This document provides a summary of 50 Maya tools, tips, and techniques related to the interface, views, primitives, channel box, transformation matrix, pivot point, component mode, vertices, outliner, parenting, nodes, snapping, duplicating, curves, surfaces, layers, templates, references, polygons, UV mapping, and more. Key topics covered include understanding the different views in Maya, manipulating objects using transformations and pivots, working in component mode, creating and editing curves and surfaces, using the outliner for organization, and UV mapping polygons for texture application.
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Maya Tips and Tricks
This document provides a summary of 50 Maya tools, tips, and techniques related to the interface, views, primitives, channel box, transformation matrix, pivot point, component mode, vertices, outliner, parenting, nodes, snapping, duplicating, curves, surfaces, layers, templates, references, polygons, UV mapping, and more. Key topics covered include understanding the different views in Maya, manipulating objects using transformations and pivots, working in component mode, creating and editing curves and surfaces, using the outliner for organization, and UV mapping polygons for texture application.
Viewports, etc. 2. Orthographic Views Æ Top, Front, and Side are Orthographic views that is a 2D view with no tumbling involve. Only the Perspective view can be tumbled, with Yaw and Pitch control. All views can Pan and Dolly (Zoom). 3. Primitives Æ Spheres, Cylinders, Torus, etc. (NURBS –non-uniform Rational B-Spline & Polygons) 4. Channel Box Æ updating the parameters in the channel box can change the geometry composition of an object (spans & sections Æ increasing these will make the object accumulate more detail upon manipulation) 5. Transformation Matrix Æ Move, Rotate, Scale (Proportional/Unproportional) 6. Pivot Point Æ the center of rotation for a particular object, can be altered by getting into pivot point mode hitting the “insert” key. Make sure exit pivot point mode upon completion. 7. F8 Æ component/object mode: Component mode allows manipulation in Vertex level, Edit points, etc. Exit and Enter Component by hitting F8, make sure you exit when complete. 8. Hulls Æ manipulating a row or series of vertices in an object, applies to NURBS object only. 9. Vertices (Vertex) Æ Control Points on an object. Use for manipulating points on object in 3D space with any of the transformation matrix. 10. Outliner Æ An organization box of objects and elements inside your Maya scene file including cameras, lights, and dynamics (located at Windows Æ Outliner) 11. Group Node/Hierarchy Æ edit “Group” is where you can create a group node for multiple objects. 12. parent Æ middle mouse button click and drag an object inside the outliner allows for parenting of Parent/Child relationship; select the child first, then select the parent, then hit “p” on your keyboard to parent an object 13. Node Æ an element or object inside Maya that could be a placeholder for geometry, lights, transformation matrix, cameras, shaders, etc. (represented by a white parallelogram) 14. Snapping Æ different ways to place objects in the maya environment whether it be snapping to grid plane, objects, points, curves, etc. (X key is for grid snap, C key is for curve snap, and V key is for point snap) 15. Snap Align Tool Æ use to snap object faces together with precision and also move/rotate simultaneously; pick first object face, then second, then hit enter 16. Duplicate Æ copy or instance option (copy makes new items unattached to the original object, instance makes a “reference” of the original, therefore modifying the original will change the topography of the instances); use the translate, rotate, scale to duplicate with transformation 17. CV curve tool Æ Control Vertices curve, allows creation of NURBS curve by placing control vertices at precise locations 18. EP curve tool Æ Edit Point curve allows creation of NURBS curve by placing edit points at precise locations 19. Attach Curves/Open&Close curves Æ use to attach two NURB curves together and also for closing an open NURBS curve or closing a NURBS curve; located under “Edit Curves” menu 20. Cut Curve toolÆ use to intersect and cut two curves and delete out the remain portions that is not needed via the intersection point 21. Curve Fillet Æ smooth out the two curves by creating a fillet curve in between 22. Insert Knot Æ first add a curve point any where on the curve and then inserting the knot will add a point to that precise curve point on the curve, use primarily to add points on curve 23. Surface Æ Revolve Æ revolving a curve along a particular axis for surface formation (X, Y, Z); pick the curve and then revolve; surface building dependent upon object pivot point and tool axis specification 24. Surface Æ Extrude Æ extruding a curve along a path, distance or tube all of which forming a surface; pick the profile curve first then the path curve to use the tool 25. Surface Æ Loft Æ surface building tool by “lofting” a series of NURBS curves (EP or CV); curves must be picked in order without skipping; allows open/close curves to be lofted 26. Surface Æ Planar Æ use to cap off surface, however, the curve or isoparm must be lying on a plane; end result becomes a “trim surface” 27. Edit Æ Duplicate Æ when scale value is set to negative number, it will duplicate an object with the “mirror” function; preferably set to “-1” on either of the axis 28. Isoparms Æ appear only in component mode on NURBS surfaces; use for surface rebuilding, adding more details, or use as a marker for detaching surfaces 29. Artisan Æ under Edit NURBSÆ Sculpt Surfaces Tool; this is a brush base technology use to sculpt NURBS surfaces in real time with a combination of push, pull and smooth techniques. Use “b” key to interactively change the brush size and “m” key to change the pressure in real time; “reflection” painting is also allowed to do symmetrical painting 30. LayersÆ maya allows creation of layers to assign any node objects into; which then can be toggle for Visibility, Templating, Reference, etc.; can have unlimited layers 31. Display Æ Object Display Æ Template creates a wireframe reference of the actual node object, Untemplate restores it to original state 32. Reference Æ showing an object but not be able to select it; keeps it as a reference state; like template except it’s visible in shaded mode 33. polygon Æ primitives Æ cube Æ use to make basic polygonal models; foundation of a model that can be build through polygon components; majority of Polygon surfaces used are quads which are prevalent for video games and visual effects modeling 34. polygon components Æ right mouse click on the object to get polygon components; vertex – point level manipulation of the polygon by using transform tool once selected; faces – manipulate a face of a polygon object by selecting the dot in the middle of the face and then transform; edges – manipulate an edge of a polygon object by selecting the line that defines the edge and then transform 35. edit polygon Æ extrude face Æ first select the face of a polygonal object and then execute the command to bring out the faces on a local transformation axis; use the manipulator to scale, rotate, or move the face; hit “g” key to invoke last command; do not double extrude a face 36. edit polygon Æ split polygon tool Æ reset the setting first; use left mouse click to click and drag from an edge in percentage values and then drag the opposite edge in percentage value too to match it up; hit “enter” upon completion; the tool divides the face according to your percentage interval 37. edit polygon Æ bevel Æ use to smooth or round an edge; first pick an edge and then execute command; however, some results are unpredictable; more controls in the channel box input for bevel 38. edit polygon Æ cut faces tool Æ allows interactive cut of polygon faces through a camera viewport; use to evenly split polygon on all directions 39. create polygon tool Æ use to make a polygonal face that lies on a single plane; click with left mouse button for the vertices of the polygon; hit “enter” upon completion 40. append polygon tool Æ use to fill in the hole or gap in an existing polygonal object; click object first then activate tool; then click on the edges that borders the whole/gap; follow the purple arrow direction of selection 41. Modify Æ Make Live Æ select a NURBS or Polygonal object and use this tool to make the surface a “live” surface in order to draw NURBs Curves on it; or even create primitives and it will be contour to the surface 42. Edit NURBs Æ surface fillet Æ circular fillet Æ create a nice blend between two NURBS surfaces; a circular fillet with even radius; normals of surface must be perpendicular to create a fillet surface 43. Edit NURBS Æ surface fillet Æ freeform fillet Æ use to create a surface fillet between the two surface, however the radius is not even and there’s no restriction on the surface construction curves and Isoparms; mainly the requirements are that the curve directions must “match” 44. Edit NURBS Æ insert isoparms Æ use this tool to create more isoparms along NURBS U or V direction in order to give more details; first right mouse click on a NURBS object then select Isoparm and then click and drag with left mouse button to bring out more Isoparms; then activate this tool 45. polygon Æ smooth proxy Æ create a smooth out version of your polygon object as driven with construction history; make sure setting in the option box for this tool is set to “keep”; move the proxy aside and watch as it interactively updates the model 46. edit Æ paint selection tool Æ go to option box of this toolset to bring up artisan brush base selection utility; this tool help select components of NURBS, Polygons, and Sub-divs via brush base technology of Artisan 47. edit polygon Æ UV mapping Æ planar mapping Æ use for texture mapping on polygon objects, in conjunction with UV texture editor; actual diffuse/bump/specular maps would be created in Photoshop, upon completion of UV layout 48. edit polygon Æ texture Æ UV snapshot Æ use this to create an image file as UV reference in Photoshop for texture painting purpose 49. Edit NURBs Æ Project Curve on Surface Æ creates a curves on surface (COS) on a NURBS object in order to proceed to the trim tool; must pick the surface first, then the curve that would be use for the projection; best if use in the orthographic view that is perpendicular to the projection 50. Edit NURBs Æ Intersect Surfaces Æ creates a COS (curve on surface) on both NURBS surfaces that intersect one another; then proceed with Trim tool to cut the surfaces according to COS 51. Edit NURBs Æ Trim Tool Æ use to cut out parts of NURBS surface according to COS, keeping area that is specified; can only be use after NURBS curve projection or NURBS intersect surface 52. trim edge Æ a new NURBS component, existing after using trim tool 53. Edit polygons Æ merge edge tool Æ use in polygon mode (or polygon proxy mode within Sub-Div modeling) to merge edges together and close gaps in polygonal objects 54. MJPoly Tools Æ a plug in extension to Maya modeling module; Polygon ¾ Select Ring Æ pick an edge first then select this tool to pick a ring of edges in your polygon model ¾ Select Loop Æ pick an edge then select this tool to pick an edge loop all the way through the model ¾ Edge loop split Æ use this like the split polygon tool, except you can alter the slide position in the channel box 55. Modify Æ Freeze Transformation Tools Æ use to reset object transformation to zero value without changing it’s world transformation in space; very useful especially for animation 56. animation module (F2) Æ the portion of Maya for setting up of character rigs, basic animation, scripting, skeleton setup, binding, etc. 57. keyframe Æ the process of setting up special frames that marks the starting and ending point of in-between frames for animation; universal term across all animation process and software; hit “s” in Maya to set keyframe 58. fps (frames per second) Æ the amount of frames that will take to equate to one second in real time; Maya updates and uses frames instead of seconds, therefore calculations must be done before setting time marker to the right frame 59. Graph Editor Æ found under WindowsÆ animation editors Æ graph editor; use this to edit the keyframes and values of the attributes in your objects; the graph editor display keyframe animation in curve formation, which can be controlled with different type of tangents (spline, flat, clamped, fixed, etc.) 60. Channel Control Æ found under Windows Æ General editor Æ channel control; use this to limit the attributes in an object so that not all attributes are keyable; this keep maya file tight and clean, eliminating unnecessary keyframes on attributes that are not needed 61. Constrain Æ Point Æ make an object with transform node (skeleton, NURBS, Polys, etc.) lock on to another object at point 62. Hypergraph Æ under Windows Æ Hypergraph this is an sophisticated outliner, allowing parenting, sub level descriptions, and structural hierarchy 63. Tangents Æ Linear, Flat, Spline Æ different curve for animation control to distinguish acceleration and deceleration in object transformations 64. Playblast Æ use to check correct frame rate lock on animation; NO SUBSTITUTION; located under Windows Æ Playblast (option box); make sure setting is set to fcheck and remove temporary file is check and save file is uncheck; test animation in fcheck and change frame rate to 30 in the fcheck window 65. Hardware Render Buffer Æ use to quickly check render utilizing graphics card direct render, no lag time; found under Windows Æ Rendering Editor Æ Hardware Render Buffer.