Join Adam Crespi for an in-depth discussion in this video Using the exercise files, part of Vehicle Rigging in Maya.
If you're a premium member of lynda.com, you have access to the exercise files used throughout this title. The exercise files are organized by chapter, with each chapter being a Maya project. Chapter 1 has an additional folder called Cobra that has the end files from Ryan Kittleson's Modeling Vehicles in Maya course as we'll be using that car to rig here. These are all the default directories in the Maya project. So make sure you set your project before opening the scene. Here in Maya, once you open the program choose File > Set project.
In the Project Window, browse to the Exercise Files folder, and double click on the first chapter. Click Set to set the project, then open the scene choosing File > Open. In the scene's directory you'll see start and end states for each exercise. I provided these so you can check at the end to make sure your work is correct. You may see the occasional warning about a camera, and it's a function of the import in.
Don't be alarmed by it sometimes we'll see this importing back and forth between scenes. Additionally here's some common workflow in Maya for speed. First I'll press Ctrl+Spacebar to maximize the UI. This way I can have the biggest window possible to view the car. Ctrl+Spacebar will bring it back. I'll also use my hot box extensively, pressing and holding the spacebar. If you like click on hot box controls and, for example, show polygons, polygons only. This restricts the hotbox down to that module making it easier to view. I'll use marketing menus, Shift and Right Click, for example, to pull up a polygon primitive creation.
Or with an object selected, Ctrl and Right-Click for selection, or Shift and Right-Click for polygon modeling. If you're working full screen, you can press and hold the space bar for the hot box, and click on the space to the right of maya to bring back your UI elements. For example, the status line, so we can get to the menu line input and rendering buttons. Ctrl+A brings back and forth the attributes and channel box, so we can access either channels for multiple objects or one object at a time. If you're a monthly member or annual member of Lynda.com, you don't have access to the exercise files, but you can follow along from scratch with your own assets.
Let's get started with vehicle rigging in Maya.
Note: Some experience with polygonal modeling in Maya and beginning knowledge of rigging and constraints will help you get the most from this course.
- Opening and accessing the model
- Scaling a model uniformly
- Creating and cloning controllers
- Parenting the tires and hubs
- Controlling the suspension
- Stitching the rig together
- Writing expressions for the wheels, steering, and body
- Adding brake lights and turn signal controls
- Creating chrome, rubber, and glass shaders
- Applying interior finishes