unit3 module1 notes1
unit3 module1 notes1
Introduction:
Maya animation software provides powerful tools to bring the characters and objects in the scenes to
life.
These tools are used to animate any attribute of an object and control the joints and bones.
3 main editors
Dopesheet- displays key times as colored rectangles
Graph editor- displays curves
Trax editor- helps the animator to do non linear animation and also import and export
animation clips
Dopesheet
Displays key times as colored rectangles and lets you edit event timing in blocks of keyframes and
synchronize motion to a sound file
steps
main menubar:Window>AnimationEditors>DopeSheet
In scene view: Panels > Panel > Dope Sheet (in Graph Editor window)
View menu- This menu controls the layout of the Dope Sheet view area.
● Frame All- Frame All adjusts the graph view to fit all animation in the window.
● Frame Selection- Adjusts the graph view to fit selected animation in the window.
● Frame Playback Range- Frame Playback Range adjusts the graph view to fit the playback range
in the window.
● Centre Current Time- If you want to shift the view so the current time is in the middle of the
editor, select Centre Current Time from the View menu.
● Auto Frame- This adjusts the graph view to fit the display when new curves associated with a
selected object are loaded into the Dope Sheet.
Note: Auto Frame works differently in the Dope Sheet than in the Graph Editor.
● Dope Sheet Summary- This option loads the Dope Sheet Summary into the Dope Sheet outliner.
● Scene Summary- This option loads the Scene Summary into the Dope Sheet outliner.
Curves menu: The Curves menu items are functions for processing animation curves.
Controls what happens to the animation before the first keyframe and after the last keyframe.
Pre Infinity(sets the behavior of the curve before its first key)
Post Infinity(sets the behavior of the curve after its last key)
Example: Imagine you’re animating a clock’s ticking hand from 12 o'clock to 3 o'clock. If
you set Post Infinity to cycle, after it finishes moving to 3 o'clock, it will automatically repeat
back to 12 and continue looping. Without setting Post Infinity, the clock hand would just stay
at 3 o'clock when the animation ends.
Note-If you want to create editable animation of a repetitious or cyclical nature, you can bake
a channel with Infinity turned on
2. Bake Channel
Combines all effects and adjustments influencing a particular attribute into one simple,
editable curve.
Example: Say you have a ball bouncing with extra effects added for spin and stretch. Bake
Channel consolidates these effects into one curve, making it easier to edit the ball’s main
animation without dealing with each effect individually.
BakeChannel-This operation calculates a new animation curve for an attribute using the input
nodes that contribute to its properties.
Bake Channel is useful to- Edit a single animation curve instead of all the contributing
attributes that affect the behaviour of a single attribute
Changes how rotations between keyframes are handled for an object’s X, Y, and Z rotations.
It change the rotation interpolation type only on rotation channels that have key frames on all
three channels (rotate X, rotate Y, rotate Z).
In addition, because the rotate X, rotate Y and rotate Z channels always share the same
interpolation type, changing interpolation for a single channel such as rotate X, will
automatically change rotate Y and rotate Z as well.
Example: For a car doing a smooth 360° spin, all rotation channels (X, Y, and Z) transition
happens smoothly together.
4. Simplify Curve
Removes extra keyframes that aren’t needed, making the animation curve simpler and cleaner.
Example: If you animated a bouncing ball and added lots of keyframes manually, Simplify
Curve can remove unnecessary ones. This makes your curve smoother and easier to adjust
without clutter.
5. Resample Curves
What it does: Spaces out keyframes evenly across the timeline. Resampling creates a periodic
frame rate by placing keys at uniform intervals.
Example: If you’ve got a walking character animation with irregularly spaced keyframes,
Resample Curves can spread these out, making the motion more consistent.
6. Spreadsheet- This menu selection lets you edit the attributes of the selected animation curves in
the Attribute Editor spreadsheet
In Autodesk Maya, tangents control how smoothly animation moves between keyframes.
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weighted (square-shaped) tangent handles let you adjust both the length and angle. Changing
the length of the tangent adjusts the ease in and out of the position.
Keys menu
In Autodesk Maya's Keys menu, the listed commands allow you to manage and refine keyframes and
breakdowns in the Graph Editor or Time Slider. Here's what each does:
Convert to Key
Convert to Breakdown
1. Converts selected keys into breakdowns, which are intermediary frames that adjust
automatically when neighboring keys move.
2. Use : Helpful for keeping smooth interpolation while making changes to nearby
keyframes.
Add In Between
1. Inserts a breakdown or keyframe between two existing keyframes at the current time.
2. Use : Useful for refining an animation by adding more detail between two existing
poses.
Remove In Between
· Mute Key:
· Unmute Key:
Reactivates the muted keys, enabling them to affect the animation again.
The "Mute Channel" is deactivated but not deleted, allowing for toggling.
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Tangents describe the entry and exit of curve segments from a key. This menu operates on the
shape of curve segments around selected keys.
Spline Tangents:
Linear Tangents:
Clamped Tangents:
Stepped Tangents:
o Instead of holding the current key’s value, the animation immediately jumps to the
value of the next keyframe as soon as the key is passed on the timeline.
o Essentially, the interpolation moves the value of the keyframe "ahead of Time."
o Default for FBIK (Full-Body Inverse Kinematics ) animation keys.
Flat Tangents:
Fixed Tangents:
o fixed tangents are tangent types that lock the angle of the tangent handles on a
keyframe.
o This means that when you edit the value or position of the keyframe, the slope
(direction and angle) of the tangent handles does not change.
o This feature is particularly helpful for maintaining the smoothness or consistency of an
animation curve while tweaking specific keyframe values.
o When animating a ball, you may find the ball isn’t falling from a desired height, yet its
impact with the floor and everything else is perfect.
Plateau Tangents:
o This tangent combine the benefits of Spline Tangents and Clamped Tangents, with
additional features that prevent animation values from overshooting or undershooting
keyframes.
o Flat tangents set on a curve with Weighted tangents
o Plateau tangents ease animation curves in and out of their keyframes like spline
tangents, but also flatten curve segments that occur between equal-valued keyframes
like clamped tangents.
o Flatten the curve at local minimum and maximum values to prevent overshooting.
o Example: A ball rolling off a table and falling naturally without dipping below the
floor.
In Tangent and Out Tangent Menus
You can adjust these tangent types per keyframe in Maya preferences.
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The Dope Sheet is an animation editor in Maya that is similar to the Graph Editor. Instead of
displaying curves, the Dope Sheet displays key times as coloured rectangles and lets you edit event
timing in blocks of keyframes and synchronize motion to a sound file.
Bake Channel:
The Bake Channel operation generates a new animation curve for a selected attribute. It calculates
this based on the inputs contributing to that attribute, simplifying complex animations with multiple
influences.
AVI Clip
Maya supports AVI (Audio Video Interleaved) clips, which are essentially a series of bitmap frames
resembling a movie. However, note that AVI clips loaded into animation controls cannot contain
audio.
Tool Bar
Animation Control
Between the Range slider and the Animation Preferences button are the current character control
features and the Auto Key button.
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Time Slider
Click in the Time Slider area and drag left and right to “scrub” the animation back and forward in
time.
Range Slider
You can toggle whether the Range Slider is Displayed or hidden by selecting Display>UI
elements>Range Slider.
Playback Start Time This shows the current start time for the playback range. You can change it by
entering a new start time.
Playback End Time: This shows the current end time for the playback range. You can change it by
entering a new end frame.
This lets you control the playback range of your animation up to the limits of the Animation start/end
settings.
You use the Preferences dialog box to change values for the animation timeline and playback.
Terms in Animation
Frame Rate
Frame rate is the first aspect of animation. By default, Maya sets your animation to Film, which plays
at 24fps.You use 30fps in the United States and 25fps in other countries.
Range
The range of an animation determines the total length in frames. Then, multiply the animation’s
length in seconds by the frame rate .For e.g. in this case you are using 24fps and animation length is
of 2seconds.
Setting Keys
You can set a Key by selecting Animate >Set Key. The attributes set by this menu item depend on the
set Key option settings.
Path Animation
you create a NURBS-based curve and then attach an object to it in your scene.
The object then follows the curved path to simulate motion.
You can choose at which time the object is positioned at any point along the path, so the object
can reverse itself, pause, or oscillate, if you want.
The object automatically rotates from side to side as the curve changes directions. If the object is
geometry, it can also be automatically deformed to follow the contours of the curve.
you can also set the total time for your animation, the size of the timeline, and other related
features.
Nonlinear Animation (NLA) lets you create and combine animation sequences (called clips)
without being tied to a specific timeline.
Instead of adjusting each keyframe, you can work with entire clips—like a walk cycle or a
wave—and layer or blend them together.
For example, you can create a walking animation and add a separate waving animation on top
without affecting the walking.
This allows for easy adjustments and reusability of animation parts, making it more efficient than
traditional keyframing.
Graph Editor
The Graph Editor in Autodesk Maya is a powerful tool used to view and adjust the animation
curves of your keyframed attributes.
It provides a visual representation of how animated values change over time, displayed as a
curved line.
Time runs horizontally (left to right), representing the progression of the animation.
The Y-axis shows the values of the animated attributes (e.g., position, rotation).
Keyframes are shown as points on the curve, and the line between them represents the
interpolation or transition over time.
Adjust the timing and smoothness of your animations by modifying the curves.
Zoom and pan to focus on specific parts of the animation.
Fine-tune the values and movement to ensure precision.
To open the Graph Editor as a free-floating window, go to Window > Animation Editors > Graph
Editor
The Graph Editor menu bar contains tools and operations for manipulating animation curves
and keys with in the graph view of the Graph editor. The Edit menu is similar to the one in
text editors or word processors, except that you’re working with keys instead of text.
The menu’s items appear under Edit menu behave in a similar fashion to the main Edit menu
This menu controls which components are visible, and therefore editable, in the graph view
These options control which component of an animation curve is available for selection and editing.
The Curves menu gives you control over how the curves are set up with the keys in your scene.
This menu includes Tangents which causes the manipulation of an in or out tangent handle.
This describes the entry and exit of curve segments from a key.
The List Menu
Trax Editor
The Trax Editor is a tool in Maya used for managing and editing animation clips, allowing you to
layer, blend, and synchronize animations.
The Trax Editor is a high-level animation tool that lets you select and control characters and their
animation clips, layer and blend animation sequences, synchronize your animation and audio
clips, and drag-and-drop animation clips between mapped characters.
The trax editor is an inbuilt component in Maya similar to a video editing software like Adobe
Premier or FinalCut.
There are many ways to get to the trax editor - In the Panels tab – Panels – Saved Layouts –
Persp/Trax - Windows – Animation Editor – Trax Editor
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