute Editor
00:00If you need to go deeper into manipulating your objects, you may want to look at the Attribute Editor.
00:07Now we looked at the Channel Box which is kind of just a real simple quick way of manipulating
00:12the object, the Attribute Editor has a lot more.
00:15Now just like with the Channel Box here, we have these two buttons here on the top here,
00:20this one is for the Channel Box, this one is for the Attribute Editor.
00:24If you have both of those selected, you get these tab.
00:27So let's go into the Attribute Editor and select our chair.
00:31This has a number of different tabs, each one of these are for different parts of the object.
00:38So the more complex your object, the more tabs you'll have here.
00:42The first tab here is just for the chair.
00:45And this gives us our Transform Attributes, very similar to what we had in the Channel Box.
00:50So, for example, if I type a number into the y value, it will move up or down.
00:56Typically, the Channel Box is the best way to do this.
00:59But we also have Rotate, Scale, we also have an option called Sheer, we also have where
01:04the rotate axis is. We also have options for Pivots.
01:09So do we want to Display where the pivot is on the object? So it's kind of nice to have
01:14as a display thing.
01:16We also have some options for how we Display the object.
01:20Do we want to display a Handle for the object or not? How do we want to ghost it, and so on.
01:26So there is a number of different ways.
01:28Now this is for the main part of the object, we also have another node for the shape of the object.
01:37This is actually how we can view the object.
01:40Do we want to display the Mesh, how do we display that Mesh, and then Render Stats,
01:46how do we render this object? So do we want the object to cast shadows, receive shadows,
01:52do we want the object to be visible or not in the renderer, and we've got a lot of different options here.
01:59In addition to that, we also have options for the materials on the objects.
02:03So, for example, for the back of the chair, we have a material called Cherry Wood.
02:09And this shows us exactly how that material is created.
02:14And then for the legs we have what's called an Anisotropic Shader, which gives me kind
02:19of that metal view.
02:21So the basics of the Attribute Editor is really everything that you've done to this object.
02:28In this case we created the chair, we have a natural shape for the geometry of the chair,
02:32and then we have materials applied to that geometry.
02:37Now as your object gets more and more complicated, you will have more tabs here in the Attribute Editor.
02:44But I just wanted to point out the Attribute Editor, because it's something that you'll
02:47use a lot within Maya.
Collapse this transcript
4. Staying Organized
Naming objects
00:01As you start working with Maya, you want to stay organized.
00:04Typically we create a lot of objects in Maya, so we'll need ways to differentiate between those objects.
00:11Probably the easiest way to do that is to name those objects.
00:17So if you click on any object here, and we go into the Channel Box, you'll see that each object has a name.
00:27And that's a great way to tell each object apart.
00:29So, for example, I have chair_01, I have TableTop, I have Bowl, and so on.
00:36So that way I know that I am using chair_01 versus chair_04.
00:40But if we want we can change the names of the objects.
00:44So it's very simple to just go ahead and left-click in this, and we can type in whatever name we want.
00:51So let's say instead of chair_01, we want WoodChair_01 in other words to differentiate it.
00:58So now I have WoodChair_01 rather than -- and Chair_02.
01:02For one, I can certainly double-click on this and insert the word Wood, and just hit Enter,
01:09and that would change that name. You can also do copy and paste.
01:13So if I wanted to I could select these and just use the keyboard shortcut to copy, Ctrl+C
01:20or Command+C, and then select the other object here, and then just highlight that and Ctrl+V
01:27or Command V to paste. So again, I can just paste in those names.
01:33So it's very similar to any sort of application where you can cut and paste text, and this
01:39is a great way to keep your objects organized.
01:43Now as you start working with Maya, be aware of the way that you name things.
01:48Typically, with project you want to start to enforce naming schemes.
01:53So you want to name things similarly and have a broader naming scheme for different types
01:59of objects in the scene.
02:01So as you start to work on productions, a lot of times they'll have naming conventions
02:05that you have to stick to, and if you don't have that, then you also need to create your own.
Collapse this transcript
Working with the Outliner
00:00When you work with multiple objects in the scene, a lot of times you will want to see
00:04a list of everything that's in the scene.
00:07You know, clicking on one object and seeing its name is not the same as seeing a list
00:12of everything in the scene.
00:14So we can do this by using what's called the Outliner.
00:16So we go into Window > Outliner and an Outliner window should pop up.
00:22We can also use this as a panel within a viewport.
00:26But let's just go ahead and keep this as a floating window.
00:28I am going to go ahead and just move my objects over, so we can see the scene a little bit better.
00:34And you'll notice here that we have every object in the scene.
00:38So in this case I have Chair_01, 02, 03, I also have the Bowl in the scene, oranges, and so on.
00:46So this window allows us to select and manipulate objects in the scene.
00:53So if I want to select multiple objects, it's very similar to selecting from a list in any operating system.
01:00So if I hold down the Shift key, I can select all of these.
01:04If I just click on one, I'll select that one.
01:08And again, hold down the Shift key, I can select all of them.
01:11If I hold down the Ctrl or Command key, I can select individual ones as well.
01:17So if I want to I can select whichever ones I want by holding down Ctrl or Command.
01:23Or if I hold down Shift, it will select everything in between where I click.
01:28Now in addition to the objects in the scene, you can also see a lot of other things in the Outliner.
01:35We can see each one of our perspective, top, front and side cameras are in the scene, we also have lights.
01:42If we have default lights in the scene, we can see those as well.
01:47Now along the top of the Outliner window, we have a Display object here, we can Display
01:51our objects or the Objects and the Shapes.
01:55So notice how this changes a little bit. So we have our Objects here.
02:00But if we Display Objects and Shapes, it's basically like going into the Attribute Editor,
02:05where we have the object, which is basically just the positioning data of the object, but
02:10also the shape attached to that, which is in this case the shape of the chair.
02:15So if I highlight this here, you can see we have what's called the Chair Shape.
02:20And you can actually see how when I select this, it's selecting it in the Attribute Editor.
02:27So we can also go ahead and turn this off here, but we also can see all the attributes
02:32for an object, so if I highlight this, I can actually go through and see every single attribute for this object.
02:38So basically everything you would see in the Attribute Editor, I can see that.
02:42And typically, we don't want to see that because that gets really messy, but we also can see
02:46which objects are connected to each other in terms of hierarchies, and so on.
02:51We can also show Types of objects.
02:53So if I only want to show Polygonal objects, it will only show those objects.
02:58So stuff like the oranges in the bowl on the table, which are surfaces or NURBS objects,
03:05those don't show up.
03:06So if I were to display NURBS objects, those would show up, but if I turn off Polygon objects,
03:14only the bowl and the oranges show up.
03:16It doesn't mean I can't select those things, they just don't show up in the Outliner.
03:21Now this can be really handy if you have a big scene, and you just want to see certain types of objects.
03:27We can just go through and turn on everything by doing Show All.
03:31And as with most windows, we do have a Help option.
03:34So those are some of the basics of how to use the Outliner.
03:38Now the Outliner again is a great way to see everything in your scene and to select objects
03:44by Name or by Type.
Collapse this transcript
Creating hierarchies
00:00Now when start working with multiple objects, there are many times when you want objects
00:04to move together or be associated with one another, and to do this we use what are called Hierarchies.
00:11And these are just ways of grouping and connecting objects together.
00:16So in this case I have a simple bowl with some oranges.
00:20So let's say I wanted to move the bowl around, all I have to do is move it.
00:25But as you notice here just the bowl is moving, the oranges aren't moving along with it.
00:30So if I undo that by hitting Ctrl+Z, I can solve the problem by creating a hierarchy.
00:36We can do this in the Outliner.
00:38So if I go into WindowOutliner, you'll see I have got just my bowl with four oranges in it.
00:44So if I wanted to, I can make the bowls what's called a parent and the oranges children.
00:49This is very similar to how you would have a file system in a computer.
00:54You know, you have a bunch of your music files and they are all in your music folder or your
01:00photographs are in your photographs folder.
01:02And you can even have, sub folders or sub hierarchy.
01:06So you have your 2011 photos in a different folder than your 2010 folder, and both of
01:12those are in your photos folder.
01:15So for this case, all you have to do is just create a hierarchy.
01:20So we can do this with one objects, all we have to do is just middle click on Orange,
01:27and we just move it over Bowl.
01:29So when I do that this little plus (+) sign comes up, and you'll see that this orange
01:34is now a child of that bowl.
01:37So in other words, when I move that bowl that first orange moves with it.
01:44And we can do the same for the other ones.
01:46If I wanted to, I can select them one at a time, or I can just hold down the Shift key
01:51and select all of them, and then just middle click and drag over the word Bowl.
01:58And when I do that, they all go into this hierarchy.
02:03So now when I move that bowl, everything underneath it moves with it.
02:09So that's a pretty easy way of doing it.
02:11Now if I wanted to undo the hierarchy, and let's say I wanted to take this orange out
02:15of the bowl, I can just again middle click and drag below this, and now it's out of that hierarchy.
02:24So again, when I move this, that orange is left behind.
02:29Now we can also have multiple hierarchies.
02:32Let's say I wanted this orange to be my master orange.
02:36When I move this orange I move all the other oranges.
02:39Well, I can certainly do that just by creating another hierarchy.
02:43So if I middle click on Orange02, drag it over, I am not dragging it between here, see
02:49that's a single line, but we want to make sure we get that box there, then I have a
02:54second level of that hierarchy.
02:56So when I move this orange, that other orange moves with it.
03:00And again, I can do the same for this one here, I can select the Orange03, move it over
03:05Orange04, and the same for Orange01.
03:09Again, middle click and drag it over that one.
03:12So now when I select this top orange, all the other oranges move with it, and when I
03:18select the bowl, all the oranges move with the bowl as well.
03:23So as you can see, hierarchies are great way to organize your scene.
03:27It's a great way to attach objects to one another, so that they move together.
Collapse this transcript
Grouping objects
00:00Another way to organize objects in Maya is to group them.
00:04Now this is just another way of creating hierarchy, but instead of having one object as the parent,
00:09we have what's called a group node as the parent.
00:13Let me show you how this works. So let's go in to our Outliner.
00:18Now as we did before we can just create a simple hierarchy, so, for example, if I have
00:23selected all the oranges in the bowl, by Shift+ Selecting them, I can middle click and drag them over
00:29the bowl to create a hierarchy, so now when I select the bowl, all the oranges move with the bowl.
00:36Now we also have the same thing happening here with the table.
00:38I have a separate table top, a table bottom and the legs of the table are all separate
00:44objects, so if I were to move the table top, I would move it separately from all the other objects.
00:51So I want to organize these into an object, so if I wanted to, I could, for example, take
00:56all the legs and the table bottom and make them a child of the table top, but another
01:01way to do this is to group them.
01:04So I'm going to go ahead and Shift+Select all of these objects, make sure they are all
01:10selected, and then under Edit, I'm going to do what's called a Group, and when I do that,
01:17it creates another node, it actually creates a node called a Group.
01:22And if I expand that hierarchy, you will see that every object I have under that is at
01:28the same level, so the table top isn't the master, it's just one of many pieces in that group.
01:34So now that I have this group, I can double- click on it and rename it let's say I wanted to
01:39name it Table, so now I have a table group that can move everything with it.
01:44Now also notice that when I create a group, its origin always starts at 0, so I can again move it like this.
01:53Now if I wanted to I could change that pivot by hitting Insert or Home key.
01:58But again, we have what's called a group node. Now this node here is actually an empty node.
02:04It's kind of like an invisible placeholder in Maya, and it's great for moving the table around.
02:10But let's say we had this object here, and we undid the hierarchy, so I selected everything
02:16below the table top, and I middle click and drag it to that space let's say above the
02:22chairs there, so let's go ahead and just move all those things up there.
02:26And what happens when we do that is that group node goes away, it's kind of a temporary placeholder,
02:33so when I ungroup those things, they go away. If I undo that you can see I get my group back.
02:40Another way to do this is to do Edit > Ungroup, and that would go ahead and ungroup that table.
02:46So again, grouping basically just creates a dummy node that allows you to place everything underneath it.
02:55And this is just one more way of organizing things within Maya.
Collapse this transcript
Understanding the Hypergraph
00:00Another way to organize objects in Maya is to use what's called the Hypergraph.
00:05Now this is kind of like the Outliner, but a little bit more graphical in the way that you look at it.
00:11Now let's take a look at the scene first in the Outliner, as you can see, we've got objects
00:16in the scene, we've got the chairs, we've got the table, the bowl, and we've also got
00:22a group here for the room.
00:24Now if we take a look at the same thing in the Hypergraph, you will see a graphical representation of this.
00:31So I'm going to go into WindowHypergraph Hierarchy, and what this does is it shows
00:37me all the object in the room or all of the nodes in the scene, as you can see it's a
00:42pretty wide window here.
00:44But this is almost like a viewport in the way that you can navigate it.
00:48So if I hold down the Alt key here, I can certainly navigate using my standard navigation controls.
00:56So if I roll my middle mouse button, I can zoom in and out, and so on.
01:00We also have a number of different options here for framing things.
01:03So if I wanted to frame everything in the scene, I could just hit this button to Frame All.
01:08I can frame whatever is selected or the branch of whatever is selected, in other words the
01:14Hierarchy of that, and so on.
01:17Now the Hypergraph has a lot of functionality beyond just working with hierarchies.
01:22As we work through Maya, you will see how that works, but let's just go ahead and just
01:26get used to the Hypergraph Editor, as an alternative to the Outliner.
01:31One of the things you can do is you can actually just use this as a way to select objects.
01:36So if I can select any one of these nodes in the Hypergraph, represents an object in the scene.
01:44So this is Chair_01, Chair_02, and if I want, I can left-click and drag and select by that node.
01:52I also have my hierarchies visible, so I have a Table which is a group, and then underneath
01:58that I have each individual object, same for the bowl with the oranges in it.
02:05So each orange is a separate node.
02:08If I wanted to I could select a couple of those nodes, or I can select all of them.
02:14So one of the things we can do in this is we can actually use this as a way to reorganize
02:20the scene, almost exactly like we would do in the Outliner.
02:23So let's say I wanted the chairs to be part of that table, so I could select one of these
02:28chairs here and just like we do in the Outliner, I can middle click and drag and place it over
02:34that Table node and watch what happens, that Chair is now part of that hierarchy, and you can see it here.
02:41Now if I select all of the rest of the chairs and middle click and drag those over that
02:46Table hierarchy, they show up again.
02:49So now when I select Table, I'm not only selecting the table, but also the chairs.
02:54And I can do the same thing with the bowl, I can select the main Bowl icon, which also
02:59has the oranges underneath it, middle click and drag it over the Table and so now I've
03:04got the Table and everything beneath it, including the Chairs and the Bowl, and notice how we
03:10can also have multiple levels of hierarchy here.
03:13So we've got the oranges still underneath the bowl, so when I move the bowl the oranges will go with it.
03:19Now we can do the same for really anything in the scene.
03:22Now in this scene I've got a bunch of these lights up here, and if I want, I can actually
03:27organize those as well.
03:29So I have this point light here, and I've got all of these spot lights.
03:34So if I want to I could just left click and again rubber band select all of these lights,
03:40and in this case I'd probably just do Edit > Group, and I can group them, and notice how when
03:46I group them, the group shows up here, and I can now have a group containing those lights.
03:53And if I wanted to, I could rename that group here in the Channel Box just call it Lights,
03:59and now I have all my light in one group.
04:03So this is a really easy way to kind of visualize your scene, it's more of a graphical representation,
04:10rather than what the Outliner presents.
04:13So this is just one way to use the Hypergraph as a way to organize hierarchies.
04:19So remember, you get to it under Window, Hypergraph Hierarchy and from there you can pretty much
04:25organize your scene however you want.
Collapse this transcript
Hiding and showing objects
00:00Now there are many times when you'll have a lot of objects in your scene, and you'll
00:04want to isolate some object so you can work with them and hide the rest.
00:08So Maya has a number of ways to hide and show objects, so that way you can again keep your
00:14scene looking the way that you want.
00:16Now hide and show is done under the Display menu, we have a Hide menu and a Show menu.
00:23The easiest way is just to hide individual objects, so if I select an object, say such
00:28as this chair here, I can go Display > Hide > Hide Selection, and the object goes away.
00:37Now the object hasn't gone away from the scene, it's just hidden, so we can see the object
00:42in the Outliner or the Hypergraph.
00:44So if we go into Outliner, you will see that we have this Chair_01, and when I select it,
00:50I have all of my values here in the Channel Box, but if I look at it in the Outliner,
00:56it's actually hidden.
00:58So if I want I can select this and go Display > Show > Show Selection, and that shows that chair.
01:06Another way to do this without using the Outliner is to do Display > Hide > Hide Selection, and
01:13then deselect that and go Display > Show > Show Last Hidden.
01:18Okay, so basically the last thing I hid, I can unhide.
01:23Now the hide and show menu also can do a number of other things.
01:27I can hide by type.
01:29I can hide Geometry, so I can say hide all the Polygon Surfaces in the scene.
01:35Once I have hidden all the polygons, all that's left are the lights and the NURBS objects.
01:40So if I wanted to Display, I could again Show Last Hidden.
01:45If I want to do the opposite, I could Hide Geometry > NURBS Surfaces, and that just hides
01:51everything that's made of NURBS. And again, I can Show Last Hidden.
01:58And again, this is a great way to restrict what you are seeing in your viewports, it's
02:03a great way to stay organized.
02:05Now typically I like to use hide and display along with the Outliner, because when I hide
02:11something, a lot of times let's say, for example, I were to hide all the NURBS surfaces, you
02:17can see what's hidden in the Outliner, which is a really easy way to actually get things back.
02:24So if I were to select something or hide an additional thing, then my last hidden wouldn't be working.
02:30So let's say I took this chair, and I did a Display > Hide Selection.
02:35If I did a Show Last Hidden, it would just do the chair, so now I need to select the
02:41bowl, and the background, and unhide that.
02:45So again we do Display > Show > Show Selection and which is what is selected in the Outliner.
02:52Now also notice that when I unhid the bowl, I did not unhide the oranges, you need to
02:58make sure that everything is selected. So again, Show Selection.
03:04So those are some techniques for hiding and showing objects, so that way you can better
03:08view and manipulate your scene. Those tools can be very, very handy.
Collapse this transcript
Creating layers
00:01One more way to organize scenes is to use Layers.
00:05Now this I use a lot in production, a lot of productions have very specific ways that they use Layers.
00:10We are going to take a look at Layers here.
00:12We can find them usually in the Channel Box, it's this little box here below the actual Channel Box.
00:18We actually have a number of different types of Layers.
00:21We have Display Layers, which are what shows up in the viewport, and this is what we are
00:25going to take a look at.
00:26We also have Render Layers which are rendering tricks for layering things out to multiple layers.
00:32And we also have Animation Layers which allows you to layer multiple types of animation on an object.
00:38But right now we are just going to look at Display Layers.
00:41So I have this scene here, and let's go ahead and start segmenting this into layers.
00:46Again, I like to use the Outliner here, so I am going to go ahead into my Outliner, and
00:51in this scene, it's like what are some logical ways to organize this? Well, one is let's
00:56go ahead and create a separate layer for the furniture in the room.
01:00So we have the chair, and the table, and the bowl on the table, so let's go ahead and make
01:05that its own group.
01:07So I am going to go ahead and select the bowl, select the table, and again, I am holding
01:11on my Shift key and select all the chairs.
01:14So now I have got the bowl, the table and the chairs selected.
01:18Let's go ahead and create a layer for this.
01:21So under Layers I can create an empty layer, but I want to create a layer from the objects
01:27that I have selected. So I am going to do Create layer from Selected.
01:32And when it does that it creates this layer here.
01:36So if I deselect and just select this layer here, you can see now I can hit this V here,
01:42and I can turn it on or off, V is for Visual, do I want to see it? And I also have another
01:47button here for Template, in other words, to template the objects, or to restrict selection.
01:54R is for Restrict Selection.
01:56So if I don't want to select those objects, I don't have to.
02:00And again, that's just kind of a rotating thing.
02:03So when that's neutral, I can select it, when it's a template I can see it, but not select it.
02:09And again, Restricted Selection, I can actually render it, I can see it, but I can't select it.
02:14Now if we want, we can rename this layer, all I have to do is double-click on this and
02:19under Name for layer let's just call it Furniture.
02:23So let's go ahead and make another layer for the background objects.
02:28In this case let's go ahead and do this a different way.
02:30I am going to go into Layers and just create an empty layer.
02:34Okay, so now I have layer with nothing in it.
02:37If I double-click on this let's go ahead and make this the layer for the room.
02:41So I am going to type the Name, Room and hit Save.
02:45Oops! It says, an object by the name Room already exists.
02:49Now I have a group in my scene called Room. Okay, so we need a different name.
02:55So let's go ahead and just call this Room_Layer.
02:59So now I've got a layer called Room_ Layer, and I want to start adding objects.
03:03Well, first thing I want to do is go ahead and select everything in that room, so let's
03:07go ahead and select that room which contains all the windows and the floor of that room,
03:12as well as the walls.
03:13And let's just right-click over Room_Layer and Add Selected Objects.
03:18So now when I do that, you can see now my room is its own layer.
03:24This can be very handy, so let's say I just wanted that to be my background, and I don't
03:28want to work with it, so I can again either template it or just render it and restrict selection.
03:35And now once that's deselected, I am not accidentally selecting the floor of the room.
03:40Let's say I wanted to move the chair or the table, I can actually use rubber band select,
03:44to select that without selecting the room.
03:48If this was just wide open, I couldn't select anything, because I'd select everything behind it.
03:54So again, this is a great way to organize your scene, so I can again restrict selection
03:59of this, I can select different parts of the scene, and it makes it much easier to work with objects.
04:06Now another really handy thing is that you can actually use this as a way to select objects.
04:10So if I select my Furniture layer, right-click over it, I can select all the objects in that layer.
04:16So let's say I didn't want the bowl and the fruit to be part of that layer.
04:21So all I have to do is select all those objects, and then right-click over this, and we can
04:28remove those objects.
04:29So now the Furniture layer is just the furniture, and I can keep these objects selected and
04:36just do Create layer from Selected, and now I have a layer for the bowl of fruit.
04:43So as you can see, Layers are great way to organize your scene or great way to very quickly
04:49hide and show objects, as well as a way to template objects, so that they are not selected.
04:54So it's something that we use all the time in production in Maya, so just get in the
04:59habit of using Layers, they will really benefit you in the long run.
Collapse this transcript
Working with selection masks
00:00One more way to work with objects is to use Selection Mask, and these are ways to limit
00:05the types of objects that you select in Maya.
00:09Now in this scene we have a number of different types of objects.
00:13So if I zoom out here, you can see I've got some lights, I have got what are called polygonal
00:19objects, which would be the walls or the table.
00:23I also have what are called NURBS surfaces, which would be the bowl and the fruit in the bowl.
00:30Now if I want, I can restrict selection or allow selection by object type.
00:35Say, for example, here is a light. If I select that light, I can certainly see it.
00:40But let's say I wanted to not be able to select lights.
00:44I can do this by using what are called Selection Masks, which are up along the top.
00:49Now we have a Global Option here, which we can turn all Objects on or off.
00:54I'm going to make sure these are all on, and then let's start restricting them one by one.
01:00Now we have a number of different types of objects here.
01:03If I right-click over any one of these, I can see what they are.
01:06So we have what are called Selection Handles, IK Handles, that's more character animation.
01:12If you we go over to the right here, you can see we have Lights, Cameras, Textures, we
01:17have all sorts of particle effects, we have Lattices, Clusters, Deformers.
01:23This one is very important, this is all the different types of geometry.
01:27So let's go ahead and just restrict lights.
01:29I'm going to right-click here and turn off lights.
01:33So now when I go to rubber band select, I can't select those lights.
01:38If I right-click here and turn it back on, I can.
01:42So this is a great way to restrict selection by types of objects.
01:47If I right-click over this one here and turn off Poly Surfaces, that means I can't select
01:55anything that's made of a polygon, but I can select anything that's made of a surface,
02:01which would be the floor or the bowl with the fruit.
02:05And if I wanted to, I can turn All Objects off and just turn on those things that you want to work with.
02:13When we are working with things like character animation, a lot of times we will just use
02:17like handles and curves, and we'll turn off selection of the actual character himself.
02:24Now another option that we have is the Show menu here in the viewport.
02:30We can also restrict what we see in the viewport by type.
02:34So if I didn't want to see the Lights in my viewport, I can just go ahead and disconnect
02:40those, and that way I don't see the lights. And if I wanted to, I could show those again.
02:47So that's just another way to hide and show and restrict selection of objects.
02:53This is just one of many ways to stay organized within Maya.
Collapse this transcript
Conclusion
Goodbye
00:00Well, this wraps up Maya Essentials 1: Interface and Organization.
00:05Now this has just been a short course to get you used to the Maya Interface.
00:09If you want to continue on, we have a number of other Maya Essentials courses that follow along from here.
00:16Continue on with your Maya learning experience, and I hope to see you in the next course.
Collapse this transcript


Suggested courses to watch next:


Maya Essentials 5: Animation Tools (1h 20m)
George Maestri


Are you sure you want to delete this bookmark?

cancel

Bookmark this Tutorial

Name

Description

{0} characters left

Tags

Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading
cancel

bookmark this course

{0} characters left Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading

Error:

go to playlists »

Create new playlist

name:
description:
save cancel

You must be a lynda.com member to watch this video.

Every course in the lynda.com library contains free videos that let you assess the quality of our tutorials before you subscribe—just click on the blue links to watch them. Become a member to access all 104,069 instructional videos.

get started learn more

If you are already an active lynda.com member, please log in to access the lynda.com library.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Access to lynda.com videos

Your organization has a limited access membership to the lynda.com library that allows access to only a specific, limited selection of courses.

You don't have access to this video.

You're logged in as an account administrator, but your membership is not active.

Contact a Training Solutions Advisor at 1 (888) 335-9632.

How to access this video.

If this course is one of your five classes, then your class currently isn't in session.

If you want to watch this video and it is not part of your class, upgrade your membership for unlimited access to the full library of 2,025 courses anytime, anywhere.

learn more upgrade

You can always watch the free content included in every course.

Questions? Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com.

You don't have access to this video.

You're logged in as an account administrator, but your membership is no longer active. You can still access reports and account information.

To reactivate your account, contact a Training Solutions Advisor at 1 1 (888) 335-9632.

Need help accessing this video?

You can't access this video from your master administrator account.

Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com for help accessing this video.

preview image of new course page

Try our new course pages

Explore our redesigned course pages, and tell us about your experience.

If you want to switch back to the old view, change your site preferences from the my account menu.

Try the new pages No, thanks

site feedback

Thanks for signing up.

We’ll send you a confirmation email shortly.


By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked