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
To set beginning and ending keyframes
1 Click the rewind button to go to the start of the playback range. This
changes the current frame to 1.
2 Select the ball, then select Animate > Set Key. (Keyboard shortcut: s).
This sets a key at frame 1 for all transform attributes of the ball. Transform
attributes are the X, Y, Z move attributes. Although you animate only
the translate X and Y attributes of the ball in this lesson, keying all
transform attributes saves you time having to choose specific attributes
to be keyed.
In the Time Slider, notice the red marker at frame 1, known as a tick.
This tick appeared when you set the key for frame 1. With the ball
selected, ticks in the Time Slider indicate where you’ve set keys.
3 Go to frame 72. A convenient way to do this is to click the desired position
in the Time Slider.
4 With the Move Tool, drag the ball’s X-axis handle to position the ball at
the right edge of the ground as shown in the image below.
5 Set a key at frame 72. (Press s.)
6 Go to the start time and play the animation.
From the two keys you’ve set, Maya creates motion between the positions.
By default, the animation plays in a loop from frame 1 to 72. The ball
travels through the fence at this stage.
7 Press the Stop button on the playback control to stop the animation after
you view a few repetitions.
You can drag the mouse back and forth (scrub) in the Time Slider to see
the animation play back and forth at the speed you drag the mouse.
If you were to display the scene with Panels > Layouts > Four Panes, only
the active panel would show the ball moving.
To make the ball fly over the fence rather than pass through it, you need to
position the ball above the fence and set a key there.
Setting keyframes | 189