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Using the power of Soft Select

From: Modeling a Character in Maya

Video: Using the power of Soft Select

So, in this video I am going to talk about Soft Select. Soft Select is a way of making edits to your model that change gradually in a smooth falloff over a certain distance. Rather than tweaking vertices one-by-one in a very tedious way, you can use SoftSelect to very quickly make edits that you want. So, let me go into Vertex mode of this character and show you how we can make some edits to him. I am going to select some vertices on the hand and hit F to zoom in on them. Okay, so if we want to make some adjustments to the shape of this finger, you could go into vertex mode and you could move some verts around and it's very tedious and very time-consuming.

Using the power of Soft Select

So, in this video I am going to talk about Soft Select. Soft Select is a way of making edits to your model that change gradually in a smooth falloff over a certain distance. Rather than tweaking vertices one-by-one in a very tedious way, you can use SoftSelect to very quickly make edits that you want. So, let me go into Vertex mode of this character and show you how we can make some edits to him. I am going to select some vertices on the hand and hit F to zoom in on them. Okay, so if we want to make some adjustments to the shape of this finger, you could go into vertex mode and you could move some verts around and it's very tedious and very time-consuming.

But instead of doing this way we can use Soft Select to really speed things up. So, let's go up into our tool settings. You can see in the tool settings, we've got the Move tool right now and there is all these different settings and Soft Select is one of these up here. So, let's make sure we've got Soft Select here and we can just turn it on. Now the big change we see here is there is this gradual falloff of selection. So, anything that we select is going to be a falloff in Soft Select.

So, when we move this we can see that everything is moved along with it but the falloff depends on how close it is to the selection. The farther away it is, the less it gets affected. Now, we can go up into the Falloff radius and change the actual size of the area of influence, and this is kind of tedious. There is a quicker and cooler way to do this. If you hold down the B key and you click and drag the mouse, you can scale the area of influence. It's a lot more interactive than doing it in the menu.

So, let's say we want to move this finger and we want to have the falloff go from the tip of the finger to the knuckle. But we want to move this finger so it doesn't affect the other fingers. We'll there is a setting for that. Up here in the Move tool, you can go to Falloff mode and I am going to change it to Surface. So, you can see the big difference here is now when you move this finger it only affects this one finger because the falloff isn't cutting across gaps from one finger to the other. If we go back to Volume mode you can see it's cutting across gaps.

When we move now to a different part of the model to show you how to use a few different options of Soft Select. Let's go up into the shoulder. I am going to click on vertex and hit F to zoom in on it. So, let's say we want to make this guy have a little bit bigger trapezius muscles. If we use Soft Select and we pull up on this muscle here, you can see that's all good and fine for his first body but it goes right through his shirt. If we go up into the Falloff mode and change that from Volume to Global, the difference is that now the Soft Select will grab any object in this scene that's within the falloff radius, not just vertices that are on the selected object but vertices on any object.

So, now if you move this up, you can see that the shirt goes with it. Another way to use Soft Select is with the Object mode. Now, let me move up to the hair and I'll show how that works. So, if we want to move around any of these clumps of hair we can go into Object mode. What this is going to do is it's going to move entire objects as a whole, rather than moving their vertices, Soft Select wise.

So, you can see that the falloff is affecting the objects as a whole rather than in Global mode, where it's affecting the vertices independently and individual hair clumps in the hair will stretch out. But if you go into Objects mode, the objects are going to maintain their shape but they are going to move as a whole. So, when you want to move a lot of vertices in a natural and smooth way, Soft Select is a fast and precise way to do it easily.

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This video is part of

Image for Modeling a Character in Maya
Modeling a Character in Maya

36 video lessons · 14017 viewers

Ryan Kittleson
Author

 
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  1. 2m 6s
    1. Welcome
      1m 27s
    2. Using the exercise files
      39s
  2. 31m 38s
    1. Navigation and views
      3m 7s
    2. Using Smooth Preview
      1m 34s
    3. Using the Extrude tool
      5m 58s
    4. Using the power of Soft Select
      3m 54s
    5. Adding new detail to an existing model
      3m 52s
    6. Using the Sculpt Geometry tool
      4m 35s
    7. Working symmetrically
      5m 17s
    8. Setting up the image planes in Maya
      3m 21s
  3. 18m 43s
    1. Proper edge flow
      6m 4s
    2. Attaching separately modeled body parts
      7m 6s
    3. Managing your scene
      5m 33s
  4. 45m 43s
    1. Beginning the basic facial structure
      6m 40s
    2. Making the head and neck
      5m 13s
    3. Refining the mouth
      4m 47s
    4. Forming the eyes
      7m 20s
    5. Building the nose
      3m 1s
    6. Crafting the ears
      6m 18s
    7. Making the teeth and gums
      8m 14s
    8. Modeling the tongue and eyebrow
      4m 10s
  5. 26m 28s
    1. Modeling the upper torso
      5m 33s
    2. Working from the waist down to the feet
      4m 55s
    3. Constructing the palm and thumb
      4m 18s
    4. Making fingers and finishing the hand
      4m 54s
    5. Applying artistic principles to the body
      6m 48s
  6. 13m 28s
    1. Drawing the NURBS curves for hair
      8m 57s
    2. Sculpting the polygonal hair clumps
      4m 31s
  7. 20m 43s
    1. Modeling the pants
      6m 16s
    2. Creating the shirt
      8m 7s
    3. Making the shoes
      6m 20s
  8. 22m 16s
    1. Creases and hard edges
      7m 22s
    2. Cleaning up problem areas
      5m 0s
    3. Putting on the finishing touches
      4m 58s
    4. Adapting one model for many characters
      4m 56s
  9. 2m 19s
    1. Recap and further recommendations
      2m 19s

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