Join George Maestri for an in-depth discussion in this video Using Soft Select and Reflection, part of Maya 2016 Essential Training.
- Many times, we'll need to model things smoothly and organically and to do that, we have a feature called Soft Selection and we also have another feature called Reflection, which allows us to model symmetrically. So let's take a look at Soft Selection. I have this character here and let's say I wanted to model her nose. Well, I can right-click above her and go from Object Mode into Vertex Mode so if I select Vertex, all my verticies pop up.
and I can select the vertex and start to move it. As you can see, that's not going to be very organic. I'm going to undo that. Now if we want, we can use Soft Selection to get a more organic selection so all I have to do is double-click on my Move tool or I can click my Tool Settings up here. Now, in the Move settings, we've seen this before with objects and we've actually played with Soft Select for objects so if we go to the Soft Select roll-out here and turn it on, we can Soft Select by a number of things.
We can Soft Select by volume, which is the physical volume. We can fall off by surface, which is along that surface and so it doesn't leak over into other objects, and then we can also change the fall off radius. Right now, I have mine at 5 but if I dial it down to say 1 or 2, I'll get a smoother deformation. Let's put it right around 1.5 or 2.
And then we have what's called the fall-off curve. Now, by default, it's a standard kind of parabolic fall off. If we want, we can have a little bit of a steeper fall off and then, we have a number of other ones here. We have linear fall off, we have basically no fall off at all, we have one that falls off in different ways. And so you have all these different ones. Now, I tend to go with the first one or two of these just because they're more organic. And then finally, we have what's called the fall off color.
Now by default, it goes from red to yellow but if you're modeling say on a red object, that may not show up so you can change your color simply by clicking on each one of these circles and changing that color. So if I wanted to say, change it from yellow to something else, I can do that. Now that we understand all the controls, let's actually use it to model. So all we have to do is just select and move and you can see how this falls off very easily and then we can also fall off by surface or by volume.
And these will have slightly different effects, depending upon your model. Now typically, I use Surface because what Surface does is it will actually measure the distance along the surface so it's kind of more of a distance along the edge based fall off where volume just falls off in a 3D volume. Now in addition to Soft Select, we also have what's called Symmetry. So if I want, I can turn Symmetry on.
So let's say I wanted to remodel one side of this character's face and have that reflected on the other side. Well, we can turn on Symmetry to do that. We have a number of options here. We have along the object space, so along the center of the pivot of the character. So if I were to select her ear, you can see how that selects and you can also see how when I move my mouse over the surface, it shows me exactly what I'm selecting here so if I wanted to puff out her cheeks, I could do that just simply by moving that.
And we can also move along what's called World Space. So we can move along World X, Y, and Z. Now, she's symmetrical along X so again, if I move this along World Space, it will do that. Now my character is centered to the world and she also has her pivot at the center so World Space versus Object Space isn't going to be that much different on this particular character. Now, if your character is in a different position or a different position relative to the world, this may have a big effect so just understand the differences between those.
So once we have this in effect, all we have to do is just select what we want and you can see how we can model symmetrically. So this is a great way to do symmetrical objects such as characters or really anything and all you have to do is model one side and then you can be confident that the other side will follow along.
- Getting familiar with the Maya interface
- Selecting and manipulating objects
- Creating hierarchies and layers in scenes
- Creating polygonal objects
- Extruding a mesh
- Working with subdivision surfaces
- Sculpting a basic landscape
- NURBs modeling
- 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
1. The Maya Interface
2. Selecting and Manipulating Objects
3. Organizing Maya Scenes
4. Creating Polygonal Models
5. Modeling Polygonal Meshes
6. Refining Polygonal Meshes
7. Sculpting Meshes
Sculpting a basic landscape4m 51s
8. NURBS Modeling Techniques
9. Refining NURBS Models
10. Creating Materials
11. Applying Materials and Textures
12. Rendering in Maya
13. Animating in Maya
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