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Working with the Outliner

From: Maya 2011 Essential Training

Video: Working with the Outliner

Now as you start modeling more and more things in Maya, you're going to need to be able to organize your scenes. Up until this point, we've just been kind of modeling stuff in the scene and we really haven't been doing much organization. Probably the most centralized place where you can organize things in Maya is called the Outliner. You can get to it one of two places. One is just as a separate window. You can go into the Outliner. And the other is through a viewport. So, for example, if I went into a four view here, I could actually-- let me go ahead and close this.

Working with the Outliner

Now as you start modeling more and more things in Maya, you're going to need to be able to organize your scenes. Up until this point, we've just been kind of modeling stuff in the scene and we really haven't been doing much organization. Probably the most centralized place where you can organize things in Maya is called the Outliner. You can get to it one of two places. One is just as a separate window. You can go into the Outliner. And the other is through a viewport. So, for example, if I went into a four view here, I could actually-- let me go ahead and close this.

I can make one of the panels into the Outliner itself. So there is really a couple of ways of doing this. In fact, I'm going to go ahead and turn this back into a Top view. And let's go ahead and float the Outliner. Here we go. And I'm going to go ahead and open this up. So what your Outliner shows you is basically everything that's in the scene. So you can see I've got my scooter pretty much modeled. And it's actually got a lot of parts in it.

So if I scroll down, you can see there's a whole bunch of stuff here. And a lot of it kind of needs to be organized. Now, we need to organize things in Maya for one of two ways. One is so it's easy to access and also so that the objects itself kind of tie together. So, for example, if I grab the HandleBar and I wanted to rotate that, well, I want to make sure that the handle bar rotates the whole front end of the scooter. So you can also create assemblies within the Outliner. So let's take a look at some of the basics of the Outliner.

So as you can see, basically everything is listed here in the Outliner. And you can see that different things actually have different little icons. So NURBS surfaces will show up like this. If it's a Polygonal surface, it'll show up with this little icon. NURBS curves show up like this. So each different type of object will have its own little icon. And then next to each one is a little plus sign. Now, that actually shows you what's underneath. Now, that could be just a subobject, or it could be whole hierarchies of objects.

And we'll get into that in little bit. Then we also can display just the main objects or do we also want to display what are called the shapes, which is what that little plus sign goes? Do we want to display attributes? So, for example, for a NURBS plane, you could actually display all of the attributes for that NURBS plane. And I think that's pretty heavy on the display. So typically I turn that off. We can also display as to whether objects are connected, that sort of stuff. We can also show certain types of objects.

I only want to see NURBS objects. I can just show the NURBS objects. So let's say I want to see just the cameras in the scene. You can just show just the cameras. Or if I want to see cameras and polygonal objects, you can do that. So this allows you to kind of filter through everything in the scene by type of object. And of course there's a Help menu that shows you how to use certain things. Now there're other things you can do in the Outliner. One is you can actually rename stuff.

So, for example, if I selected this front tire, you'll notice that it's actually named Torus1, which is how I originally created it. If I want to I can double-click in this and type in the name, FrontTire, okay. Now, I also, if I wanted to, I could actually do that here, just change that name as well. So there're two different places where you can change the name of an object, and they both sync up. So, for example, if I wanted to change the name of this rear wheel, I could just go RearTire as well.

Now, the nice thing about the Outliner is it allows you to pick objects by name in the scene. Now, if I want to, I can use my Shift+ Select tools to select multiple objects or if I Ctrl+Select, I can pick individual objects. So Shift+Select allows me to pick a range. Ctrl+Select allows me to pick and choose one by one. So that's another way of selecting multiple objects. You can select them by name. Now, this also brings up another important point I need to make, and that is put descriptive names on everything.

So, for example, yeah, I can see that this is a fender here, but when I'm in the Outliner, a lot of times you'll have things that say nurbsCurve, duplicatedCurve, and I have no idea whether nurbCircle5 is here, here, or here. But if I actually give it a descriptive name, then I know immediately what it is. So, for example, I know that this is my hubcap and I know that this is that ring in front of my headlight. So by giving things descriptive names, you're really making it much easier to go through your scene later, debug it, and work with it.

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This video is part of

Image for Maya 2011 Essential Training
Maya 2011 Essential Training

115 video lessons · 26479 viewers

George Maestri
Author

 
Expand all | Collapse all
  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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