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Maya 2011 Essential Training
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Using NURBS Extrude


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Maya 2011 Essential Training

with George Maestri

Video: Using NURBS Extrude

The NURBS Extrude command is also a very handy way to create NURBS surfaces. What it does is it takes a profile, or a shape, and it extrudes it along a path, much like how you'd maybe extrude a piece of metal into a channel, or something like that. So, let's go ahead and create an Extrude. Now, in order to do this, we need two curves. We need one. That's the Path, and the other, that's the Outline. So let's start with the Path. We're going to go ahead and create a CV Curve, and I'm going to draw a curve that looks a little bit like a question mark.
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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

Using NURBS Extrude

The NURBS Extrude command is also a very handy way to create NURBS surfaces. What it does is it takes a profile, or a shape, and it extrudes it along a path, much like how you'd maybe extrude a piece of metal into a channel, or something like that. So, let's go ahead and create an Extrude. Now, in order to do this, we need two curves. We need one. That's the Path, and the other, that's the Outline. So let's start with the Path. We're going to go ahead and create a CV Curve, and I'm going to draw a curve that looks a little bit like a question mark.

So I'm just going to go ahead and create something that looks a little bit like that, hit Enter, and this is my Path. Now, I also need an outline, or a shape, to extrude along this path. So, I'm going to go into my Front Viewport, and I'm going to do Create > NURBS Primitives, and let's just create a little circle. Let me go ahead and drag that. So, now I have a circle, and a path, but I want to go ahead and position this circle pretty close to the end of that path.

So that kind of starts right about there. I'm going to go ahead and position that right around the same place. So, now what I have to do is select my Outline, select my Path, and then Extrude. So, go to Surfaces > Extrude. Now, what this does is it actually takes that curve, that outline, and sweeps it along the path. In fact, you can take a look at that right there. Let's go back into Wireframe mode here.

Take a look at this. You can see that this path, and this outline don't quite match up. Well, we have a number of options in the tool to help facilitate that. Now, we can get to these, either beforehand by selecting the Curve tools, but we're not going to do that. We're actually going to just adjust them afterwards, and we can do that through the Attribute Editor or the Channel Box. So, let's go into the Attribute Editor, make sure that Surface is selected, and then go into the extrude node.

Now, here we have all of the options we want. We have our Profile Curve. We have our Path Curve. We have the Type of Extrude. Now, typically, we're wanting to do Tube, but we can also do Distance or Flat. You can see how those work, but we really want Tube. One of the other ones is where do we want to start this extrude? Do we want to start at the closest end point of the path, which means, at the bottom of this question mark? Do we want to do it at the Component Pivot? You can see how we have slight changes, which is at the -- or do we want to do it at the center of the bounding box of the profile, which is very similar.

I usually keep it to closest end point of the path. Now, the most important one is do we want to use the Profile Normal, which actually will snap it very close? Another one is called Fixed Path, which will make sure that the path itself is fixed. Typically, I find that Fixed Path is probably the closest way to get this as close as possible to that path. Now, in addition, we've got some additional parameters here. One is Rotation. You can actually rotate that, to give a kind of the twisty effect, or we can also scale this.

So, if you wanted that to go to a point at the very end, you can just scale that down to 0 at the end, or scale it up if you want. So, those are some of the basics of how to create an extrude. So let's go ahead and use that to create some more stuff for our motorcycle. So, I'm going to go ahead and do File > Open Scene, and let's do Scooter_04. Now, if you recall, the seat of this, actually has a little bit of piping around it. So, let's go ahead and use an Extrude, and this top curve here to create the piping.

In fact, I've got this actually arranged here so that I can actually turn off the Surfaces, so we can just see the Curves. So let's go ahead and do that. I'm going to go ahead and select this curve. This will be our profile. In fact, I'm going to turn off Reference as well. So, what I'm doing here is I'm hitting this V key to turn off the Surfaces, and to turn off the Reference here. Another way to do it would be to actually just under Show, just turn off Surfaces. But if I did that, I wouldn't be able to see the results of my Extrude. So I don't really want to do that.

Let's go into the Side View here. Again, we're going to zoom in. Again, for the piping around the seat, again, we're going to need a circle. So, let's do Create > NURBS Primitives > Circle, and make a tiny, little circle. Let's try and get it as close as possible to that outline. So that's going to be about the size of my piping, and then let's go in here, and make sure that we've got that there. Yes. Now, because this curve was centered, it's very easy. This is all pretty much lined up the way we want. So, I'm going to go ahead and select my Outline, Path Second, Surfaces > Extrude.

That pretty much worked. So, let's go ahead and turn on our Surfaces here. You could see that, yeah, I've got my piping. But you know what? That piping is actually a little bit too big. So, I'm actually going to go to my circle here. I can actually go down to makeNurbCircle here, and just bump down my Radius. Instead of .152, I'm going to make it .1. That should work. So now I have this surface. If I want, I could actually do that Extrude again, but another way to do it is just to take this surface itself, duplicate it, center the pivot, and just move that second surface down.

So I have the piping along the bottom as well. That should work pretty closely, yeah. So there we go! So now I've got the piping of my seat of my scooter. So, as you can see, Extrude is a great way to sweep an outline along a path to create a NURBS surface.

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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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