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Unit 62 Blog

This document provides an overview of the Maya interface for 3D modeling and animation. It describes 15 key areas of the interface including menus, shelves, view panels, the channel box, layer editor, and timeline. It also provides links to tutorial videos for using Maya to model a spaceship and solar system as examples of basic 3D modeling techniques. Further lessons discuss modeling techniques like polygon modeling and provide reading materials describing extruding and other fundamental modeling tools in Maya.

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0% found this document useful (0 votes)
73 views38 pages

Unit 62 Blog

This document provides an overview of the Maya interface for 3D modeling and animation. It describes 15 key areas of the interface including menus, shelves, view panels, the channel box, layer editor, and timeline. It also provides links to tutorial videos for using Maya to model a spaceship and solar system as examples of basic 3D modeling techniques. Further lessons discuss modeling techniques like polygon modeling and provide reading materials describing extruding and other fundamental modeling tools in Maya.

Uploaded by

ss
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 38

UNIT 62 MODELED ENVIRONMENTS MODELING GAMES AND

ANIMATION

LESSON ONE AND TWO

LEARNING AUTODESK MAYA FOR BEGINNERS

Read the sheet and watch the following videos on how to use and understand
the Maya interface. Not all of it will be relevant, but it will give you a strong
grounding.

Interface Overview
1. Menu Sets
Menu sets divide the type of menus available into categories: Modeling,
Rigging, Animation, FX, and Rendering. Maya's first seven menus on the
main menu are always available, and the remaining menus change depending
on the menu set you choose.

2. Menus
The menus contain both tools and actions for working in your scene. The
main menu is that the top of the Maya window. There are also individual
menus for the panels and option windows. You can also access the menus in
the main menu in the hotbox, which you can open by holding down the space
bar in a view panel.
3. Status Line
The Status line contains icons for some commonly-used commands, such as
File > Save, as well as icons for setting up object selection, snapping,
rendering, and more. A quick Selection field is also available for you to set up
for numeric input.

4. Shelf
The Shelf contains tabs that represent each menu set. Each tab contains
icons that represent the most commonly-used commands for each set. The
real power of shelves, however, is that you can create custom shelves, and
then make tools or command shortcuts that are quickly accessed from there
with a single click.

5. Sidebar icons
These icons at the right end of the Status line open up tools that you will use
frequently. From left to right, click on each icon to toggle opening and closing
the Modeling Toolkit, the HumanIK window, the Attribute Editor, the Tool
Settings, and the Channel Box (which is open by default and shown here).

6. View panel
The View panel offers different ways of viewing the objects in your scene with
a camera view. You can show one or several view panels, depending on the
layout you're using. You can also display different editors in the view panel.
The Panel Toolbar in each view panel gives you access to many of the
frequently used commands found in the Panel menus.

7. Channel Box
The Channel Box lets you edit attributes and key values for selected objects.
The Transform attributes are shown by default, but you can change which
attributes are displayed here.

8. Layer Editor
There are two types of layers that are displayed in the Layer Editor:
 Display Layers are used to organize and manage objects in a scene, such as for
setting their visibility and selectability.
 Animation Layers are used to blend, lock, or mute multiple levels of animation.
In all cases, there is a default layer where objects are initially place upon
creation.

9. Tool Box
The Tool Box contains tools that you use all the time to select and transform
objects in your scene. Use the QWERTY hotkeys to use the Select tool ( Q),
Move tool ( W), Rotate tool ( E), Scale tool ( R), and Show Manipulators ( T),
as well as access the last tool used (Y) in the scene.

10. Quick layout buttons


The Quick Layout Buttons let you switch between useful panel layouts in a
single click. SeePanels and layouts for information on other ways to create
custom layouts.

11. Time Slider


The Time Slider shows you the time range that is available as defined by the
range slider, below. The time slider also displays the current time, and the
keys on selected objects or characters. You can drag the red playback cursor
in it to "scrub" through animation, or use the playback controls at the right
end.

12. Range Slider


The Range Slider lets you set the start and end time of the scene's animation
and a playback range, such as if you want to focus on a smaller portion of the
whole animation.

13. Playback controls


The Playback Controls let you move around time and preview your animation
as defined by the Time Slider range.

14. Anim/Character menus


The Animation or Character menus let you switch the Animation Layer and
the currentCharacter Set.

15. Command Line


The Command line has an area to the left for inputting single MEL commands,
and an area to the right for feedback. Use these area if you are familiar with
Maya's MEL scripting language.

16. Help Line


The Help Line gives a short description of tools and menu items as you scroll
over them in the UI. This bar also prompts you with the steps required to
complete a certain tool or workflow.
LEARNING MAYA INTERFACE

https://www.youtube.com/watch?v=RoAjQDDKCmk
LESSON THREE, FOUR AND FIVE

FIRST PRODUCTION COMPONENTS

Modeling is the key component for using Maya. You can construct anything
and everything e.g. buildings, mountains, outer space, characters, props.

Maya is the core tool used in film / TV / Games. Watch the following two
videos and create them in your own style.

Make sure you keep them as they will be used in your final environment
production.

a) MAYA TUTORIAL BUILDING A SPACESHIP

https://www.youtube.com/watch?v=zzzmAd0QIW8

b) MAYA TUTORIAL FOR BEGINNERS – CREATING THE SOLAR


SYSTEM

https://www.youtube.com/watch?v=tElsku3aKQI&t=28s
LESSON SIX AND SEVEN

LO 1 Understand 3D modelling techniques

P1) 3D Character Modelling Techniques:


Research and explain three modelling techniques for an
environment using examples from existing media
products e.g. film, TV, games.

Write about and explain the following:


i) Modelling process e.g. Polygon modelling, NURBS
modelling, sub divisional modelling, extruding 3D
shapes.

ii) Animation / Motion Generation e.g. How environments


change / How objects move in a 3D environment, use of
lights, cameras, textures.

iii) Application e.g. How and where are 3D environments


used in computer / console games, animations, live
action.

Use the below form to write and visualize your answers


explaining the three above elements.
Analyse to approximately a page with relevant images
for each question.
MODELLING PROCESS
1.

2.

3.
ANIMATION /MOTION GENERATION
1.

2.

3.
INTENDED APPLICATION
1.

2.

3.
READING MATERIAL

Polygonal Modelling

Polygons consist of geometry based on vertices, edges, and faces that you can use
to create three-dimensional models in Maya.

Polygons are useful for constructing many types of 3D models and are widely used
in the development of 3D content for animated effects in film, interactive video
games, and the internet.

Polygon terminology
Polygons are straight-sided shapes (3 or more sides), defined by three-dimensional
points (vertices) and the straight lines that connect them (edges). The interior region
of the polygon is called the face. Vertices, edges, and faces are the basic
components of polygons. You select and modify polygons using these basic
components.

When you model with polygons you usually use three-sided polygons called
triangles or four-sided polygons called quadrilaterals (quads). Maya also supports
the creation of polygons with more than four sides (n-gons) but they are not as
commonly used for modelling.
An individual polygon is commonly called a face, and is defined as the area bounded
by three or more vertices and their associated edges. When many faces are
connected together they create a network of faces called a polygon mesh (also
referred to as a polyset or a polygonal object). You create your 3D polygonal models
using polygon meshes. Polygon meshes can be created using a variety of
techniques.

Polygon meshes normally share the vertices and edges that are common between
the individual faces. These are referred to as shared vertices or shared edges.

A polygon mesh can also be composed of several disjointed sets of connected


polygons called shells. The outside edges of a mesh or shell are referred to as
border edges.
Extrude a polygon face, edge, or vertex

You can add polygons to an existing mesh by extruding polygon faces, edges, or
vertices using the Extrude command.

Note: The Show Manipulator Tool, used in this task, appears only ifConstruction
History is on.

To extrude polygon faces or edges

1. Select the faces or edges you want to extrude.


Note: In the Modeling preferences, ensure that Keep faces together is on, so the
edges of adjacent faces stay connected after the extrude operation.

2. Select Edit Mesh > Extrude, click in the Modeling Toolkitor


press Ctrl + E.

An extrude node is created and the Show Manipulator Tool and In-View
Editor appear.

3. Do one of the following:


 Use the manipulator to control the direction and distance of the extrusion. Click the
circle handle attached to the manipulator to switch between local and world axes.
 Adjust the attributes in the In-View Editor to edit the extrusion. For more information
about the attributes, see Extrude Options.
Tip: You can set the precision for the Thickness, Offset, andDivisions attributes
by selecting Edit > Settings > Change Precision in the Channel Box. The In-View
Editor uses the same precision settings as the Channel Box.
4. (Optional) Extruding edges can make your mesh non-manifold. Use Mesh >
Cleanup to fix non-manifold geometry.

To extrude a vertex

1. Select the vertex you want to extrude.

2. Select Edit Mesh > Extrude, click in the Modeling Toolkit, or


press Ctrl + E.

An extrude node is created and the In-View Editor appears.

The vertex extrudes along its vertex normal, creating additional faces for each
face that shares the vertex.

3. Using the In-View Editor, adjust the attributes to edit the extrusion.
Lights in Maya

http://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=
files/Create__Lights__Ambient_Light.htm,topicNumber=d30e609685
PREVIOUS YEAR EXAMPLE

LO-1 Understanding 3D Modelling Techniques


Polygons and their uses for modelling in Maya:
Polygons are combined flat planes of four or more sides and angles that are used to
generate low-resolution shapes and textures at low amounts and highly detailed models the
more polygons are introduced. N-Gons are polygons of five or more, or three, vertices and
edges, and can be used for models, however they can cause distortions in the models and
modellers would prefer if there shape used a single geometric polygon, rather than varying
geometric shapes, such as N-Gons.

These polygons are used in Maya to define the shape of models and their infrastructure so
that they can be set up for rigging and animation. Modelling with polygons mostly consists of
moving and displacing the sides, faces and edges of each individual polygon to raise or
lower surfaces. This, in high level resolution, can allow modellers to form wrinkles in skin or
super smooth surfaces like plates or tables.

Tools help modellers work with polygons to define their shapes and what they want to model
for the end product. Since each modeller works in different ways there are many different
types of tools that they can use to manipulate polygons, sides and edges to their liking.
These tools include:
● Select tool allows the modeller to do exactly what it says, select faces, sides and
edges that the modeller wishes to manipulate or even delete in some cases to
complete the model. (top left and currently selected)
● Lasso tool is the improved select tool as it allows the modeller to draw the outlined
area of selected polygons and group them as a large area to manipulate, rather than
just one polygon at a time.

● The paint selection tool seems long winded, however it can prove to be the most
useful tool for many modellers as it allows modellers to manipulate set areas that
have been marked with the tool, be it lines. Hollow circles or other crazy models.

● The move tool is probably the most necessary tool in Maya as it allows modellers to
move models, grab and pull faces, sides and edges to place them in the correct
location.
Raise/lower (above) move left/right (above)

Move back/forward(above)
● The rotate tool is another useful addition to the toolbox in Maya and allows polygonal
shapes to be rotated upon changeable axis. This allows modellers to further
manipulate their shapes positioning as well as the shape by rotating the edges and
sides of each polygon.

● The scale tool is also useful for modellers to judge, well, scale. It allows them to
change the size of the overall object and thus adjust it to fit dioramas or displays that
the object may be used for, thus giving the modeller some freedom.
This cube was scaled from a small size to a much larger shape (above)

The process of extrusion and its use for 3d environmental change in Maya:
The geometry in Maya is normally simple three-dimensional shapes that are fused together
to form organic structures and unique geometry. Extrusion is another helpful tool that allows
modellers in Maya to create these unique geometric shapes without the need for fusion of
collective objects.
A simple demonstration of extrusion can easily explain the uses and functions that extrusion
can serve to help a modeller:
● Cubes; they can be extruded to allow a modeller to add segments and create
multiple and smaller faces on a face, letting the modeller extend and decrease the
shape of the model he is working on.

● Spheres; separate faces can be extruded to form rough shapes , and shapes that
would normally have a spherical base to form obscure and unique shapes upon the
model at the modellers intention. Below is a vase which is just such a shape:
● Planes and all other shapes; the basics of extrusion is to select faces and manipulate
them from the base shape to create unique features and allow the modeller to free
form his/her model how he intends without additional shapes simply by selecting and
extruding faces of shapes. Below are many shape examples:

A metal bullet casing formed using a cylinder and extrusion...

A flower formed using a cone and extrusion...


A city scene made with a plane and extrusion…

Basic shape of a flower using a ring and extrusion…

A table stand made with a pyramid and extrusion…


A locking joint made with a tube and extrusion…

Extrusion is an extremely useful tool for modellers working on game environments


and even CGI filmmakers as well. The tools versatility and ability to quickly build up
an environment for drafts. Even final products so that they can be tested first before
any excessive work is put into the individual models.

Lights and 3D environments in a changing geometric surface in Maya:


Lighting can affect both modellers and animators using Maya as it can either be a major
draw or setback depending on its use and placement. To show this effectively I will show two
ways it can be an advantage to both animators and modellers and also how it can be a
major problem for some modellers using Maya.

1. The most common setback seen with modelling is an indication called noise. Noise is
when two or more faces on a model are touching or colliding with one another and
will cause the model to be deformed when rendered. This noise indication looks and
appears very similar to the shading cast onto 3D environments by the lighting
system. This can be a major setback to many modellers as it can deform their
models drastically and the cause may be hidden as it appears as noise, which is
similar to the shadows cast by the lighting. Many modellers find this frustrating and
end up turning off shading and lighting in their modelling environment. A common
example of noise in shaded areas is this one:

whilst it's easily noticeable where the noise is here, on many models it is much
harder to identify…

2. Though there can be setbacks to the lighting in maya it is still extremely useful to
modellers in three dimensional environments. The shadows are most useful in the
lighting feature as it highlights all the sunken in areas and undersides of an object to
virtually recreate the way the object will look naturally. This paired with the natural
human ability to detect deformities, it quickly indicates misshapen areas to the
modeller so they can be fixed quickly. Here is a simple example of how lighting and
shadows in maya can illustrate the natural form of an object: (next page) this model
demonstrates how the shading and lighting indicate the natural form of the object and
allow the modeller to detect any inaccuracies.
(this image is from Mud box, but the same lighting is applied in Maya)

3. The lighting and shading are also defining features of the animation side of the Maya
Program. With this feature, animators can distinguish the lighting placement of any scene,
change the shading gradient and illustrate the model into the animation so as to elude
natural movement in the animation when it's just a lighting trick. a Simple example of this
would be to imagine a bouncing ball, as the ball bounces the shadow beneath it will increase
and decrease as it raises and lowers. This simple lighting technique in Maya is very effective
and is a major draw for many animators:
All possible lighting and shading options in Maya include:
 Ambient light; light from all directions around the model.
 Directional light; light coming from a source.
 Point light; light focused on a single point.
 Spotlight; light concentrated on a circular area.
 Area light; light on a model area without a source.
 Volume light; light that fades over distance of a model.

How 3D models are used in Maya for Games, Animation and live action films:
Maya modelling is used in a variety of industries for a variety of reasons, but the
most notable industries to use 3D modelling are the games, animation and live
action films industries. Here's why:

1. The games industry uses 3D models for many reasons, but more often than
not to create ultra realistic visuals for the player to be absorbed into seeing
when playing a game. 3D environments need 3D models, its that simple, the
same can be said for avatars, weapons, vehicles, animals, anything that is in
real life and 3D can be made. And to have all of these assets appear 3D they
must be 3D or else the human eye will detect that it is unnatural and will make
games less immersive. 2D games can also use 3d environments. Let's look at
the game “FEZ” quickly; this game uses a 3D area viewed from a 2D
perspective, still creating a sense of immersion.
2. Animation and Animators use 3D to create the same kind of environments
and characters in 3D; however, the reason and way it is done can be slightly
more freeform than Games can. Animation relies on 3D visual entertainment
rather than the immersive experience that games offer. Because of this
animators can have more freedom in the creation of environments and
characters for the animation. A good example of this is Disney animation
movies, their characters have larger eyes, smaller mouths and necks than
real life would allow. This can give the animators more free reign over their
creations direction and rather than conform to nature's rules, create their own
style, as Disney has done.

3. Live action Films also use a lot of 3D models for Computer generated images
within filming. This is usually created as 3D overlay onto an actor or
environment to add into the film an object or creature that would otherwise not
exist. This methodology is very much similar to both the animation and game
aspects. The modeller can have and include his own style into the piece he is
working on to be incorporated; however it must still conform to the rules of
nature or else it will look out of place. There is also a common problem in the
live action film industry which is that CGI systems are constantly getting better
and so in two to three years time a film might have amazingly detailed CGI
which will make the films that used CGI this year look terrible by comparison,
which can be a very big setback to both modellers and filmmakers alike.
And so the Industries that use 3D models can be quite constrained when it comes to
creating a believable entertainment medium whilst also allowing styles to be
incorporated. However, as modelling detail increases year after year, so do the
amount of industries using it for Gaming (2D to 3D), animation and live action films.
LESSON EIGHT, NINE AND TEN

L02 Be able to produce a design and plan for the production


of a 3D modelled environment

P2) Produce a design and plan for production of a 3D


modelled environment for use in a console game.

Visceral Games wants you to model an environment for their


new revamped Dead Space 4 game.

The environment has to be a dark, scary, science fiction


based corridor for the main character to walk and fight
within.
It must feature a console with buttons, solar system model,
toy spaceships on the ground, hanging lights and doorway.

You will also model a simple alien gun.

The game will be from a first- person point of view.

Therefore, Visceral Games wants you to animate the lead


character doing the following:

a) Walking into the corridor environment

b) Looking around the corridor environment

c) Knocking over something over e.g. chair,


lights, console
d) Standing over and looking at the solar system
model

DESIGN PRE-PRODUCTION:

Create a powerpoint that uses the below as headings and


explain each one relating to your ideas and designs around
the science fiction corridor environment you are going to
construct.

a) Genre

Explain the genre of the console game: Dead Space.

b) Outline game plan

Explain how the Dead Space game will use your


constructed science fiction environment and first person
animation.

Consider:

i) Where in the game does the science fiction corridor


environment appear?

ii) What will happen in the science fiction environment


scene?

iii) Why is science fiction corridor environment


important?
Add eight found images of science fiction corridor
environments. Include pictures of lights, consoles,
doorways, chairs, table, etc.

explain how these science fiction environments are used


in games.

c) Environment visuals / Concept art


Sketch and design the following for the science fiction
corridor environment.

i) Moodboards

ii) Four initial sketches of science fiction corridor


environment

iii) Initial sketches of props i.e. consoles, tables, walls ,


light fittings

d) Create a twelve panel storyboard showing a lead


character in first person doing the following:

i) Walking into the science fiction corridor


environment

ii) Looking around the science fiction corridor


environment

iii) Knocking something over


iv) Looking at the solar system model

d) Possible animation techniques

Explain first person character animation creation with


use of Maya camera.

Explain Maya animation keying of having a chair topple


over.

CREATING AND ANIMATING CAMERAS IN MAYA

https://www.youtube.com/watch?v=p0OqE3ZYamo
KEYFRAME ANIMATION IN MAYA

https://www.youtube.com/watch?v=HSTRBRq3WqQ
MAIN MAYA PRODUCTION PHASE
LESSON ELEVEN, TWELVE, THIRTEEN, FOURTEEN

LO3 Be able to construct an animated 3D modelled environment,


for use in a game or animation

P3 Learners use 3D environment modelling tools to


construct a competent 3D modelled environment for use
in a game or animation, including:
a) floor area
b) texturing/materials
c) at least three textured objects/props
d) rendering

LESSON FIFTEEN AND SIXTEEN

P4 Learners competently animate the final functional 3D


modelled environment for use in a game or animation,
demonstrating realistic movement for the genre chosen

MODELLING A CORRIDOR FOR CONSOLE GAME


TUTORIAL VIDEO

Use the below video to help construct a science fiction


corridor and then bespoke it and add your own ideas
and elements relevant to the brief.
https://www.youtube.com/watch?v=T5IEm6o1qls
Once you have completed your corridor fill out the below form with visuals from your Maya
scene and write a notes about each component.

FLOOR AREA
1. Wireframe

2. Untextured
3. Textured

TEXTURING MATERIALS/RENDERING
1.

2.
3.

TEXTURED OBJECTS
1.

2.
3.

P5 Learners produce a how to guide to illustrate the


process of creating different 3D modelled environments
and objects, using their own informative text and images

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