2009
Table Of Contents
- Contents
- Overview
- Maya Basics
- Polygonal Modeling
- Introduction
- Preparing for the lesson
- Lesson 1: Modeling a polygonal mesh
- Introduction
- Setting modeling preferences
- Using 2D reference images
- Creating a polygon primitive
- Modeling in shaded mode
- Model symmetry
- Selecting components by painting
- Selecting edge loops
- Editing components in the orthographic views
- Editing components in the perspective view
- Drawing a polygon
- Extruding polygon components
- Bridging between edges
- Adding polygons to a mesh
- Splitting polygon faces
- Terminating edge loops
- Deleting construction history
- Mirror copying a mesh
- Working with a smoothed mesh
- Creasing and hardening edges on a mesh
- Beyond the lesson
- NURBS Modeling
- Subdivision Surfaces
- Animation
- Introduction
- Preparing for the lessons
- Lesson 1: Keyframes and the Graph Editor
- Lesson 2: Set Driven Key
- Lesson 3: Path animation
- Lesson 4: Nonlinear animation with Trax
- Introduction
- Open the first scene for the lesson
- Creating clips with Trax
- Changing the position of clips with Trax
- Editing the animation of clips
- Reusing clips within Trax
- Soloing and muting tracks
- Scaling clips within Trax
- Open the second scene for the lesson
- Creating clips from motion capture data
- Extending the length of motion capture data
- Redirecting the motion within a clip
- Beyond the lesson
- Lesson 5: Inverse kinematics
- Introduction
- Open the scene for the lesson
- Understanding hierarchies
- Viewing hierarchies using the Hypergraph
- Creating a skeleton hierarchy
- Parenting a model into a skeleton hierarchy
- Applying IK to a skeleton hierarchy
- Creating a control object for an IK system
- Constraining an IK system
- Limiting the range of motion of an IK system
- Simplifying the display of a hierarchy
- Applying parent constraints on an IK system
- Planning an animation for an IK system
- Animating an IK system
- Beyond the lesson
- Character Setup
- Polygon Texturing
- Rendering
- Introduction
- Preparing for the lessons
- Lesson 1: Rendering a scene
- Introduction
- Open the scene for the lesson
- Creating shading materials for objects
- Refining shading materials for objects
- Maya renderers
- Rendering a single frame using IPR
- Rendering using the Maya software renderer
- Batch rendering a sequence of animation frames
- Viewing a sequence of rendered frames
- Beyond the lesson
- Lesson 2: Shading surfaces
- Lesson 3: Lights, shadows, and cameras
- Lesson 4: Global Illumination
- Lesson 5: Caustics
- Dynamics
- Painting
- Introduction
- Preparing for the lessons
- Lesson 1: Painting in 2D using Paint Effects
- Lesson 2: Painting in 3D using Paint Effects
- Introduction
- Preparing for the lessons
- Brushes and strokes
- Rendering Paint Effects strokes
- Paint Effects on 3D objects
- Creating a surface to paint on
- Painting on objects
- Using turbulence with brush stroke tubes
- Using additional preset brushes
- Mesh brushes
- Converting mesh strokes to polygons
- Modifying a converted polygonal mesh
- Beyond the lesson
- Lesson 3: Painting textures on surfaces
- Expressions
- Scripting in Maya
- Index
Mirror copying a mesh
Once you’ve finalized one half of your polygon model (and deleted its
construction history) you’ll want to create the opposite half by copying it
across the axis of symmetry so you have the complete model. You can produce
a mirrored copy of a polygon mesh using Mirror Geometry (Mesh > Mirror
Geometry).
Before copying one half across the axis of symmetry, you should check that
all of the border edges lie along the axis of symmetry. If any edges do not lie
along this axis, the original half will be copied based on the vertices that create
the widest point and a gap between the two halves may result.
To ensure that the border vertices lie along the axis of symmetry
1 Enlarge the front view so you can view the vertices that lie along the axis
of symmetry.
If any vertices on the mesh protrude across the Y axis, you’ll need to snap
these to the Y axis using the Move Tool in combination with the Snap
to grids feature.
NOTE Any vertices that protrude across the Y axis likely occurred as a result
of an earlier extrude operation. Because the extrude feature extrudes
components based on the face normal, a few vertices may have moved across
the axis of symmetry.
2 In the front view, select all of the vertices that should lie along the axis
of symmetry (Y axis) using a bounding box selection.
3 On the Status Line, turn on Snap to Grids.
4 In the Toolbox, double-click the Move Tool to display its tool settings
and ensure that the Retain component spacing setting is turned off.
5 In the front view, click-drag the red arrow on the Move Tool manipulator
to the right a small distance.
The vertices immediately snap to the grid line to the right. They initially
will not be positioned at the location you want, but you’ll notice that all
of the vertices you selected are now aligned to each other.
6 Drag the manipulator towards the left until the vertices snap to the Y
axis.
122 | Chapter 3 Polygonal Modeling