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
The place2dTexture1 tab is a node with attributes that control the texture’s
position on the surface.
If you select another object and the Attribute Editor no longer displays
the file texture attributes, it’s easy to restore the display. Right-click the
sphere, select Material Attributes, and click the texture map icon next to
the Color attribute.
8 As an example of the place2dTexture1 placement controls, move the
Rotate UV slider slightly to the right, to a value about 5.9. This rotates
the Mayakist logo on the surface.
In this case, the texture placement needs almost no adjustment. For the
ease of this lesson, we created a file texture that conforms to the sphere’s
shape by default. In practice, placing file textures requires more
adjustment. For details, see
Preparing for the lessons on page 377.
Using the Hypershade editor
After you create a texture node, you will often want to return to the associated
material node to make changes. Because material and texture nodes do not
have icons that represent them in your scene view, you need a special editor,
called Hypershade, to select them and edit their attributes. In this section,
you learn how to work with Hypershade.
To view and edit material attributes using Hypershade
1 In the perspective view, select Panels > Saved Layouts > Hypershade/Persp.
This layout is convenient because it’s common practice to drag and drop
items from Hypershade (using the middle mouse button) onto objects in
the perspective view. You can also open Hypershade as a separate window
(Window > Rendering Editors > Hypershade).
2 At the top of Hypershade, click the Materials tab to make sure the tab is
displayed. If the material swatches are too small to see clearly, dolly into
the view using the same keyboard and mouse shortcuts you would use
in the scene view.
Using the Hypershade editor | 413