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Maya 2011 Essential Training
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Modifying keys in the Graph Editor


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Maya 2011 Essential Training

with George Maestri

Video: Modifying keys in the Graph Editor

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

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Maya 2011 Essential Training
9h 8m Beginner Jun 01, 2010

Viewers: in countries Watching now:

In Maya 2011 Essential Training, George Maestri demonstrates the tools and feature set in Maya, as well as the skills necessary to model, texture, animate, and render projects with this deep and robust piece of 3D animation software from Autodesk. This course takes an in-depth tour of Maya's interface, including navigating and manipulating objects in 3D and customizing the workspace. The course also covers object creation and modeling basics, shading and texturing, surface mapping techniques, character rigging, and lastly, rendering and final output. Exercise files accompany the course.

Topics include:
  • Getting familiar with the Maya interface
  • Organizing scenes
  • Creating hierarchies
  • NURBs modeling for solid objects
  • Adding color to models
  • Applying bitmap textures
  • Working with mental ray materials
  • Polygonal modeling for characters and organic objects
  • Deforming with the Skin tool
  • Setting up lights and cameras
  • Creating realistic effects such as depth of field
  • Working with the Timeline
  • Creating animation cycles
  • Batch rendering
  • Rendering with the mental ray engine
Subject:
3D + Animation
Software:
Maya
Author:
George Maestri

Modifying keys in the Graph Editor

Now, there are times when you'll want to see your animation as curves. A lot of times, you want to see if things are slowing in and slowing out properly. This is all done in Maya through an interface called the Graph Editor. So we have our same basic scene, which is our character moving through the scene. So basically he is leaning right, leaning left. Now if I actually grab this locater here at the very bottom, you can see I've got three keyframes here. I've got one here, one here, and one here at frame 32.

We have the keys on the timeline and we can manipulate those. If we want to have more fine control over this we can go into Window > Animation Editors > Graph Editor. And what this does is it brings up an editor that shows you, that actually graphs now the curves of the animation. So this graph part is actually a viewport and I can navigate this by holding on my Alt or Option key and middle clicking to pen.

Right clicking to zoom. Now we can't orbit in this because it's a 2D view. And you can see that I've got one, two, three sets of keys, the same that are on the timeline. So when I'm here at frame 16. I've got some keyframes here. When I'm here at frame 32, I've got keyframes here. So the keys that show up here also show up here in the Graph Editor. Now each one of these curves represents a particular attribute. So for example if I were to click on Translation and X this is what I would see.

Y, he's not really moving in X or Y . He's only moving in Z direction. We can actually see that here. He is moving in Z. So he starts here and he moves here. And so as we go through you can see each key. And he is also rotating. Well, he's not rotating in X or Y. He's actually rotating in Z again. And you see that there's actually a nice curve that shows exactly how he moves. So if I wanted to I could scrub through this and see that he's leaning 10 degrees to this side and then he's going back towards the other side.

There's a number of options in this window. Some of these control the type of curve we have. So for example if I were to left click and drag and select the curve, you could actually change how it interpolates that cursor. For example, if I did this it would make it linear so there be no slow out. I'm going to undo that. Or you can do what's called a step tangent, which basically makes it just pop from one to the other. Or you can do a number of other ones such as the spline tangents, what are called clamped tangents, and what those do is they don't go below a certain value.

So for example if you have a character that's walking his feet won't step below the floor. That's what a clamp tangent is. So there's a number of these types of options here and then also what you can do is you can unify your tangents and there's a number of other options here such as how to cycle your animation. And also a lot of these are reflected here in the menus as well. We can also frame. We can frame all the curves in the animation or we can frame just a selection. We can frame our playback range.

So this is actually going to 48, but I can actually frame it out to 48 if I want. Or I can center it on the current time. So for example from here, then I can center it around frame 24. Now editing these curves is actually pretty simple as well. So let's go ahead and zoom out a little bit here. So let's go ahead and do a Frame All here. So if I were to take this rotation curve -- Now again this is rotate along Z so this is him leaning left and right.

I can actually change this. All I have to do is select the curve and just like with any object in the scene, I can move it. All I have to do is hit the W key or select the Move tool. And I can middle click and drag this. So again, this is middle click. Left click doesn't work. Middle click and drag and I'm dragging that curve. So now I'm making lean the other side. The center is actually him centered vertically. Or I can lean him over a lot more.

It doesn't really matter. If I want I can move either side. So I can actually make him lean further this side or that side. So you can actually have a lot of control here. And again it just interpolates. So if I wanted some on the other side of this to actually lean the other way, you could do it that way. So now I've got something like this. We can also change multiple curves as well. So for example if I were to select everything curve here, either I can click here on the master node or I can select them individually.

And if I clicked a number of keys, I could actually for example retime it by right clicking and moving. I can actually change the position of the key and notice how it's changing here as well. I can also stretch and scale keys. I can make these lattice points and move those around and this is done by left clicking. And that actually will change everything including scale. Notice how when I'm changing this he's kind of scaling up and down. That's because I'm changing all of these values including scale.

So there are a number of ways to manipulate keys in the Graph Editor and allow you to create very fine-tuned slow ins, slow outs, manipulate multiple keys at once, or just individual keys. So the Graph Editor is really a very powerful way to edit your animation.

Find answers to the most frequently asked questions about Maya 2011 Essential Training.


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Q: The Chapter 2 exercise file dog_reference.mb appears blank when opened in Maya. I can't see the dog image. What do I do?
A: Make sure you are working with the most current version of the exercise files for this course from the lynda.com site. Try downloading the files again. If the image still doesn't appear, make sure the project folder is set to the matching (Chap02) folder in the exercise files.
 
Also check to make sure you have "hardware texturing" enabled under the viewport's Shading menu.
 
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