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Maya 2011 Essential Training

Using set-driven keys


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Maya 2011 Essential Training

with George Maestri

Video: Using set-driven keys

Maya's Set Driven keys are a great way to simplify your animation. It allows you to create control panels where one object or one parameter can control many objects and many different types of motions. I am going to give you a real simple example of how they work. I've got a simple door here. So this is kind of like a bi-fold door, kind of one of those closet doors where I can open it this way, and then this is actually supposef to swing in as I open it. So it's supposef to kind of fold in this way.
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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 set-driven keys

Maya's Set Driven keys are a great way to simplify your animation. It allows you to create control panels where one object or one parameter can control many objects and many different types of motions. I am going to give you a real simple example of how they work. I've got a simple door here. So this is kind of like a bi-fold door, kind of one of those closet doors where I can open it this way, and then this is actually supposef to swing in as I open it. So it's supposef to kind of fold in this way.

Animating this means that I have to animate several different parameters. I have to animate the rotation of one door and then the other door and it makes it all kind of very difficult. Now if I had something that was even more complicated with maybe three or four different parts that have to move in sync, it gets kind of tedious to animate all those different parameters. So what we can do is we can actually tie all those parameters together and animate them with one object. So what I am going to do is I am just going to animate the rotation of the door first and then I am going to attach it to this little arrow that I placed in the scene.

It's just a NURBS curve and I want the motion of this arrow to open and close my door. So what I need to do is I need to tie Translation in the Y axis to Rotation on this in the Y axis. So Translation in Y has to control Totation in Y. And I can do this using what's called the set driven key. So what I do is I select the object that is going to be controlled.

I go into my Animation menu set here and I go Animate > Set Driven Key > Set. Now it brings up this window here called the Set Driven Key window and it has my door here in what's called Driven and this is the object is actually going to be driven by the driver object. So let me go ahead and load that. I'm going to select my arrow in the scene and load it into driver and I do that here by hitting this button called Load Driver.

And then I can also load my driven here. So if I select this and hit Load Driven, that's how this would work. Now, what I have to do is select a parameter or an attribute on this that is going to be driven by this. So like we said, I want Rotation in Y to be controlled by Translation in Y. So all I have to do is select both of those and when I do I can just hit a key. It doesn't create a key in my timeline.

It just creates a key relative to the position of this. When we get done I'll show you how this looks in the Graph Editor. So now all I have to do is move this to where I want this to be, say up here, and then select this and rotate it to where I want this to be, say right about here. And then all I have to do is hit Key again. And once I do that, now moving this moves that. Pretty cool.

So if I go into my Animation Editors into say my Graph Editor, and I select my door and frame all my keys, you'll see that I actually have a Set Driven Key that's tied to Arrow translate Y. So that means that as this goes basically from minimum to maximum this key also goes from minimum to maximum. So I can actually affect this. I can actually add keys in the middle.

Let's say I wanted this to open a little bit more slowly. So what I could do is I can actually bring this down, just move it up a little bit, and then maybe even rotate this back. So that opens a little more slowly and then fast. And then I can hit Key and now what's going to happen is this going to open slow. And then really fast. And this is reflected in that key. So if I select this door, you'll see that it opens slow. And then it gets faster. Great! Okay well, I can do the same for the other half of that door.

I can either to tie this to this rotation. Or I could tie it to the parent parameter. So for example on this I can actually tie it to the rotation of the door. So this rotation is actually probably going to be almost exactly opposite that of the door. So, I'm going to go ahead to zero. I'm going to go ahead and select this door and that's going to be my driven. So I'm going to go ahead and Load Driven. So door 2 is a driven and we could either drive this with the arrow, the way that we did before.

Or I can load it with the other door. Let's go ahead and do that just to show how this works. I'm going to go ahead and load this second door as a driver and in this case the parameters are going to be the same. So Rotate Y here is going to control Rotate Y here. So I'm going to key that and then move this all the way up. And then rotate this door in and then rotate this door in Y. Then hit another key.

So now, as I move this you'll see that this door is actually opening. Now, there's several different ways to do this. Again I tied the first door to the arrow and the second door to the first door, but I could tie them both to the arrow. I could really do this any way I want. But as you see now, in order to animate this, it's just a very simple translation of this and I can actually by doing it as this little arrow I can actually see it in the scene.

So that's a real basic application of this and this can actually be used in a number of different ways. It's used a lot in character animation. It's used a lot in assemblies where you have a lot of different objects that need to move together, like mechanical type assemblies, that sort of thing, and it's a great tool. Learn how to use it because it will come in very handy when you animate complex scenes.

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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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