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Mayaaaa

This document provides instructions for various animation, rigging, lighting and rendering techniques in Maya including: 1. How to animate keys, use the graph editor to adjust animation curves, and cut/paste keys. 2. How to create motion paths for cameras and constrain objects to motion paths. 3. Details on parenting, inverse kinematics, forward kinematics, and creating controllers and parameters for character rigs. 4. Information on setting up lights like HDRI lights, ambient occlusion, and using plugins for hair, fur and rendering like Arnold, V-Ray, and Redshift.

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Siddhant Bansode
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© © All Rights Reserved
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0% found this document useful (0 votes)
120 views14 pages

Mayaaaa

This document provides instructions for various animation, rigging, lighting and rendering techniques in Maya including: 1. How to animate keys, use the graph editor to adjust animation curves, and cut/paste keys. 2. How to create motion paths for cameras and constrain objects to motion paths. 3. Details on parenting, inverse kinematics, forward kinematics, and creating controllers and parameters for character rigs. 4. Information on setting up lights like HDRI lights, ambient occlusion, and using plugins for hair, fur and rendering like Arnold, V-Ray, and Redshift.

Uploaded by

Siddhant Bansode
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Animation-

Press S to set keys on all properties.

Animate in 24Fps.

Shift + the ERS to animate that key.


right click > kwy selected.

To move the key to one frame to another-


shift press the key and move it.

Cut paste the key with shift press and right click > cut> paste.

For the graph editor.


windows> animation editor> graph editor.

select both keys > select linear

to remove the key> right click the properties> break connection.

Camera motion path


Animation menu> contraint > motion path > attach to momtion path.
Break animation tangent in graph editor.
MIddle mouse button to drag.

To rendering and lighting._


Red shift.
Virie.
marmoset toolbag.

# Motion Blur-
render setting > Arnold setting > motion blur.
Enable the check box.
adjust the length.

Parent child link- select it and press P.


Shift P to unparent.

HDRI Light-
High Defination Range Image.
skydome light > Color > Image > HDRI.
to remove the background > TIFF > go to skydome and set camera value to 0.

Exporting the file to Zbrush-


In Obj.

Importing to Maya-
create- new frim polypaint.
muitly map

Shadow matte-
view- camera attribute editor- envrinoment- image plane- background- apply- select
the plane - assign new material- aishadow matte.- area light as source of light.

Ambient occlusion-
for depth.
Assign new materail - shader - aiwireframe.

skydome light - select it - apply light portal.

Rigging-
joints
skin
controller
ik
fk.
make own parameter
constraint
set driven key
add attributes.

JOINTS-
clear history and freeze.
first select the joints and then skin.
skin> bind skin.

CONTROLLER-
take circle.
place them above the joints and snap to their center.
parent and child link the joints and controller(circle).

PARAMETER-
{Attributes of the rig}

select the circle> modify> add attribute( float,max value-1 min value-0).
rotating single joints-
animation>key> set renew key.
Driver and to be driven. driver is the added attribute(aditya)
select the driver and then all the driven joints then select rotate Z and press
key.

SKIN-
select the joints> select the skin> skin> bind skin.

CONTRAINT-
eyes movement.
take two spheres (eyes)
take a object as their controller.
select the sphere.> animation > contraint> Aim.(maintain offset on).

IK (INVERSE KINEMATICS).-
leg rig. 4 joints rig.
skeleton> create ik handle(rotATE plane server)> select first and last joint.
make controller for each joints.> select all controller then joint.
first select the controller then select ik > contraint > pole vector.

FK(FORWARD KINEMATICS).-
FK and IK can be switched as per say.

BLEND SHAPE-
select the faces with different espression.
animation > deform > blend shape.
select the open mouth key and right click> key selected.

wav format sound in maya.


how to import audio-
right click on time line> audio> input audio.

Up and down arrow to select joints by their hierarchy.


press Y to insert joint.
insrt press to drag the joint.
modidy> search and replacement. TO RENAME THE JOINT RIG.

SKINING PAINT-
skin > paint skin weights
select the joint and paint its influence.
white is full influence
grey is 50/50.

give the controller a limit behavior.


attributes> limit bahavior> translate.

SKIN SHADDER-
Sub surface scattering-
Light.

Assign new material> shadder> AIstandardsurface> presets>Skin.

IN Skin> soft surface> scale value.

Displace.-

Stamping-
Sculpting Crtl. to inverse.

LEG RIG-
Rigging > skeleton > create joints.
change the radius to change the size of the joints.

modify> prefix - to name the joints.

select the contoller(knee)> shift select the IK> contraint> pole vector.
(SIR)to tell- orientation joints
select IK handle > select the last joint of the reverse leg joint> parent&child
link.
then link the bottom controller and the joints to make the whole leg rig.

LEG RIG-
Create joints> IK handle > select the ik handle > select the last bone of reverse
joint > P
take controller > snap them > sselect controller > select ik handle > pole vector.
make bottom controller > select the reverse joints > select ontroller > p.
select bottom con. > add attritube > set driven key > freeze the bottom controller
> select attribute(driver) > select joints (driver)> translate Y.

spine-
Select the controller > select the spine > oreient.

face-
Select vertex > deform > culster.
Spline > spline line 0r smn.
ARTCGI - yt channel.

FISH RIG-

from mouth to tail 4 joints


INsert joint for fins as you like

Truong CG astist for Rigging and script.


ARTCGI yt
Acadamic phoenix plus yt

Speed tree - For low poly trees and grass.

Qudraped rigging-

Ik chain > twist( works as pole vector)

IK / FK switch -

Make two copies of the real arm (Name IK and Fk joint)


Delete the finger joints
Put all three arms in Layers
Create FK and IK controllers
FK- ( hide real and IK )
Select the controllers and then the joints to oreint constraint it.
IK- (hide real and FK )
Create IK handle
Select IK handle and controller to parent it.
Create pole vector for IK elbow.
Create a controller for IK/FK switch parent it with main finger bone.
Give the controller IK and FK Attributes.
Select IK wrist joint > FK wrist joint > real wrist joint
Constrain > orient ( For all elbow and shoulder joints as well )
Select the IK/FK switch controller > Windows > general editor > connection editor.
( reset left )
Select the real Wrist's constrain > link Fk with FK and Ik with IK.
repeat with elbow and shoulder constrain as well.
In the switch controller Select FK > edit > expression editor.
copy paste in the name in the editor > = 1 - name.IK.
Select the switch controller > connection editor
select the Ik controllers and load them in right
select IK(left) > select visiblility( right)
repeat the same with FK controllers.
FX-
1. Cloth
2. Rigid body
3. Soft body
4. hair
5. fluid
6. 2d container
8. 3d container
9. bifrost
10. liquid
11. fire
12. Shatter
13. smoke

Animation-

12 principal of animation
walk cycle
weight
push and pull

FK / IK switch-

Arm joints > make 3 copies > select IK 1 > CTRL press base 1 > constraint > parent
IK 2 and base 2 parent > Ik 3 bASE 3 parent
Repaeat the process with FK.
Turn off the maintain offset while parenting.

Ncloth -

take a plane
select the plane(cloth) > FX > Ncloth > create Ncloth.
select the body > Ncloth > create passive collider.
In Nucleus (N)..direction > -1 for down and 1 for up.
There are different parameters for Nucleus and the cloth itself.

To keep the cloth in same way > go to the desired feyframe and delete cloth's
history.

To keep the cloth with the object ( curtain and its poll) > select the cloths
vertex (top) > shift select the object > Nconstarn > point to surface.
Select the coth > local force (as desired ) [WIND]

Cloth tear -

Take a plane( Cloth ) > Select the edges where you want to tear the cloth >
Nconstrint > tear to surface.

Pulg-ins for Hair and Fur-

Xgen
Yeti
Hair nd shave cut
REDSHIFT 2.6.31 (for lighting and rendering) [Cinema4D]
Arnold 5.2.2.0
V-RAY NEXT. Beta 2, Build 4.11.01
HOUDINI 17.0.352(MANTRA)

Xgen -

FUR-
Plane > sphere > Xgen > interactive Groom > select object > Generate > create
inteactive groom styles >
Desprictive length > width
Description base > density (for smoothing )
Scale (for length)
Add modifier > noise
Hypershade > Choose hair physical > Change root and tip color.
Modifiers > clump ( for moss like fur )

Bifrost -

select the object > Fx > bifrost > fluids > liquid > liquid shape > increase point
size
bifrost > emitter > top someongrg > continous emission on >
select the emitter than select the objects > bifrost > fluids > collider
master walkcell size (for thickness of the liquid)

For redering the particles (water) -


Liquid > bifrost > bifrost messing > enable.

controller -

limit constrain -
free transformation
keep the object at 0
set driven key (2 and -2)
select the driven
select the controller
Attributes
limit information
set limit.

GUI - graphical user interface.


duplicate special > duplicate input graph ( to copy the attributes of a
controller )

Xgen > creative description > sculpt the hair > select the guides > R to scale.
Rebuild - adds vertex / Normalise (to smooth the hair )

freeze the transformation of the model.


add on move guides.
density > create mask > black mask >
select the guide > right click > copy guides > select the other guide > paste.
assign material > AistandardHair.

human head-
Copy the head > extract the scalp > delete remaining.
unwrap UV > Planer > unfold.
apply Standardsurface materail.
set project.
use mirror to duplicate the one side to the other.
clump map - first generate the map to use the modifiers

Curve based Rig-

make joints
unparent them on ur desired place
clear history of model and the joints
freeze transformation ( turn on joint orientation )
select the joints one by one and then model to bind skin ( in option box keep the
max influence 1 and turn off all 4 checkers )
paint skin weight > select mode > component vertex ( make sure to tweak the value
of the skin weight )
keep the influence of the main joint ( neck ) on the whole model.

Ziva- for muscle system

windows > content browser.


Fx > fluid > smoke.

101 rig 3d models.

***********************************************************************************
***********************************************************************************
*******************
MAYA THEORY NOTES-

What is Shelf?
- The Shelf Editor lets you create and edit shelves, which are collections of tools
and actions that you want grouped together.
(See also Shelves.)
Select > New Shelf next to the existing shelves.
In the Shelf Editor, Shelves section, select the shelf you want to edit and enter
a new name in the Rename text box

What is attribute editor?


- An editing window that shows all the attributes of one particular node in detail,
using an explanatory interface.
The Attribute Editor is useful for viewing and changing detailed information about
an object.

What is Channel Box?


- The Channel Box is the primary, fastest, and most streamlined tool for editing
object attributes.
It lets you quickly change attribute values, set keys on keyable attributes, lock
or unlock attributes,
and create expressions or attributes.

What is layer Editor?


- By default, the Layer Editor is displayed at the bottom of the Channel Box panel,
but you can display it
independently if you turn off the Show Layer Editor within Channel Box option in
the Preferences window
(choose Windows > Settings/Preferences > Preferences, then select UI Elements)

T - template
R - reference
V - visible

What is Timeline Slider?


- Placed directly below the viewport, the timeline is the most visible animation
tool in Maya.
Though relatively simple it is extremely useful. You can think of it as a summary
of your animation.
The dark gray bar is called the time slider.

What is ToolBox?
- The Tool Box displays on the left side of the Maya interface by default see
Interface Overview.
It contains the most commonly used tools for working in Maya.

What is Outliner?
- The Outliner shows a hierarchical list of all objects in the scene in outline
form.
You can expand and collapse the display of branches in the hierarchy;
lower levels of the hierarchy are indented under higher levels.
It's one of two main scene management editors in Maya Creative: the other is the
Hypergraph.

How to set a project in Maya?


- From the menu bar go to File > Set Project, or click the Set Project button in
any file manager dialog box.

Navigate to the desired folder.

Click Set.

What is Modeling in Maya?


- Modelling is the cornerstone of 3D, basically creating shapes made of
mathematical and geometric elements,
such as polygons and NURBS. Polygonal modeling uses the coordinates between areas
on an object,
and NURBS modeling uses the coordinates between points on the geometric object.

What is Texturing in Maya?


- In visual arts, a texture is any kind of surface detail, buth visual and tactile.
In Maya, you create surface detail withtextures connected to the material of
objects as
texture maps Materials define the basic substance of an object, and textures add
detail.

What is Rigging?
- Rigging is the sometimes excruciatingly technical art of articulating a character
for animation.
It involves creating a skeleton structure out of joints and bones that will deform
the model.
Then, the Technical Director (TD) creates controls that the animator uses to move
the character.

What is Extrude?
- You can add polygons to an existing mesh by extruding polygon faces, edges, or
vertices. For example,
when you extrude a face on a polygon mesh the existing face telescopes inwards or
outwards as it creates new connecting faces on the sides of the extrusion.

What is bevel?
- Bevels expand each selected edge into a new face, rounding the edges of a polygon
mesh. See Bevel command. To bevel edges or faces.
Select a mesh object or select the edges or faces you want to bevel. Note: If you
select a mesh object, Maya bevels every edge in the mesh

What is Wedge Face?


- Tips for Working With the Wedge Tool in The tool requires two selections looking
for a face and an edge. Malcolm shows how you can get better and more
complex shapes by using a construction object to help layout the geometry of the
wedge. In the video Malcolm makes extra extrudes from faces against the
construction object.

What is Instance?
- An instance is like an alias or shortcut or symbolic link in a file system: it's
a visual pointer back to the original.
However, each instance has its own transform node so it can have its own position,
rotation, and scaling.

what is Retopology?
- Retopology tools in Maya let you create new topology based on the features of a
reference surface or optimize your topology geometry manually.
Maya's retopology toolset offers a streamlined, multi-option workflow that lets
modelers focus on the creative process instead of edge flow and polygon count.

What is Bridge Tool?


- The Bridge Tool allows you to connect border edges by creating a polygons between
then.
Use these options to set what happens when you select Edit Mesh > Bridge. Bridge
type. Controls the profile shape of the bridged region

How to use Merge Tool?


- You can merge pre-selected vertices using the Edit Mesh > Merge and Edit Mesh
Merge to Center commands.
The former is useful for combining components that are very close or overlapping
(like when merging a polygon mesh to a mirrored copy)
while the latter is useful for filling holes or creating points.

What is Polygons?
- 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 30 models and are widely used
in the development of 30 content for animated effects in film,
interactive video games, and the Internet.

vertex-A vertex is a point in space, an edge is a line that connects two


vertices, and a face is a closed loop of edges.
There is an edit mode associated with each polygon mesh element. To change edit
modes, right click and hold when hovering over an object.
Edge-

What is Nurbs?
- NURBS (Non-Uniform Rational B-Splines) are one geometry type you can use to
create 3D curves and surfaces in Maya.
The other geometry types that Maya provides are polygon and subdivision surfaces.
Non-Uniform refers to the parameterization of the curve.
What is loft?
- loft is undoable, queryable, and editable. This command computes a skinned
(lafted) surface passing through a number of NURBS curves.
There must be at least twe curves present. The NURBS curves may be surface
isoparas, curve on surfaces, trimmed edges or polygon edges

What is revolve?
- Revolve (Curves/Surfaces) Revolve takes a manos curve, spins it kind of like
pottery, and saves a complete 360 degree ubject.

What is BiRail?
- Revolve (Curves/Surfaces) Revolve takes a manos curve, spins it kind of like
pottery, and saves a complete 360 degree ubject.

What is vertex Normals?


- Vertex normals determine the visual softness or hardness between polygan faces.
Unlike face normals, they are not Sntrinsic to the polygon,
but rather reflect how Haya renders the polygens in smooth shaded sode. Vertex
normals appear as lines projecting from the vertes,
one for each face that shares the vertex.

What is Booleans?
- Boolean refers with 30 set of operations that can an be performed objects: Imions
Combine two objects together this is sometimes referred to as addition.
Difference use the boolean object to cut away from target objects this is
sometimes referred to as addition.
difference - use the boolean object to cut away from tthe target object- this is
sometimes referred to as subtraction.

What is Extract?
- You can select and then disconnect faces from a polygon mesh using Edit Mesh
Extract,
Extract removes the polygons by duplicating the appropriate edges and vertices
hased on the selection

What is Chamfer Tool?


- Chamfer removes a vertex and creates a chamfered corner. To chamfer a vertex.
Select the vertex you want to chamfer.
Select Edit Mesh Chamfer Vertices in the main menu or click in the Modeling
Toolkit.

What is UV texturing?
- Maya UV Mapping

UV refers to coordinates that are independent of the XYZ axes. To work with UV
maps, you need to be able to unfold and fold your 30 artwork,
and also cut and sew parts together. To work with UV maps, you also need to
maximize space on your work area (the UV Texture Editor)

How do I join two edges in Maya?


- How do I join two edges in Maya?

Merge a selection of edges

Select the edges you want to merge on a component by component basis.

Select Edit Mesh > Collapse. Each edge is collapsed and its vertices are merged.
What is Circularize?
- The Circularize command allows you to reorganize selected components (vertices,
edges, and faces) into perfect geometric circles.
For information on how to use the command, see Circularize components. Use these
options to set what happens when you select Edit Mesh Circularize.

What is Uv maping?
- UV mapping is a process of creating a 20 representation of a 30 model's surface,
which allows you to apply testures, colors, and other detalls. In Kaya, the UV
Editor is a tool that lets you edit and arrange the IV coordinates of your model's
polygons, also known as UW shells.

types of ur maping in maya

Cylindrical

speherical autometic

plane

What is UV set in Maya?


- You can create multiple arrangements of UV texture coordinates for a surface mesh
using W sets. IN sets are useful when an object requires multiple Uv Layouts for
different textures (known as multi-texturing).

What is the difference between UV mapping and UV unwrapping?


- A UV map is the flat representation of the surface of a 30 model wied to easily
wrap textures. The process of creating a UW map is called IV unwrapping, and the
process of using a UV May in a material is called UV mapping.

what is difference between bump and displacement map?


- Bump Maps Simulate geometry changes based on an image the light and dare values
of an teage Iroly height. Displacement Maps actually change the geometry of the
mesh based on the image.

What is difference between normal and displacement map?


- A normal map uses RGB colors to encode the direction of the surface normals,
which are the vectors that point perpendicular to the surface. A displacement map
uses grayscale values to encode the helent Can be used to defore the geometry on
create parallax effec

what are the different textures in Maya?

The textures fall into two categories: 20 and 30, 20 procedural textures create a
pattern in two dimensions: U (left/right) and V (down/up). These textures include
Bulge, Checker, Cloth, Fractal, Grid, Mountain, Noise, Rap, and water.

what I sss in maya!

Sub-Surface Scattering (SSS) simulates the effect of light entering an object and
scattering beneath Its surface. Not all light reflects from a surface. Some of it
will penetrate below the surface of an illuminated object. There it will be
absorted by the material and scattered Internally.

what is the default shader in Maya?

After you model your objects, Maya assigns a default shader to them with a neutral
gray color. The shader allows your objects to render and display properly. If no
shader is attached to a surface, an object can't be seen.
what is animation in Maya?

The animation is the process of editing and creating the properties of objects that
change over time. It finds application In various sectors fros Files, games,
architecture, and engineering to medical sciences. there are multiple ways and
tectiniques for using different types of animations In Maya 30 software.

what are animation layers in Maya

Animation Layers organize new Curves. let you create and blend multiple levels of
animation in a scene. can create Layers to keyfram amination, or to keyframe on
top of existing animation without overwriting the original

what is the definition of pose to pose in anisution

Pose to pose animation is characterized by the process of first drawing your key
poses at significant points the action, refining the key drawings, and then doing
the in-betweens. This process gives the creator more control and ensures the
accuracy of the final result

These principles of animation are based on the work of animators at Disney since
the 1930s, when they strived to produce realistic anisations of cartoon characters.
The principles were used to create the illusion that Disney's characters followed
the basic laws of physics.

what does the graph editor do?

Graph Editor
The Graph Editor controls how the system interpolates those In-between key values,
early any property of any Item can be animated by keyframing the values of an
Item's channel. Channels are the anteateable properties of any ites gathered
together in list form.

What is keyframe and frame?


- You place frames in the timeline in the order you want the objects in the frames
to appear in your finished content.
Keyframe. a keyframe is a frame where a new symbol instance.

What Is auto map in maya)

Automatic mapping creates several UV map pieces or shells in tevture space. This is
fine if you are using tools that deal with UVs automatically for you, such as
standard (not comped) fur and the 30 Paint tool in projection mode.

How do you unfold UV.

To open the unfold W Tool on Optinize W lool, select it from the unfold section in
the W Toolkit or select Tools Unfold or Tools > Optimize from the UV Editor menus.
The unfeld IV Tool lets you interactively unwrap the IV mesh for a polygonal object
while trying to ensure that the UN's do not overlap

How do I use N snapshot in Maya.

In the scene view, select the mesh or components so their Uws appear in the UV
Editor. In the W Editor, click th Save image button in the View options bar, or
choose Image UV Snapshot Enter a nate in the file nate fle that you want to export
to. Set the size of the image using the Size X and Size Y fields.

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