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1 MAYA; AN INTRODUCTION TO MAYA; EndOfLine.info; Maya is an intuitive modelling and animation software that relies on a different set of techniques and strategies than Rhinoceros. It is important to note that Maya is not Rhinoceros, does not do the same things as Rhinoceros, and as such, should not be used for the things that Rhinoceros is good at. Instead Maya offers a whole set of generative techniques based on animation techniques, such as shattering, fluid dynamics, cloth modelling, particle systems and polygon modelling. Interface; Upon first opening Maya you will realise that the graphical user interface is drastically different to that of Rhinoceros. Maya does not have a command line like Rhinoceros instead it depends upon a set of hot keys and menus. Your Maya should have the following graphical user interface objects open Menu Bar: This contains the file, edit, modify, create, display, window and assets drop-down menus. There also exists several other drop down menus, which is dependent upon what modelling toolset you have selected Status Bar: This contains several important settings. The dropdown menu on the very left has the options of animation, polygons, surfaces, dynamics, rendering, ndynamics and customize, these are your toolsets. Note that if you change this drop-down menu, it will change the drop-down menus after assests in the menu bar. If you find you cannot find a given tool, the chances are you are in the wrong toolset. Further along you will notice five icons with magnets, these are Maya s snaps (the Rhino equivalent to Rhinoceros Osnap). Make sure that these are always turned off, as it is much easier to turn them on and off temporarily with the hot keys. If your Maya starts moving objects in a strange manner it will most likely be because you have accidently turn on some type of snap. To the very right of the bar there will be a set of four icons with clapboards, these are Maya s quick interface rendering options. The icon to the very left will open the render window, the icon to its right will render the current scene, the icon to the right of that is an IPR renderer (we will not be looking at this), and the icon to the far right will open the rendering settings (we will look at this in more detail later). 3. The Shelf: The shelf contains a lot of often used tools that can be found within the Menu Bar under specific tool sets. Take this moment to go to the polygons shelf menu and draw some geometrical primitives (sphere, cube, cylinder, cone, plane, torus and polygon pipe) to familiarise yourself with how Maya draws geometry. 4. Transforms: This menu contains select, move, rotate and scale tools. We will go into this in more detail after explaining the rest of the interface t EndOfLine.info p 1

2 5. Editors Menu: The editors menu is where you can make changes to objects and operations after they have been done. You should make sure that the left-most icon (the attribute editor) and the right-most icon (the channel box/layer editor) are selected. 6. Attribute Editor and Channel Box/Layer Editor. The attribute editor stores all the information attached to an object and will be particularly useful in animating and rendering objects. While the channel box/layer editor (accessible by the tab on the right most side of the screen) allows you to make layers and turn them on and off. After selecting the channel box/ layer editor you will see this: At the bottom half you will notice there are three tabs titled display, render and anim. Maya unlike Rhinoceros, has layer types, and every object can be on one layer of each type. For example, a cube can have a display layer, a render layer and an animation layer. To do this, select the tab you want to create a layer on (which 99% of the time is display) and select the icon that has a plane and star on it (second from the right). You will now have a new layer. If you right click a menu will appear with options to add selected objects to layer, remove selected objects from layer and select objects on layer. 7. Time Slider: This is the animation bar and we will get into this in more detail in the next tutorial. Basic Modelling; Now you are familiar with the interface, we will being polygon modelling some simple Mobius geometry. Make sure you are in the Polygons toolset and make a polygon cube. There exists several ways to visualise geometry in Maya. The first is the default option, which is wire frame (hot key 4 ), the second is the shaded view (hot key 5 ). You can have your geometry print to screen as the actual geometry (hot key 1 ) or as a smoothed version, also known as a subdiv (hot key 2 and 3 ). Familiarise yourself with going between the options as this is an important component of the Maya workflow Now let us familiarise ourselves with manipulating the cubes, before we start: If we select the move transform from the transforms menu (hot key w ) you can move the cube in any of the three axis (x,y,z) by selecting and dragging the arrow in that axis direction. Similarly you can do this for rotate (hot key e ) and scale (hot key r ). To move around the cube hold down the alt key and any one of the three mouse buttons. t EndOfLine.info p 2

3 You will notice that alt + left rotates, alt + middle scrolls, and alt + right zooms in and out. In Maya if you have no objects selected, indicated by nothing having a green or white outline on it, if you press the hot key f Maya will zoom to the extents of everything in the scene; further if you have objects selected, if you press the hot key f Maya will zoom to the extents of everything selected. If we select the move transform and hold down hot key v + middle near a vertex it will snap to that vertex (i.e. corners of polygon objects). The direction can be restrained to only one axis by selecting the axis you want to restrain. For example, if you want a Cube to only move along the x axis then you select the x axis on the move transform tool and then hot key v + middle to where you want to snap. If you want to un-restrain the movement either select the square in the middle of the tool or enter the select tool (hot key q ) and then re-enter the move tool (hot key w ). Further, if we want to edit a portion of the geometry, for example move a vertex, edge or face, then we can hold the mouse over the object and hold down right. You will see a drop-down menu and a set of modes, these are object, face, edge, vertex, UV, multi, vertex face. If you select face, edge or vertex you can move that component in exactly the same way after selecting an instance of it. To return back to object mode just hold down right over the object and select object mode. If I snap a cube to the corner of another cube the result looks like this: The process is exactly the same for rotate and scale. This is because the move tool s location represents the centre pivot of the object. To move the corner of the object to the vertex of another object, all we have to do is move the centre pivot. To select the centre pivot, first select the object (hot key q ) and then select the move tool (hot key w ) finally if we hold down hot key d, we have selected the centre pivot. Therefore to move the centre pivot we need to select it (hot key d ), select snap to vertex (hot key v ) and where we want to snap to (middle), in short, hold down hot key d + hold down hot key v + middle. This is tricky, but eventually you should be able to snap the centre pivot to the corner of the object and therefore snap the object to the corner of another object resulting in this: Now create a new cube, select a face and select edit mesh drop down menu from the menu bar and select extrude. Your screen will change to something similar to the move tool. If you drag the arrows the new face will move in that direction, similarly if you drag the scale boxes the new face will scale in that direction. When you are done extruding you can select another face to cancel and repeat this process until you have something similar to this: t EndOfLine.info p 3

4 To connect the geometry together to make a Mobius loop we need to delete the two faces facing each other by going into face mode and pressing the delete key to remove them. You will notice that if you look at it smoothed (hot key 2 and 3 ) the geometry will not be a perfect blob any more, this is because for something to be a blob it needs to be completely closed. To remove the kinks select the object again go to the mesh; drop down menu from the menu bar and select clean up. A dialog box will open, select lamina faces (faces sharing all edges) and nonmanifold geometry. To close the geometry we need to make a set of new faces in the object such that the bottom maps to the side, the side maps to the top, the top maps to the other side, and the other side maps to the bottom. To do this we need to go to the mesh drop down menu from the menu bar and select create polygon tool, while using the snap to vertex tool (hot key v ) resulting in something that looks like this: You should now have a clean piece of Maya geometry. You may need to repeat the merge and clean up process several times to get a completely clean model, that looks something like this: You will notice that the object is still not smooth, this is for several reasons. The first is that these are separate objects so we need to join them by selecting all the objects we wish to join and going to the mesh drop down menu from the menu bar and selecting combine. You will notice that the object selects as one object as everything is green at one time. The second reason why this is not smoothing properly is because that the vertices and edges of the drawn faces are not the same, to solve this simply select the object and go to the edit mesh drop down menu from the menu bar and select merge. You will now notice that it smooths slightly better, but you may get some kinks: The final clean piece of geometry is as sculptable and editable as the original cube. t EndOfLine.info p 4

5 Importing And Exporting Between Maya And Rhino; The only way that this software can be important (at least to someone inclined towards Rhinoceros) is via its ability to import and export between Maya and Rhinoceros and visa versa. There are two ways to do this. The first is via a.igs(. iges) extention which imports NURBS objects between Maya and Rhinoceros. The second is via the.obj extension which imports mesh (or polygon) objects between Maya and Rhinoceros. For the most part Rhinoceros works with NURB objects therefore you can import your Rhinoceros models from Rhinoceros by going to the file drop-down menu from the menu bar and selecting either the.igs(. iges) extention (NURBs) or the.obj extension (mesh). More complicated is the idea of getting objects between Maya to Rhinoceros. As there exists two representations of the object (hot key 1 and (hot key 2 or hot key 3 )). the idea of importing object (hot key 1 ) is simple, go to the file drop down menu in the menu bar and choose file export and select.obj. Importing object (hot key 2 or hot key 3 ) is slightly more difficult. You have to select the object and go to the modify drop down menu and select the polygon to subdiv option and then make sure the same object is selected and select the subdiv to NURBS option. After this then select the object and go to the file drop down menu in the menu bar and choose file export and select.igs(.iges). If the options explained above do not exist, choose the windows drop-down menu then setttings/preferences then plug-in manager, load in the objexporter.mll. The Results should look like the images to the right in Maya and Rhinoceros: t EndOfLine.info p 5

6 The same is true for getting Rhino objects into Maya. Your objects may, however, be too big to be seen by the camera (this is outside the camera s far clip plane). To fix this simply zoom extents all (hot key f ), go to the windows view menu and select camera attribute editor, this will open up the camera s attributes in the attribute editor. Finally simply add zeros until you scan see your model. this is used to represent metals within Maya. 2. The icon to the right is the blinn material node, this is used to represent all other materials within Maya. 3. The next icon along is the lambert material node, this is used to represent materials that do not reflect light. Although there are no such materials with this property in the real world it is useful for rendering the context of your file, like surrounding buildings for example. Basic Maya Rendering; Rendering can be complicated as it requires a lot of knowledge about materiality, lighting and computation. We will not go into rendering in too much detail here, but instead we will generate a preset which generally generates good outcomes without any theoretical investment. Start by changing your shelf to rendering and then make a number of polygon primitives. The rendering shelf gives us quick access to two very important items. The first is lights and the second is materials. The light and material nodes have a set of properties that can be changed for different effects. For example you can choose a materials colour, transparency, incandesence (how much it glows) to name a few. The material node is stored within the objects you selected while the light is stored in an object that was added to the scene. The light object can be manipulated like any other object in the scene (moved, rotated and scaled). Lighting: 1. The left most icon that looks like a sun, is an ambient light. This floods the scene with light independent of direction. 2. The icon to its right that looks like arrows is a directional light. This will blast the scene with light from only one direction. 3. The icon to its right that looks like a sun with a cross is a point light. This will blast the scene with light from its location. 4. The icon to its right that looks like a spotlight is a spot light. This will blast a cone of light into the scene spraying out from a single direction. This is very useful when rendering night and interior shots. 5. The icon to its right that looks like a rectangle is an area light. This will blast the scene with light from only one direction within a given area. In short it is a directional light where we cancontrol how much light it is giving off. This is very useful when rendering interior shots. Materials: 1. The left most icon that looks like a ball is the first of the material icons. The first one (represented with a crescent on the sphere) is the anisotropic material node, t EndOfLine.info p 6

7 If you hit render your image will look something like this: presets from draft to production 4. In the features tab tick the box that says final gathering and ambient occlusion. 5. In the indirect lighting tab, if you want to use HDR lighting click create on the image based lighting box. If you want to use the Physical Sun and Sky click the physical sun and sky button. There is a good advantage of using HDR lighting over the Physical Sun and Sky, namely we can add an occlusion pass to allow us to give the image slightly more depth much quicker. Load a.hdr image, with the Image Based Lighting node in the attribute editor. To get a better image, we need to change a few settings. First go to your render settings and select mental ray. If mental ray is not there go to the window drop-down menu in the menu bar, select settings/preferences and then go to the plug-in manager and load mayatomr.mll. 6. In the passes tab you will see two blank boxes. The first is titled scene passes while the second is titled associated passes. Click on the icon next to the top right corner of the scene passes box. Select ambient occlusion and then create and close. If we click on a light icon it will add a light to the scene. If we have an object selected and click on a material node it will apply that node to the object. Then select the AO in the scene passes and add it to the associated passes via the now available icon between the two boxes. When you add a material or a light to the scene it will open their attribute editor automatically. You will notice that where there was only one tab common there are now several tabs. I will now list several things you should do every time you want to do a render. 1. Scroll to the bottom of the common tab. At the very bottom there should be something called render options with a ticked box next to enable default light. The default light is a light coming directly out of the camera and for the majority of architectural renders is irrelevant. Uncheck this box. 2. Where is says Image Size in the common tab change the size of the image from 640x480 to whatever proportion you require. Note changing the resolution of the image does nothing as the image is measured in pixels. 100 pixels at 72 dpi is the same resolution as 100 pixels at 300 dpi. Now press render. Save the image as a.psd and click on file, load render pass, A0. 3. At the top of the quality tab change the quality t EndOfLine.info p 7

8 This will load the occlusion pass which will look something like this. Save it out as a.png. Finally open the files in photoshop (if you are animating this can easily be done in after affects) and put the occlusion render above the actual render and use the multiply option. To get much smoother shadows. With a little bit of phtoshop work you can turn your render into something slightly much better. t EndOfLine.info p 8

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