Beginners Guide For Autodesk Maya
Beginners Guide For Autodesk Maya
Index
Index 1
Introduction 2
The Interface 3
Main Shortcuts 4
Building a Character 5
Character Animation 5
Building a skeleton using skeleton joints 5
Adding a geometry to the skeleton 6
Adding flexors to the character 6
Duplicating (parts of) the character 7
Selection handles 7
Expressions 7
Rotate plane IK solver rotation 8
Vector constraints 8
Character Nodes 8
Animation: keyframing and positioning 8
1
Introduction
In this beginners guide we discuss how to build a simple humanoid character and
how to animate it.
It was not our intention to give a step-by-step guide on how to build a character and
how to animate it, because there is extensive amount of literature available on this.
This guide can be used next to the “Learning Maya 5 Foundation” book as a source
for more information and explanation. We found that although the book is very clear
on what actions to do and what the actions will result in, it lacked somewhat in
explaining the meaning of concepts and the reasons for performing actions.
In this guide, we first give an explanation of the Maya interface and the main
interface elements that are important for character building and animation.
We then follow the “Learning Maya 5 Foundation” subjects on building and animating
a humanoid character. First building the basic character by creating a skeleton,
adding geometries, flexors and selection handles. Then preparing the character for
animation, by adding controls for movements with expressions, rotate planes and
vector constraints. Then animating the character by creating character nodes,
keyframes, linear animation, non-linear animation and non-destructive keys
(secondary animation) and the Maya Embedded Language (MEL). In the last part we
discuss shortly the use of cameras, lighting, texturizing, rendering.
2
The Interface
3
Main Shortcuts
Display settings
Display Smoothness Low 1
Display Smoothness Med 2 Camera Navigation
Display Smoothness High 3 Tumble view Alt + LMB
Display Wireframe 4 Track view Alt + MMB
Display Shaded 5 Dolly view Alt + RMB
Display Shaded and Textured 6
Display with lights 7 Edit operations
Open paint panel tool 8 Undo z
Redo Shift + z
Manipulating Objects Delete Delete
Select tool q Repeat last action g
Move tool w Duplicate Crtl + d
Rotate tool e Duplicate with transform Shift + d
Scale tool r Parent p
Show manipulator t Unparent Shift + p
Last tool used y
Manipulator display size -, + Menu sets
Animation F2
Snapping Modeling F3
Snap to Grid x Dynamics F4
Snap to Curve (especially nurbs) c Rendering F5
Snap to Point (especially polygons) v
4
Building a Character
Character Animation
Skeleton joint chains are hierarchies made up of nodes that are connected visually
by bone icons. These hierarchies can be grouped or bind to the geometries that form
the actual character. Skeleton joints are used to drive the movement of the
geometries and can be used to create surface deformations that can be used to
reshape (give a squash or stretch quality to) the geometries.
Drawing a skeleton
In the Animation menu set select SkeletonÆJoint Tool . In the option window set
the Auto Joint Orient to None.
Press the “x” key, then click to place joints (grid snapping) for the hip, the knee, the
ankle (leg joints), the ball of the foot and the toe (foot joints) and press Enter to
accept.
5
Controlling the motion of an object is done with an IK handle. This is an inverse
kinematics tool. The type of IK solver that you use determines the effect that the IK
handle has on a joint.
If an object may not bend beyond a certain angle, rotate the joint into the maximum
angle you want it to be able to move in, then select SkeletonÆSet Preferred Angle.
Creating a Geometry
Geometry’s can be created by in the Modeling menu set selecting CreateÆNURBS
PrimitivesÆ<geometry>.
In the Channel Box characteristics for the geometry can be adjusted, such as
Translation, Rotation, Scale, etc. For spheres, cylinders, etc, in the INPUTS Box,
other characteristics such as Radius, Number of Spans and Degree can be adjusted.
The characteristics can also be adjusted by using the mouse (select tool, move tool,
scale tool).
Adding a lattice
Select the geometry that needs to be deformed. In the Animation menu set, select
DeformÆCreate Lattice. In the Channel Box edit the shape node attributes.