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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.
Now, the whole goal of this project is to actually get the dog on the scooter and have him ride the scooter. So we've got the dog already. Let's bring in the scooter and finish out the process. So we're going to go ahead and instead of Open, we're actually going to use a new function here and that's called Import. Now, I have saved out the scooter that we were working with. I just called it Scooter_Final. It should have everything we need in it. So let's go ahead and import Scooter_Final.
Now, what that does is it brings the contents of another scene into your scene. Now, when we import, we can import Maya files. We can also import other types of files, such as FBX or OBJ. So if you're bringing in other types of geometry, you do it here, but we're just using Maya files. So let's go ahead and bring in Scooter_Final.mb. There it is. So since we have placed everything in the center, you can see that everything is pretty close and I plan for this to have it actually pretty close in size.
All we have to do now is position the dog on the scooter. So I'm going to go ahead and take my dog's body and I'm going to go into my Side viewport. Let's go ahead and just do some positioning here. I'm going to go ahead and move it, just so his rear end is kind of on that seat. Now, the thing is is that his legs aren't bending here, but that's okay because when he is riding this, his feet are just going to be solid to the scooter itself.
So I really don't need to rig his legs for this individual scene. Now if you're going to use this dog somewhere else, yeah, you'd have to rig his legs. But for this, let's just go ahead and do this. So I'm going to go ahead and just select vertices of the body and just move his legs. I'm literally just going to model him so that his legs are in place. It's kind of a hack way to do it, but it works really well. Sometimes when you're in production, the shortest distance between the two points is the best methods.
So all I had to do is just kind of model him so that his feet are on the scooter. So go back in Object mode, and there he is. He is pretty much on the scooter. Now, I could probably do a little bit more tweaking here, maybe set him down on the seat a little bit, but for now that's pretty good. Now, I also need to get his hands onto the handlebars. That's pretty simple. So all I need to do is just move those gloves down so that they fit the handlebars. Now, he does need to be grasping these handlebars.
For the scene I have, he is not going to take his hands off those. So again, I'm just going to do some very simple modeling. Now, I could do this in one of two ways. I could just model a hand this close and do a blend shape, or I can just very simply model it into place. So I'm just going to go ahead and rotate some of these vertices and literally just get his hand on that handlebar. I'm going to go ahead and select this edge loop here, double-click on this. I'll go ahead in here and rotate that.
Again, I'm just trying to position this so that his hand is there. Very simple. Let's go ahead and do the same thing for his other hand. So I'm going to go ahead and select this hand and move it down and onto that handlebar, maybe move it out a little bit. There we go. Pretty much what I want. Again, I'm just going to go ahead and do just a really quick modeling of his hands.
So I'm just going to grab those vertices, rotate them, and move them down. Then for this one here, I'm going to go ahead into Edge mode here. Double-click on this edge, and then rotate that as well. So there we go, very simple. His hands are now on the handlebars. But we still have a problem, because he is not attached to the scooter. If I were to grab this main node of the scooter and move it, well, the scooter is just going to drive off without him.
We don't want that to happen. Also, when I rotate the handlebars of the scooter, I want his hands to be stuck to those handlebars as well. So let's go ahead into this and do some work in the Outliner. So I've got my Scooter locator. Underneath this locator is everything that comprises that scooter. So what I want to do is take my body of my character, middle-click and drag, and place it underneath that locator. So now when I select this locator, he is moving with the scooter.
So all I have to do is animate this locator and he will animate with it. But I still need to figure out the handlebars. Well, the handlebars are really just a separate locator. They are just this locator to which everything in the handlebars is connected. So if I go down here, you'll see that I've got this locator here called Steering. Underneath that are all the shapes that comprise the fender and the steering columns and the headlights and everything.
So all I need to do with this is just, again, just another little hierarchy trick. I need to grab both gloves, which are actually in the body right now, and middle-click and reconnect them and put them underneath that Steering locator. So now when I select that, notice how it selects the gloves. Now when I steer this, his hands will go with it. Very simple. So now he is all set and ready to go.
So now we've got-- we can move the scooter, we can steer the scooter, and we can turn his head, so that he looks at us as he drives the scooter. So now that we've got all of this set, we're ready to animate our scene.
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