Take a look at the many new polygon primitives available in Maya 2018. In this video, George gives a tour of how to create and manage the new primitives, including Disc, Platonic Solids, and Gears.
- [Instructor] Now let's take a look at some modeling enhancements with my 2018. Now, the first one, you'll probably notice if you go to the Create menu, under Polygon Primitives, you'll see we have a whole bunch of new primitives. So, let's just take a look at the first three here. First, we're going to look at Disc, and if we create one of those, I'm going to go ahead and scale it up, so we can see that, you'll see that it actually creates a flat disc and it also makes it so that it is quadratics, which makes it nice for things such as smoothing.
Now, if we go over into our Attribute Editor, and click on polyDisc1, you can see all the creation parameters for this. The first one, is the number of Subdivisions. So if I dial this down to zero, you can kind of see how this is created. So, by default, it starts with three sides, and that means that it starts as a triangle, but we can dial that up quite a bit. So, if I wanted to dial up to how ever many sides to start with, I can do that. So what this does, is basically, it's kind of creating the top of cylinder or something.
But, when we subdivide it, notice what happens, the first subdivision gives you radial divisions, and then after that it starts to quadratically subdivide that. And so as we dial that down, you can start to see we are getting something very interesting. So, with four sides, it actually is very very useful and so on. So that's the first one, and that's just a simple disc. The next one, are the Platonic Solids. Now if you're not familiar with those, it's basic geometry and you would probably learn a little bit about this is Geometry class.
But if we go to the polyPlatonic node, we can see all the stuff available for this. One is, number of subdivisions, so again, we can subdivide these, which is really nice. And then, we can also change the type of primitive, so we have everything from a tetrahedron, to a cube, which we already have, we also have a octahedron, which is an eight sided figure, and then dodecahedron, which is kind of like a soccer ball. So if you turn up the subdivisions, you will get something that resembles a soccer ball.
Then finally, we have the icosahedron, which is just another figure here. And again, we can subdivide all of these. And if we want, we can inflate or collapse the sphere. And what that does, is if you notice the subdivision here, that will go ahead and still give you those original edges, with the subdivision or inflated into a sphere. Let's go ahead and delete that. And then the last one is also very very useful. And that's just a gear.
So when I select Gear, it brings in a basic gear. And let's take a look at some of these creation parameters. So, if we go into the polyGear1 tab, you can see how many sides does it have, that's actually how many gears does it have. In other words, how many teeth in that particular gear. What's the radius of the Major Radius here, we also have an Internal Radius, which is that hole. And then the height, which is thickness of this.
So, this vertical dimension is the height. And then the Height Divisions, we can dial those up or down. And then we also have Gear Spacing, now by default, it's at .6, which should work for most gears, but if you want, you can make it smaller or bigger, however you want. And then we can make the Gear Tip fat or skinny, we can also make the middle of the gear fat or skinny. In fact, let's go ahead and turn up the Gear Offset, which is the actual length of that gear.
And let's take a look at Gear Tip, as well as Gear Middle. So again, you can change a lot of parameters for this. And then we also have Taper, which allows you to taper it this way. And the default for that is one. So typically, you want to leave Taper at one. Now, all of this parameters are available as creation parameters as well. So if I were to click on Disc, you can see that again, we get all of these same controls. So those are some of the new primitives in Maya, and in addition of these, we also have Super Solids, which we'll cover next.
- Interface changes
- New polygonal primitives
- Smart Extrude and Slice
- Rigging with tension deformers
- Prox Wrap
- New Arnold shaders and material changes
- Dynamics and Placer nodes