Saturday, 15 February 2014

Software Trials - Maya

Building a Chair
http://www.youtube.com/watch?v=OHxCBzXmMm4

Y Axis = Move object Up/Down
X Axis = Move Object Left/Right
Z Axis = Move Object In/Out
Yellow Axis = Selected Axis
Yellow Cube = Scale ALL Axis at the same time in the same proportion

There are four viewpoints. Hover over a viewpoint and hit the SPACE bar to enlarge. To change a viewpoint hit the SPACE bar and select the desired viewpoint.

ALT and LEFT MOUSE button to tumble the viewpoint.
ALT and MIDDLE MOUSE button is for panning the viewpoint.
ALT and RIGHT MOUSE button is for zooming in and out of the viewpoint.

Press 1 to go back to NORMAL MODE.
Press 3 to make the object a SMOOTH OBJECT.
Press 4 to put the object in WIRE MODE.
Press 5 to but the object in SHADED MODE.

W is move the Move Tool
E is the Rotation Tool
R is the Scale Tool
G automatically selects the most recent previous command.
F8 toggles between Component Mode and Object Mode. To determine what mode the object is in, this is denoted by the colour of the lines around a selected face. Blue lines denote Component Mode and green lines denote Object Mode.

RIGHT CLICK and HOLD on mouse button to view the components.
·         Vortex will select one corner of the object.
·         Edge will select an edge (line) between two Vertexes.
·         Face will select a surface that is closed edges of a Vertex.

REMEMBER!!!
To MOVE use the ARROW
To SCALE use the BOX
ROTATE and ZOOM IN/OUT the object regularly to see what you are doing!

STEP 1:
Open the MAYA programme. It may take a while to load in the first instance.

STEP 2:
To create an object I click on the tab POLYGONS.

STEP 3:
Select the CUBE icon.

STEP 4:
Make a thin long CUBEOID.

STEP 5:
Press 5 for SHADED MODE.

STEP 6:
Press 3 for SMOOTH MODE. This will create some shine to the edges of the object.

STEP 7:
Select EDIT MESH > INSERT EDGE LOOP TOOL.

STEP 8:
Add loops to all four edges of the shape but DO NOT snap to the edge of the box.

STEP 9:
Press F8 to enter the Object Mode.

STEP 10:
Now copy the object by selecting CTRL + D. Using the BLUE ARROW on the blue Z Axis move the copied object next to the original object. Do this again so that I have THREE of the same object.

STEP 11:
Copy a fourth object using CTRL + D and using the GREEN ARROW on the green Y Axis move the object up.

STEP 12:
I now want to rotate this object and to do so I select E for the ROATION TOOL. Then rotate the object using the red X Axis to 90 degrees.




STEP 13:
To get this exact go to the CHANNEL EDITOR on the right hand side of the screen and next to ROTATION X change the value to 90. This will then turn the object to the required angle of 90 degrees.

STEP 14:
Select the object and then go to the SIDE VIEW. To do this hit the SPACE bar and hover over the SIDE VIEWPOINT then hit SPACE again to enlarge.

STEP 15:
Make sure the 90 degree angle object is sits in alignment with the flat objects and then lift the object up a little using the GREEN ARROW on the green Y Axis.

STEP 16:
I then want to go to the FRONT VIEW. To do this hit the SPACE bar and hover over the FRONT VIEWPOINT then hit SPACE again to enlarge. (NOTE: I will only see TWO axes as I am in a 2D viewpoint!)

STEP 17:
Select the object and then go back into NORMAL MODE by pressing 1. Then go into SHADED MODE by pressing 5. The SMOOTH MODE by pressing 3.

STEP 18:
Then I want to add some loops to this object. To do this I go to EDIT MESH > INSERT EDGE LOOP TOOL.

STEP 19:
Place a loop exactly into the centre of the object. The move the object up by selecting the GREEN ARROW of the green Y Axis. This will create a curve into the object.

STEP 20:
Press F8 to toggle to COMPONENT MODE. RIGHT CLICK MOUSE BUTTON and HOLD. When the options appear select VERTEX.

STEP 21:
Select the bottom vertex and then using the YELLOW ARROW and pull the bottom vertex down a little.

STEP 22:
Then go back to the TOP VEIW. To do this hit the SPACE bar and hover over the TOP VIEWPOINT then hit SPACE again to enlarge.

STEP 23:
Select the middle of the top object and slide the YELLOW ARROW back.

STEP 24:
Go back to the PERSPECTIVE VEIW. To do this hit the SPACE bar and hover over the PERSPECTIVE VIEWPOINT then hit SPACE again to enlarge.

STEP 25:
In TOP VIEW create a CUBE on the right hand side of the curved object.

STEP 26:
Move the object if required by using the MOVE TOOL by selecting W.

STEP 27:
Scale the object by sliding the GREEN CUBE on the green Y Axis up.

STEP 28:
Change from MOVE TOOL to SCALE TOOL by selecting R.

STEP 29:
Select the GRID icon. Then adjust the view so that I can get a good view of the object. ALT and LEFT MOUSE BUTTON to tumble the viewpoint, ALT and MIDDLE MOUSE BUTTON to pan the viewpoint and ALT and RIGHT MOUSE BUTTON for zooming in and out of the viewpoint.

STEP 30:
Press 3 to go to SMOOTH MODE. Then EDIT MESH > INSERT EDGE LOOP TOOL. Add loops to the top, bottom and side of the object ensuring that they DO NOT snap onto the edge of the box.

STEP 31:
Duplicate this object by using CTRL + D. Move the duplicated object by using the RED ARROW on the red X Axis to the opposite side chair.

STEP 32:
Go to the FRONT VEIW. To do this hit the SPACE bar and hover over the FRONT VIEWPOINT then hit SPACE again to enlarge. Create a CYLINDER by selecting the cylinder from the polygons tab. And create a flat cylinder.

STEP 33:
Go to the PERSPECTIVE VEIW. To do this hit the SPACE bar and hover over the PERSPECTIVE VIEWPOINT then hit SPACE again to enlarge. In the CHANNEL EDITOR on the right hand side of the scree change the SUBDIVISONS AXIS to 8 and the SUBDIVSIONS CAPS to 0.

STEP 34:
Select the face of the object EDIT MESH > EXTRUDE.


STEP 35:
Click on the GREEN BOX for the green Y Axis to activate the SCALE TOOL. Using the YELLOW CUBE scale all the axis down at the same time in the same proportion.

STEP 36:
Press G for the most recent command and then using the blue Z Axis push back the face by using the BLUE ARROW to the desired depth.

STEP 37:
I now need to select OBJECT MODE. To do this I select a face then RIGHT CLICK and hold and then select OBJECT MODE or I can simply press the F8 button. F8 toggles between Component Mode and Object Mode. To determine what mode the object is in, this is denoted by the colour of the lines around a selected face. Blue lines denote Component Mode and green lines denote Object Mode. The press 3 to make the object a SMOOTH OBJECT.

STEP 38:
On the SMOOTH OBJECT add some loops. Go to EDIT MESH > INSERT EDGE LOOP TOOL. Press F8 and move the object back using the BLUE ARROW on the blue Z Axis.

STEP 39:
The CLICK and DRAG to select everything except for the three flat objects. Then go to MESH > COMBINE.

STEP 40:
Go back to the SIDE VEIW. To do this hit the SPACE bar and hover over the SIDE VIEWPOINT then hit SPACE again to enlarge. Select the ROTATION TOOL by pressing E and rotate the object by approximately 35 degrees or by entering the data in the ROTATE X box in the CHANNEL EDITOR on the right hand side of the screen.

STEP 41:
Move the object by pressing W to select the MOVE TOOL and move the object into the centre of the flat object.

STEP 42:
If desired move the position until I am happy with it. To change the length of the chair legs RIGHT CLICK MOUSE BUTTON and hold and then select vertex. Using the BLUE CUBE on the blue Z Axis extend the length of the chair leg.

STEP 43:
Select the object and the CTRL + D to duplicate the object. Press E to activate the ROTATION TOOL. Then rotate the object using the green Y Axis to approximately 40 degrees or by entering the data in the ROTATE X box in the CHANNEL EDITOR on the right hand side of the screen. If needed press W to activate the move tool and move the object so that the legs of the chair are the same.

STEP 44:
Go back to the PERSPECTIVE VIEW. To do this hit the SPACE bar and hover over the PERSPECTIVE VIEWPOINT then hit SPACE again to enlarge.

STEP 45:
Select the duplicated object. Go the menu bar and select MESH > SEPARATE. Select the duplicated chair back and delete. Then select the duplicated cylinder and delete. Then CLICK and DRAG to highlight the two duplicated chair legs then MESH > COMBINE.

STEP 46:
Go back to the SIDE VIEW. To do this hit the SPACE bar and hover over the PERSPECTIVE VIEWPOINT then hit SPACE again to enlarge.  Press 1 to go back to NORMAL MODE and then press F8 to toggle to COMPONENT MODE. RIGHT CLICK MOUSE BUTTON and HOLD and from the option select Vertex. Click and drag to scale the object down to the base of the seat. Click the GREEN ARROW for the green Y Axis to pull the edge level with the base of the seat.

STEP 47:
Go back to the PERSPECTIVE VIEW to check my work. To do this hit the SPACE bar and hover over the PERSPECTIVE VIEWPOINT then hit SPACE again to enlarge. Still in COMPONENT MODE and VERTEX click and drag to select the back chair leg.

STEP 48:
Go back to the FRONT VIEW. To do this hit the SPACE bar and hover over the FRONT VIEWPOINT then hit SPACE again to enlarge. Using the RED ARROW for the red X Axis pull the chair leg out to the right. Go back to the PERSPECTIVE VIEW to check my work. To do this hit the SPACE bar and hover over the PERSPECTIVE VIEWPOINT then hit SPACE again to enlarge.

STEP 49:
Still in COMPONENT MODE and VERTEX click and drag to select the back chair leg. Go back to the FRONT VIEW. To do this hit the SPACE bar and hover over the FRONT VIEWPOINT then hit SPACE again to enlarge. Using the YELLOW ARROW to pull the chair leg out to the left. Go back to the PERSPECTIVE VIEW to check my work. To do this hit the SPACE bar and hover over the PERSPECTIVE VIEWPOINT then hit SPACE again to enlarge.

STEP 50:
Go to OBJECT MODE by pressing F8. CLICK and DRAG to select all of the objects. Got to MESH > COMBINE. Then go to EDIT > DELETE BY TYPE > HISTORY. This will clear any unwanted information in the CHANNEL EDITIOR. Also in the CHANNEL EDITOR change the name of the object from POLYSURFACE to CHAIR.

STEP 51:
Save the Project!

STEP 52:
Select the object and RIGHT CLICK MOUSE BUTTON and HOLD. From the options select ASSIGN FAVOURITE METERIAL > BLINN.

STEP 53:
Press the CLAPPERBOARD ICON with the BLUE AND WHITE BACKGROUND. A dialogue box will open with my object. In the drop down menu Maya Software is preselected. Change this to Mental Ray. The close the box.

STEP 54:
In the main interface select VIEW > CAMERA ATTRIBUTE EDITOR. In the CHANNEL EDITOR select ENVIROMENT and using the slide adjust the background colour to grey.

STEP 55:
Click on the RENDER SETTINGS ICON on the top right. This is denoted by the CLAPPERBOARD ICON with two BUTTONS to the left. A dialogue box will open and click on the QUALITY tab. Change MAXIMUM SAMPLE LEVEL to 2. The click on the COMMON tab and go to IMAGE SIZE and under PRESETS select 1K SQUARE. Then close.

STEP 56:
Click on the RENDER ICON which is denoted by the CLAPPERBOARD.

STEP 57:
Ensure the project is saved!

Despite saving the file on the college network, USB and having back files on my Hard Drive at home, Maya will not load the file - this makes me disappointed!!

 

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