09/29/09

Introduction to Maya:

Maya Help: Learning Movies and Tutorials

1. Open Maya 2010.
2. Maya Help: Learning Resources and User Guide.
3. Learning Resources/Getting Started with Maya/ Maya Basics: Lesson1, 2, and 3.

Working with Maya

1. Setting up Project Stucture: File/Project/New
2. Windows/Settings/Preferences.Setting the number of Undos.
3. Create/Polygon Primitives /Sphere.Option Box.
4. Create Menu and Marking Menu.
5. Wireframe vs Shaded viewing modes.
6. Toolbox and shortcuts W E R. Tool settings tab.
7. Y-up vs Z-up Coordinate System and Units. Window/ Settings/Preferences /Preferences /Settings.
http://www.accad.ohio-state.edu/~midori/03_751/handouts/coord_sys.html
8.World space, Object space.
9. Channel Editor. Attribute Editor.
10. Adjusting Transformations manually and via numeric entry. Reset Transformations. Reset via Channel Editor.
11. Create/Nurb Primitives/Sphere.
12. Pivot Point. “Insert” to move Pivot Point. Modify/Center Pivot.
13. Grouping and Parenting.
14. Node architecture. Transform and Shape nodes. Construction history.
15. Object and Component Modes.
16. Hypergraph/Outliner
17. Renaming Objects.
18. Duplicating Objects. DO NOT COPY/PASTE!

Introducing Maya 2009, Chapter 3 "The Maya 2009 Interface".

10/01/09

Modeling

Model is either a representation of a real object or an object in itself (art).

Type of Model

Relationship of
Interior and Exterior

Examples

Surface Model

Exterior surface is important. Interior not important. Metaphor: egg shell.

All character and prop models for animation.

Solid model

Exterior surface and interior volume and structure are equally important, the most precise representation of an object. Engineering: machine parts.
Volume Model Interior structure is important. Exterior surface may be hard to define. Gases, liquids, living tissue visualization.

Boolean Operations for Polygons:

Union
Difference
Intersection

Boolean operations can be used to block out a simple form (or a prototype of one). They are particularly beneficial in adding small precise details to high resolution objects.

Typical Workflow:

1. Create two polygon objects, ie Sphere1 and Cube1 (you can adjust the size in Channel Editor and resolution or other creation options, in the Input section of Channel Editor).
2. Use Move tool to position them so they partially overlap.
3. Select both objects.
4. Make sure you are in Polygons menu. Then select Mesh/Booleans. Notice three operations:
Union, Difference, Intersection.
5. Try any of these. If you pick Difference, undo and try selecting objects in different order. Observe the different result.
6. Open Window/Hypergraph. Find Polysurface 1. That is a resulting boolean object.
7. Modify/Center Pivot to center the Polysurface 1 pivot center.
8. In Hypergraph select Sphere 1or Cube 1 (or another type of polygon object you originally created). Notice that when you move, rotate and scale it in the Viewport, the original object is not visible, but the shape of the boolean is adjusted.
9. When you have finished adjusting the shape of your final boolen object, select it, then Edit/Delete by Type/History.

Boolean Teapot Tutorial

 

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