Learn about and understand the importance of the Hypergraph window in Maya 2017. In this video, we take a look at the Hypergraph and how it can be used in place of the Outliner to view assets as well as to create and manage hierarchies. The video then show how to use the Hypergraph to view nodes within the scene.
- [Voiceover] In addition to the outliner, there are other ways to view and organize your scenes in Maya. Probably the most important of these is called the Hypergraph. So let's take a look at that. Now, under Windows, we have general editors Hypergraph Hierarchy and Hypergraph Connections. We're gonna take a look at Hypergraph Hierarchy first. And this is the one that simulates the outliner. Now when I open this up, it bring up this window. Now this window is a floating Viewport.
And you can actually navigate this using your standard Maya commands. So if I were to roll the mouse wheel, I can zoom in and out, I can pan, right-click, I can truck the camera. The one thing I can't do is left-click to tumble, and that's because this is a 2D Viewport. Now I'm gonna go ahead and close my sidebar here and let's just go ahead and move this over so we can kinda see the scene and the Hypergraph at the same time.
So the Hypergraph has nodes that indicate each of the objects in the scene. So if I were to click on the one labeled house, you can see how it selects the house. I can select the car, or I can select the ground. So this is one other way to select objects in the scene is within the Hypergraph. Now in addition to this, the Hypergraph also shows the hierarchy of the scene. So if I were to select the house, you'll see that under the house I have a planter as well as the individual plants in that planter.
Now if I want to rearrange a hierarchy, I can do that almost the same way as I do in the outliner, which is middle-click and drag. So if I were to select one of these plants, and middle-click and drag, say, over the ground, notice how the hierarchy changes. So now when I select the ground, that one plant also selects because it's part of that hierarchy. Now if I were to select this plant again, middle-click and drag it over the planter, it'll go ahead and go back into that original hierarchy.
Now when you have complex scenes, you may want to display things by hierarchy. Now we have a number of buttons here that allow us to do that. So let's go ahead and select one of the plants in that planter. And if I press this button here, this will frame everything in the scene. If I press this button, it will frame only the nodes selected. Now if I select this button, it frames the entire hierarchy, including the house. And this one just frames the branch of the hierarchy.
So these are some easy ways to navigate your Viewport. And again, you can also navigate using your mouse. Now by default, the Hypergraph arranges the objects in your scene in the same way that they're arranged in the outliner. So top-to-bottom in the outliner is the same as left-to-right in the Hypergraph. Now we may want to arrange these a little bit differently. So we have a button here called Freeform Automatic.
Now automatic mode is the same as the outliner. It will force that organization into the Hypergraph. But if we click on Freeform, this allows us to move our nodes into whatever shape we want. So if I wanted to arrange things differently, I could do that. And I can select individual nodes or hierarchies and just move them however I want. Now you may wanna do this to present the scene a little bit more visually in the Hypergraph.
But when you toggle off Freeform mode, it snaps back to that same rigid structure that it derives from the outliner. Now we've taken a look at Hypergraph Hierarchy, but we also have another Hypergraph window called Hypergraph Connections. Now we can get to this through the main menu system, or we can switch our existing window into a connection. Now let's go ahead and just select that house node. And if I go into input and output connections, what it does is it shows me all of the different nodes that make up this house.
Now these nodes are the same nodes that you would find in the attribute editor. So if I go into my attribute editor, you'll see I have all of these different nodes. And if I select one of them, it will show that to me. And this particular node is a texture node for the stone of the house. This one is a node for the glass of the house. This node here defines the shape. And all of these come together in one node called house.
So you can use Hypergraph Connections to rearrange how the object is connected internally. Hypergraph Hierarchy shows you how the scene is connected. So hopefully this will give you a good overview of the Hypergraph window and you'll be able to use it in your Maya work.
It starts with the basics of selecting and manipulating objects and organizing scenes, as you learn the interface and explore Maya's features. Author George Maestri then takes you through polygonal modeling, creating and refining meshes, sculpting, and NURBS modeling. Once you understand modeling, George will show how to create and apply materials to surfaces—adding color, texture, and reflectivity. He'll then integrate cameras, lighting, and depth-of-field effects into the rendering process, using the built-in software renderer, mental ray, and the new Arnold for Maya renderer. Last but not least, he'll show how to add movement and life to your work with Maya's animation tools.
- Getting familiar with the Maya interface
- Configuring viewports and workspaces
- Selecting and manipulating objects
- Creating hierarchies and layers in scenes
- Creating polygonal objects
- Modeling and refining polygonal meshes
- Working with subdivision surfaces
- Sculpting a basic landscape
- NURBs modeling
- Projecting curves on surfaces
- Creating and applying materials and textures
- Adding lights and cameras to a scene
- Adding depth of field and motion blur
- Animating in Maya
Skill Level Beginner
Maya 2016 Extension 2 New Featureswith George Maestri1h 24m Intermediate
Rigging Mechanical Objects in Mayawith George Maestri1h 27m Intermediate
Modeling a Cartoon Character in Mayawith George Maestri3h 6m Intermediate
1. The Maya Interface
2. Select and Manipulate Objects
3. Organize Maya Scenes
4. Create Polygonal Models
5. Model Polygonal Meshes
6. Refine Polygonal Meshes
7. Sculpt Meshes
Sculpt a basic landscape4m 51s
8. NURBS Modeling Techniques
9. Refine NURBS Models
10. Create Materials
11. Apply Materials and Textures
12. Render in Maya
13. Animate in Maya
14. Render in Arnold
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