Legal Notice. Autodesk® Maya® Alias|Wavefront (design/logo), ATC, AUGI, AutoCAD, AutoCAD Learning. Assistance .. Basic sculpting techniques. LEARNING MAYA 2 Maya is a trademark of Silicon Graphics, Inc. exclusively used by Alias|Wavefront, a division of Basic skills such as how to use a. Introduction to Maya. Elmedin Selmanovic Allows scripting in Maya Embedded Language (MEL) or Python •Set location to C:\CGcourse\Tutorials.
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Getting Started with Maya. 2. Maya Basics. Critical to learning any software program is some initial understanding of the basic concepts: how that software's. Alias, the swirl logo and Maya are registered trademarks of Alias Systems Corp. in Completing the Maya Basics lessons (Chapter 2) which introduce many. Assign a shader material and set basic attributes. Change . Instant Maya describes the fundamentals of Maya in a set of brief tutorials. If you are new to.
Continue to the tutorial Beginner Tutorial 3: Guide to Mastering Viewport Navigation Navigating viewports in any software has to become natural to the point where you aren't thinking which buttons to press.
You only need to know a few to start with for game environment modeling. Beginner Tutorial 6: Snap to Grid, Edges, Vertices and Modify Pivot Points Snap tools are going to be critical in your game environment modeling, especially when creating modular assets.
Snaps and Pivots are probably the most important elements of game environment modeling that aren't mentioned enough to a beginner. You have to be able to snap your geometry to grid and to other objects in the scene. This applies to nearly all models you create, especially when creating modular assets.
To do this you have to know how to snap to grid, vertices, edges and modify pivot points. Beginner Tutorial 7: Geometry Modeling Basics Exercise As you slowly become proficient in new software 3d modeling application, a game engine or level editor you have to put the acquired knowledge gained so far into context of an exercise to better assimilate what you've learned.
Following exercise provides a framework to practice in. I can't stress enough how important it is to go through this exercises and maybe go through it a few times.
Repetition is key. But there are a few issues with using Delete key that can cause problems, especially for edges. Here is how to delete faces, edges and vertices property. Some of these options include backface culling, display normals, texture borders, open edge border and much more.
Many of these are very useful for game environment modeling. Here are a few settings you need to know right now as you begin.
Step 35 Click Animation Preference button at the bottom-right corner of Maya Window and choose Playback end at and Animation end at Click Save. Step 36 We will now make the hierarchy for the body as we want all wings and antennas to be driven with the main body. Press P to make the main body as parent of the right-wing. Repeat the same for other three parts as well. Step 37 Now, select the main body and rotate it 90 degree around Z axis.
It will not lock the transformations, but it will neutralize the present transforms value to Zero so that we can rotate or move it starting from 0 zero. Do the same for right wing as well. Step 39 Go to Frame no. Step 40 Right-click and choose Key Selected. Step 41 Select the right wing. Click Auto Keyframe Toggle button.
It will turn red to indicate that auto-keyframing active. Go to frame no. Step 42 Rotate the wing degree around Y axis.
Now a keyframe is automatically set at frame no. Step 43 While you are still at frame no. Rotate it 45 degree around Y axis.
Step 44 Go to frame no.
Step 45 Go to frame no. This time, rotate the right wing 45 degree and left wing degree around Y axis. Step 46 Go to frame no. Step 47 We have got a single-loop animation from 0 20 frames for both the wings. We will make this animation to be repeated all the way of the animation using Graph Editor.
Select the right wing. You will see the infinite sine wave of looped animation for the right wing. Step 52 Repeat the last 5 steps for the left wing as well.
Choose Animation menu-set F2 is the short-cut. Step 56 Go to Perspective view and play the animation. The butterfly is moving through the path, but orientation is wrong.
Step 57 To correct this problem, we have to edit Motion Path Attributes. Step 58 Zoom-in and Play the animation. Your butterfly should now move over the path while flapping its wings. Thats all of the animation. This time I am going to show you how to create an basic and simple animation in Maya. The topic would be create a burning rope and the final result would be as shown below. Burning Rope Animation.
Step One In this tutorial, we will make an animation of simple burning rope. Lets start with making a profile for the rope. Click EP Curve creation icon. Step Two Then in the Side viewport, draw a curve line as shown below or as your wish. Step Three Choose Rendering menu-set from the Menu-set drop down list located at the top-left corner of the Maya window. Step Four Select the curve we have just drawn if it is not selected. Then choose the paint effect wickerTubeProc.
Step Six Make sure, the curve is still selected in the view. Step Seven The rope-like fiber paint effect is now prolonged through the curve. Thus it got the fiber rope shape. You will see a pretty nice rope image rendered. Make sure, you are at the Frame No. Expand if necessary the End Bounds groups under the attributes for strokeShape1.
Default Min Clip should have been set to 0. Leave this at this value and right-click on Min Clip and then choose Set Key. Step Eleven Go to Frame No. Then again right-click and choose Set Key. Step Twelve Play the animation and notice any frame for example frame no. Step Thirteen Render the view at Frame No.
See the result. Step Fourteen Render Frame No. You will see that the rope is going to be exhausted at the end of the animation. This is what we want exactly for the rope. But where is that fire which is burning this rope? Lets make that fire.
Step Fifteen When more than one object is in the view at the same place it is a bit difficult to select the desired object in viewport directly. So instead, we will select the object from objects Outliner. Step Sixteen In the Outliner window, you will see 3 items are listed other than the default items and Stroke1 is highlighted as this was the last selected object.
Step Seventeen We want to drive the fire on the same path curve that we drawn at the very beginning. So, select Curve1 in the Outliner.
It will be selected in the view as well. Step Eighteen Open the Visor window again or restore it if you minimized it and choose glows category this time. Then select sunRise. Step Twenty The paint effect will be placed at the bottom of the curve. The orientation of the fire is not right.
It should face upward. Now the fire direction is what we want. While Min Clip is set to 0. Step Thirty Render Frame no.