Introduction to Maya
Maya
is a powerful 3D modelling, animation, effects, and rendering solution that has
been used in everything from product design to feature films. It can be used to
produce any sort of image imaginable, from an impressionistic painting to
highly realistic animation and special effects. This software introduces to a
general features such as modelling, rendering, and animation in greater depth.
Knowledge of the Maya interface is the foundation of everything done in Maya,
from creating models to texturing, animating, and final rendering. Maya is a
software which full of flexibility, and this customize it in myriad ways.
There
are so many tools and features of work for 3D modelling in Maya.
Some
of the basic tools that need to be learnt are listed below with some
prescription about it…;
·
QWERTY
TOOLS are for manipulating objects and named after their keyboard shortcuts:
(Q) Select; (W) Move; (E) Rotate; (R) Scale; (T) Show Manipulators; and (Y)
Repeat Last Tool.
·
MENU
SETS is a switch between sets of menus for the tasks of animation, modelling,
dynamics, rendering, fur, live, and cloth.
·
MAIN
MENU bar Contains standard menus (File, Edit, Modify, Create, Display, Window)
followed by menu items that are displayed or hidden depending on the selected
menu set.
·
VIEWPORTS
Primarily is for see 3D scenes through camera or orthographic views. Viewports
can also contain data about the scene, such as with the Hypergraph or the Multi-lister.
·
LAYOUTS
Instantly changes the configuration of the viewports to a number of preset
layouts.
·
SHELF
A place to set own custom tools and scripts to speed up work flow.
·
STATUS
LINE Contains icons used for a number of important tasks, such as file
operations, object and component selection, snapping, and rendering. Each
logical group of icons is separated by a vertical bar.
·
TIME
SLIDER is to move left and right to scrub through the scene.
·
RANGE
SLIDER .Limits the range of the Time Slider. This is handy for long scenes,
when we need to focus on a smaller segment of time.
·
HELP
LINE. Is a short description of the tools and how to use them.
·
COMMAND
LINE. A place to type text-based commands to Maya, such as a MEL script. Custom
MEL scripts can help automate any number of tasks.
·
PLAYBACK
CONTROLS. Let us to play, stop, rewind, and step through your animation.
·
CHANNEL
BOX Contains data about the selected objects, such as position, rotation, and
scale.
The Attribute
Editor
The Attribute Editor is an
important window in Maya and takes the concept of the Channel box a step
further. Every object in Maya is defined by a collection of attributes, such as
its position, color, shading, shape, and so on. The Attribute Editor is the
interface where it is used to control and modify these attributes in detail.
The Attribute Editor has a series of tabs representing the nodes connected to
the main object. Each node affects the object in a specific way, from altering
the shape of the object to determining its shading. Clicking this button, which
is on the far right of the Status line, places the Attribute Editor on the far
right of the screen. We can also open the Attribute Editor by choosing Window →
Attribute Editor from the menu bar. Pressing Ctrl+A also displays the Attribute
Editor for the selected object.
Viewports
Viewports
are where most of the work in Maya happens. Viewports can hold views of the
scene as well as other types of windows that display information about our
scene. The two types of views within Maya are perspective and orthographic. Selecting
and changing views using the Panels drop-down at the top of every viewport.
Orthographic
views, such as top, front, and side views, only allow dolly and pan. Perspective
views let the camera rotate in 3D space as well.
Shading
When
we are creating models, we might want to view just the wireframe, but others
might want to view the fully shaded and textured objects. The more realistic
the shading, however, the slower the interaction; so complex scenes can bog
down the system. One handy option is shading only the selected items. Not only
does this speed interaction in complex scenes, it helps the selected items
stand out.
Navigation
For
navigating within a view, holding down the Alt or Option key while clicking a
mouse button. Additionally, pressing F frames the current selection, and
pressing A frames everything in the current scene.
Maya supports a
variety of object types, including surfaces, curves, joints, and handles, among
others. To select individual objects or multiple objects, set the selection
mode to Object and select with the mouse. We can also select objects in the
Hypergraph or Outliner. By using the selection masks on the Status line, this
can object selection. By toggling the selection masks, we can select only the
types of objects we want.
Transforming Objects
Transformations
change an object’s translation, rotation, and scale. These changes are stored
in the object’s transform node. We access the Transformation tools using the
hot keys: W (Move); E (Rotate); R (Scale). We can also select these tools from
the Tool Box on the left side of the interface. Each transformation tool has
its own manipulator, and each manipulator is color coded. Red is the X axis,
green is Y, and blue is Z. Left-clicking and dragging in the center of the
manipulator moves the object on all available axes; clicking and dragging an
individual manipulator transforms the object only on the selected axis.
·
The Move Tool-Move tool options (choose Modify
→ Transformation Tools → Move Tool) select the coordinate system for the Move
tool.
·
The Rotate Tool-Rotate tool options (choose
Modify → Transformation Tools → Rotate Tool) select the coordinate system for
the Rotate tool.
·
Pivots-The pivot is the center of each
object’s coordinate system. This is particularly important when using the
Rotate tool, because the object rotates around the pivot.
Connecting Objects
In
Maya, every object is a collection of interconnected nodes. These nodes modify
such items as the object’s shape, shading, and construction history. To control
the attributes of these connections, we can use the Attribute Editor, but the
Hypergraph and the Connection Editor gives us a control over the connections
and dependencies themselves.
What
is Hypergraph?
The
Hypergraph shows the contents of a scene as a network of boxes connected via
lines. In this way, it functions much like a graphical version of the Out-
liner. The Hypergraph goes much deeper, however. Not only does it show the
hierarchical connections between objects, but it also shows the way nodes and
their attributes are connected.
Last
but not the least of tools and features in Maya these two are what need to be
gone through for basic knowledge in Maya.
Managing Files
Projects
in Maya can encompass many types of files: 3D geometry, texture maps, rendered
images. Organizing these files can be a challenge, but Maya provides a standard
folder structure for projects that keeps everything in the proper place. Maya
is not limited to this structure, however, and you can create and store your
assets in any manner you want. Pro- ductions that involve multiple artists can
store all the files on a central server, for example. Assets that are used in
multiple projects can be stored in their own folder structure.
Maya Folders
Each
user on the system gets a Maya folder in their home folder. This allows each
user to maintain their own preferences, such as custom layouts, as well as have
a place for their own projects.
Conclusion
As
a reporting for the basic knowledge for 3d Model Making Software which is
called Maya, this seems to be interesting and has some complicated level of
learning. After practicing and making use of it completely, the process and
tools are very simple and easy to be accessed.