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Scaling the buttons

From: Modeling an F1 Wheel in Maya

Video: Scaling the buttons

In this video we're going to do a few final checks between these buttons and the So first of all when we select the body, hold the I'm also going to change the color back to a grey lambert like so. So, if we zoom into this area, select both components, press 3. In the top view, you can see very clearly that the button is too big.

Scaling the buttons

In this video we're going to do a few final checks between these buttons and the body to make sure that everything is in the right location and in the right scale. So first of all when we select the body, hold the Shift down, select one of those button bases and hide unselected objects. I'm also going to change the color back to a grey lambert like so. So, if we zoom into this area, select both components, press 3. You'll notice that we don't have enough clearance between the button base and the body. In the top view, you can see very clearly that the button is too big.

We can, of course, just scale the button base down like so. But if engineering have come back to us and said that the button needs to be this diameter, we need to change the recess. So one way we can do this is, with the button selected, let's go back to our Layers, and I'm just going to template the layer that holds that button. Go back to the body, press 1. Go into the top view, right mouse button and let's select these vertex points. Let's press 3 again, I'm going to untemplate that button and simply scale like this until you achieve the correct clearance.

We would have to do this for each one of these recess points, but it's a good check to do right now before we send this data on to engineering.

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This video is part of

Image for Modeling an F1 Wheel in Maya
Modeling an F1 Wheel in Maya

41 video lessons · 1022 viewers

Veejay Gahir
Author

 
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  1. 1m 30s
    1. Welcome
      57s
    2. Using the exercise files
      33s
  2. 17m 3s
    1. Setting the project defaults
      1m 24s
    2. Setting the scene units
      1m 57s
    3. Customizing shelves
      3m 8s
    4. Importing the reference image
      2m 26s
    5. Checking the footprint in Alias Design
      3m 19s
    6. Comparing different workflows
      4m 49s
  3. 40m 29s
    1. Using the Create Polygon tool
      2m 12s
    2. Snapping polygons
      2m 58s
    3. Creating quads with the Interactive Split tool
      3m 15s
    4. Creating a solid with the Extrude tool
      1m 47s
    5. Adding a chamfer using the Bevel tool
      6m 7s
    6. Understanding the Insert Edge Loop tool
      2m 47s
    7. Mirroring across the centerline with Duplicate Special
      2m 54s
    8. Alternatives to Duplicate Special
      2m 2s
    9. Understanding the Combine and Merge commands
      1m 59s
    10. Using the Merge Vertex tool
      5m 16s
    11. Using the software renderer for quick renders
      2m 29s
    12. Using mental ray for higher-quality renders
      3m 27s
    13. Understanding mental ray's Approximation Editor
      3m 16s
  4. 16m 39s
    1. Adding button recesses with Boolean operations
      2m 51s
    2. Creating quads using the Interactive Split tool
      3m 19s
    3. Creating the button base
      5m 23s
    4. Creating the button indent
      3m 39s
    5. Scaling the buttons
      1m 27s
  5. 11m 39s
    1. The main footprint
      1m 25s
    2. Creating quads
      1m 10s
    3. Create a solid
      3m 44s
    4. Fine-tuning the handle
      2m 45s
    5. Mirror across the centerline
      2m 35s
  6. 20m 56s
    1. Creating the paddles
      4m 46s
    2. Modeling the rotary dial
      8m 26s
    3. Modeling the center pad
      4m 35s
    4. Modeling the digital display
      3m 9s
  7. 18m 8s
    1. Create an alpha in SketchBook Pro
      58s
    2. Rendering exercise
      4m 49s
    3. Positioning lights and adjusting light attributes
      5m 18s
    4. Render settings
      3m 3s
    5. Comparing and saving renders
      4m 0s
  8. 26s
    1. Next steps
      26s

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