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How To Clean Up Vertices Maya 2017

8 Ultra useful Maya tips for beginners in Under 4 minutes!

At first glance Autodesk'southward Maya tin can be extremely daunting, the countless options and massive user interface.  Today I'm going to testify you 8 workflow tips to help overcome some necessary basics that volition help you get started as a 3d modeller or animator.  All you need is 4 minutes of your time!

Easily pick and choose which tips are most helpful for you with the easy to watch tutorial video I've created.  If you demand more caption read below for a written breakdown which goes into more detail, plus a few bonus tips!  You ready? Let's practice this.

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Table of contents

click whatsoever content below to jump to that tip

TIP 01:  Focus the camera on 1 area  | Video timecode: 0.05
Finding information technology difficult to rotate the photographic camera effectually a small area and stay on it?

TIP 02:  Snapping similar a pro| Video timecode: 0.22
Learning to align one object to another or motility a unmarried vertex to another edge is essential

TIP 03:  Move multiple keyframes| Video timecode: 0.54
Learn here to move multiple keyframes speedily and past an exact amount

TIP 04:  Move the pin point| Video timecode: one.15
Learn here to move multiple keyframes speedily and by an exact amount

TIP 05:  Soft selection| Video timecode: 1.36
Learn to move a selection of vertices with a soft autumn off to get smooth results

TIP 06:  Duplicate special| Video timecode: 1.53
This is a fun and very useful tool.  Unlike normal duplicate it allows you to add an incremental transform to each duplicate, you tin add, a move in whatever direction, rotation and or scale

TIP 07:  Texture to polys| Video timecode: 2.24
Convert a solid texture to bodily polygon geometry quickly

TIP 08:  Combine 2 objects & Bridging| Video timecode: ii.58
A 3d modelling necessity to combine objects here we take i farther and create archways with the bridge tool

TIP 01: Focus the camera on a small surface area

Sometimes when moving the camera around a model it can spring around or the movement be likewise large, you just want to pinpoint the photographic camera on a certain area and have the view rotate around this.

This is unproblematic by using the "F" key.  Try selecting any object in your scene, then press the "F" fundamental, the camera will zoom straight into that object.  Let'south have this further like in the video.

  1. Correct click your model and choose "vertices" or "faces" then select a unmarried or few vertices or faces
  2. hit the "F" key

.. Voila!  The camera jumps to that point and now when you dolly the camera around if stays focused on that area.

Dorsum to the video

right mouse click select vertices

Right mouse button click your model to bring upwardly the options

TIP 02: Snapping like a pro

Learning the different snapping modes is primal to working in 3d.  Snapping is the process of aligning the position of an object or objects vertex to another location.

The controls are:

X keyboard key

Snap to Grid:

C keyboard key

Snap to Curves & Edges:

V keyboard key

Snap to Vertex:

Snap to grid

Grid snapping. - The grid in Maya is the aeroplane on the flooring, it'southward divided into units. Each unit equals one unit which can be set as millimetres, centimetres or metres which are set in your preferences.  Snapping to the filigree is very useful for modelling.

To snap an object to whatever indicate on the grid

  1. Select your object
  2. Actuate the motility tool or use the quick key "W"
  3. HOLD the "X" key then Heart mouse push click whatever point on the filigree and your object volition bound to information technology "Snapping"

Now lets snap a single vertex of your geometry to the grid.

  1. Right middle mouse button on your geometry > then select vertices option (TIP - right clicking on your object is the quick way of choosing whether y'all want to edit Vertices, Edges or Polygon faces)
  2. Activate the motion tool or utilize the quick key "W"
  3. Middle mouse button click whatever point on the filigree and that single vertex will snap to the grid

snap to the grid step 1

Right mouse button click your model to bring up the options

grid-snapping-02-500px

Snap to Curve / Edges

Edge or Bend snapping –  align / snap any object or vertex to whatever curve or any geometry edge

  1. Right center mouse push on your geometry > then select vertices selection
  2. Select a vertex you want to move
  3. HOLD the "C" key and so middle mouse push button click on any edge.  You lot can click and agree so movement effectually to your leisure whilst being constrained to that border.

edge-snapping-01-500px

Middle mouse button C key

Snap to Vertex

Vert snapping –  align / snap whatsoever object or vertex to a curve or any geometry border

  1. Right eye mouse push on your geometry > then select vertices option
  2. Select a vertex y'all desire to move
  3. HOLD the "V" key and then middle mouse push click on any other vertex.  This vertex you are snapping to can be on the same geometry or a completely unlike object

snap to vertex 1

snap vertices 2

TIP 03: Move multiple Keyframes with ease

Moving multiple keyframes in the time slider can get very tricky,  let me testify y'all a quick tip to move keys easily and chop-chop and by an exact amount.

  1. Navigate to> Windows >Animation editors >Graph editor
  2. Select the animated geometry or command curves that incorporate the animation you would like to change timings.  You volition see all the animation curves appear in the Curve Editor (TIP – the bend editor is where you can really edit the timings and smoothness of any animation)
  3. Select all the keyframes or just a section of keyframes

Animation controls

The side by side footstep involves typing a very short chip of mel script.   Mel is the programming language that Maya runs on.  There is a mel control for everything even when y'all simply motility or rotate an object, that is converted to a mel command.

curve editor keyframes

4)  The final step is to simply type  "+=numberofkeyframes" so for example+=50 would motility all the keys 50 frames frontward, +=203 would movement them 203 frames.

You blazon this is the 2d input box side by side to the word "Stats"

graph editor mel to move keys

As y'all progress you will find mel tin can help speed upwards and automate complex processes, but don't worry y'all tin can normally but find plenty of already written mel scripts you merely copy and paste

This also works the other mode using the minus instead of plus symbol.
So  -=50  would motility the keyframes backwards in fourth dimension past 50 frames

This technique is then quick and useful, once y'all beginning using it you lot will rely on it daily!
An example would be y'all may desire to delay just one arm of a character by viii frames, select the arm controls and so  type +=8 and your done!  And it's much easier to visualise.

You can see the project I used this on from the video hither:  http://fullrotation.com/portfolio/pip-the-squirrel-3d-animated-series/

TIP 04: Motion the pivot point

move the pivot point illustration

  1. Select the object
  2. Press the "Insert" cardinal and you will see the gismo change modes
  3. Either snap the gismo to the the objects ede, another vert, or just but move it farther abroad
  4. Press the "Insert" central once more
  5. Select rotation way or hit the quick primal "R"  now y'all tin can rotate using your new pivot indicate

Back to the video

use the insert key to move the pivot point

TIP 05: Soft option

If y'all were to select a few vertices then move them it would non be polish, there would be no "autumn off" to your selection. Using a mode called "Soft Pick" allows this and control the exact amount of fall off yous require.

  1. Select a single or bunch of vertices on your model. (remember from before y'all tin only right click and go into the quick marking menu to select vertices mode quickly)
  2. Press the "B" key to enter Soft Choice mode.  You will run into the selection change where yellow is the strongest and it falls off to Cherry which is the weakest, showing you how it well blend and smooth out the selection.
  3. To edit exactly how much "Autumn Off" you want but printing and this time HOLD the "B" key, then you can click the middle mouse button and gently elevate right ti increase the pick or left to decrease how much is selected.
  4. Now hit the West central for movement if you not already in move mode and move the vertices out to see information technology.

This is great for making quick hills in terrain, organic modelling, like pulling the cheeks or nose out farther on a character etc.

Back to the video

TIP 06: Duplicate special

Duplicate special is a fun and very useful tool.  Unlike normal duplicate it allows you to add an incremental transform to each indistinguishable, you lot can add, a move in any direction, rotation and or scale.

  1. To really see its power movement the pivot betoken of your object away.  In the video I move the object to the left then snap the pivot point (Every bit per tip 02) back to the center grid using theX key
  2. Select the object so navigate to the menuEdit > Duplicate special and then striking the little box to the right, this picayune box opens up the options, this applies to ALL bill of fare items
  3. Ok this is where we take some fun.  The starting time column is the X plane, the second the Y and third the Z.  Endeavour changing the Y rotation to 15 degrees and slide the number of copies up to approx 25 and then hitAPPLY

Instantly you volition see information technology makes a ring of your object

Back to the video

Instantly you volition see it makes a ring of your object

ring

  1. Undo that by hitting "Control Z" on the keyboard.  Now go back into the Duplicate special menu again and this fourth dimension add together a lilliputian acme eg0.v to the interpretY
  2. Change the number of copies to much more like lxx or lxxx and hittingAPPLY

Instantly you will see it makes a band of your object

spiral

BONUS TIP !

Instead of changing the number of copies you tin can but do it with 1, then later hitting Apply only repeatedly hit the "D" key and it will just go on repeating with the increments added.

Y'all can utilize this to create a grid of objects, make many duplicates evenly spread out, screw staircases, fences, just play with information technology!

D key

TIP 07: Texture to polys

This is a useful feature non widely know, it allows yous to utilize an image texture to a plane and so simply convert that texture to actual geometry polygons, it can save on modelling circuitous shapes.

To get started:

  1. Open the hypershade,Windows > Rendering editors > Hypershade, this is where all materials are fabricated and edited, and create a new lambert or blinn material.
  2. If y'all don't already know how to utilize a texture to a material simply select your texture file (jpeg, png etc)  in windows explorer and elevate and drop it onto to your fabric in the hypershade
  3. Eye mouse button drag the fabric onto your geometry

texture on a polygon plane

1) Select your polygon plane, the navigate to:Modify >  Convert > Texture to polygons click the options box

navigate to texture to poly

2) Yous tin choose here to change the color of the new cloth that gets created, you will see it added to the hypershape with the name of your texture file.

navigate to texture to poly

3) Information technology's now been converted to geometry but its flat, a quick mode of selecting the correct poly faces is in the hypershade Correct mouse push click the new cloth you lot will run into and choose "Select objects with cloth"  This is a actually useful tip for selecting faces with a certain fabric instead of one past one

texture to poly 3

four)  Hitting the extrude button in the polygons shelf, or a longer style, navigate toEdit mesh > Extrude

texture to poly 4

five)  This extrude happens but remains in the same place, just utilise the motility tool to move the faces up by dragging the blue centrality , and that'south it!

texture to poly 4

At present y'all have a full polygon model of your texture

texture to poly final model

TIP 08: Combine 2 objects & Bridging

Very often when modelling you will need to combine ii pieces of divide geometry.  Whether y'all're joining a caput to a body or a leg to a table top it's essential.   Here are the basics plus a great way of bridging to form perfect arches.

ane)  Select both objects and under the "Polygons Bill of fare set" navigate to:Mesh > Combine
This will now combine the objects so they are equally one.

combine-bridge-01-500px

2) Right mouse push click and choose "Faces" way

combine-bridge-02-500px

4) Right mouse button click once more this fourth dimension enter "Edges" way

combine-bridge-03-500px

4) Right mouse button click again this time enter "Edges" way

combine-bridge-04-500px

5) Double click one edge and it volition automatically select the whole ring of edges.
To select the other sides edges do the aforementioned holding downwards "Shift" to add to the choice

combine-bridge-05-500px

6)  Navigate toEdit Mesh > Bridge

combine-bridge-07-500px

7)  Change the "Curve Type" choice to: "Alloy"  ( Don't worry if yous don't become this pop up you can make the aforementioned changes on the right in the attribute editor) it just means you are not choosing to show the HUD in the show submenu

combine-bridge-07-500px

8)  Yous will meet its flat, that's because we haven't fix any divisions.  You lot can click and gear up this manually only the more intuitive interactive way in Maya is toMiddle mouse push button click and drag in the divisions window to the correct to increase.   Now you will see a perfect archway existence formed

sstep 8 poly bridge in maya

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Source: https://fullrotation.com/maya-tips-for-beginners/

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