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What is Maya?
• Integrated 3D modeling, texturing, rigging, animation, visual effects, and rendering solution
• Used in film, television, game development, and design projects • Allows scripting in Maya Embedded Language (MEL) or Python
Modeling in Maya
• Polygons o Vertices, edges and faces o Polygonal surfaces can be described with the smallest amount of data of all the 3D
surface types
• NURBs (Non-Uniform Rational B-splines) o Define the profile of the shape that you want for a surface o Create the finished surface using a specific construction method o Can be converted to a poly mesh
• Subdivision surfaces
o Possess characteristics of both NURBs and polygonal surfaces o Capable of producing smooth organic forms (NURBs) o Extrude specific areas and create additional detail in your surfaces (polygons) o Switching between different levels of detail
Modeling in Maya
• Polygons o Vertices, edges and faces o Polygonal surfaces can be described with the smallest amount of data of all the 3D
surface types
• NURBs (Non-Uniform Rational B-splines) o Define the profile of the shape that you want for a surface o Create the finished surface using a specific construction method o Can be converted to a poly mesh
• Subdivision surfaces
o Possess characteristics of both NURBs and polygonal surfaces o Capable of producing smooth organic forms (NURBs) o Extrude specific areas and create additional detail in your surfaces (polygons) o Switching between different levels of detail
Maya learning movies
• Essential Skills:
• Create and view objects
• Zoom, pan and roll camera
• Move, rotate, scale objects
• Component selection
• Keyframe animation
• Preview render
Shortcuts • QWERTY (tools)
o Q: select o W: move o E: rotate o R: scale o T: show manipulators o Y: last tool used
• Camera o ALT + LMB: tumble/rotate camera o ALT + MMB: track/move camera o ALT + RMB: dolly/zoom camera o A: Zoom all o F: Zoom selected
• Panels o SPACE: panel layout (1 view / 4 views exchange)
• Display o 1, 2, 3: low / medium / high quality o 4: wireframe o 5: shaded o 6: shaded and textured o 7: use all lights
Modeling a windmill
What we will learn here:
• Creating, manipulating
and editing primitives
• Using tools and deformers
• Assigning the material
• Animating / key framing
Modeling a windmill
•Create a new project (File → Project Window) •Click New button •Enter the name: Windmill •Set location to C:\CGcourse\Tutorials •Click Accept button - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - • Save the scene (File → Save)
Modeling a windmill
• Create a polygonal plane: Create → Polygon Primitives → Plane
• Open the Channel Box
• In INPUTS group click on polyPlane1
• Set Width and Height to 50x50
• Press Key 5 to see smooth shaded object
Modeling a windmill Creating the windmill object
• Create a Cylinder 2x7 and set Height Subdivisions to 7
• Translate cylinder in Y direction to 3.5
• Create a Sphere and set its Radius to 2
• Press and hold RMB over the sphere and select Face
• Select and delete the faces of the bottom half of the sphere
Modeling a windmill
• Delete the faces at the top of the cylinder
• Select half-sphere then using SHIFT select cylinder
• Align objects: Modify → Align Tool
Modeling a windmill • Select both objects and combine them: Mesh → Combine
• It is one object now, but not fully connected.
We need to merge vertices of those two sub-objects: Edit Mesh → Merge
• Assign Lattice deformer to the object:
Animation menu: Create Deformer → Lattice or Deformation shelf → Lattice
• Change T Divisions to 2 (in the Channel box)
• Choose Lattice point (RMB over the lattice frame) and select four bottom points
• Scale them up uniformly
Modeling a windmill
Creating the windows and door on the windmill object
• Create a Cube with dimensions 0.8 x 1 x 1
• Align the objects using Modify → Snap Together Tool as described:
click on the cube side face, then on the windmill face, where you want the window,
and press Enter
Modeling a windmill
• Move the box a bit inside the windmill object
• Select the windmill and the cube respectively (using Shift)
• Cut out the box from the windmill object using Mesh → Booleans → Difference
Alternatively
• Select faces on the windmill for windows and extrude them: Edit Mesh → Extrude
Modeling a windmill
Creating the blades • Try it yourselves
Modeling a windmill
Creating the blades • Create a Cylinder and set Height to 1.5, Radius to 0.1 and Subdivisions Height to 8
• Select the faces as on the figure and smooth them: Mesh → Smooth
• Move it to the top front of the windmill
Modeling a windmill
Creating the blades • Create a Cube with dimensions of 1 x 6 x 0.02 and set Subdivisions Height 3
• Select the middle vertices and scale them down along the x axis, then
scale them down along the y axis
Modeling a windmill • Duplicate the cube Edit → Duplicate Special and Rotate Z by 90
• Select both objects and combine them: Mesh → Combine
• If pivot is not in the centre of the object go to Modify → Center Pivot
• Use Snap Together Tool to align blades to the pole (centre of rotation)
• Move blades slightly backwards (onto the pole)
Modeling a windmill
Create a door and steps • Edit Mesh → Extrude faces for door
• To create steps we want to split bottom (three) faces into three vertical subdivisions
• Go to Edit Mesh → Interactive Split Tool (click on the edges where you want to
place vertices and press Enter to finish)
Modeling a windmill
• Select created (sub)faces under the door and extrude them
• Deselect the top row and extrude the rest
• Repeat until you get complete staircase
Organising things better
Delete history and name the objects • Select all the objects in the scene and go to Edit → Delete by Type → History
• Open the Outliner (Window → Outliner) to see the scene elements
• Rename four polygonal objects to:
o ground
o tower
o pole
o blades
• Select ground, tower and pole and group them (Edit → Group)
• Rename the Group1 to Windmill
• Go to Window → Hypergraph: Hierarchy and look at the relations between objects
Assigning the materials
• Select ground object, then hold RMB: Assign New Material → Lambert
• Click on the (grey) Color box and pick a green colour
• Name the material ground_mat
• Select the windmill and create new Lambert material
• Assign it the red colour and name it to windmill_mat
• Select the pole and hold RMB:
Assign Existing Material → windmill_mat
• Select the blades and assign it white Lambert material
• Name it blades_mat
Animating the blades - keyframing • Click on the Animation preferences button in the bottom right corner
• Set the Playback and Animation end to 160
• Select the blades and press "s" key (it will set a keyframe on the first frame of the
animation - blades' initial position)
• Move slider to frame 20 and rotate blades for 45 degrees
• Press "s” key
• Move slider to frame 40 and rotate another 45 degrees
• Press "s“ key
• Repeat the procedure until the frame 160 (360 degrees)
• Play the animation
Congratulations!
What we have learned here:
• Creating, manipulating and editing primitives • Combining and grouping objects • Aligning objects • Snap together tool • Merging vertices • Using Lattice deformer • Boolean - difference • Extruding faces • Smoothing geometry • Center pivot • Split polygon tool • Deleting history • Assigning the material • Animating / key framing