Computer
Autodesk Maya
search
Autodesk Maya
Precautions
Non-Medical
Not for Medical Care
The author uses several software packages and programming languages to develop FPnotebook content
For convenience, a dozen pages in FPNotebook are dedicated to quick notes on content creation
Technique
Viewport Navigation
Mouse
Alt-LMB: Tumble
Rotate viewport around the selected object (in perspective view)
Alt-MMB: Track
Pan the viewport left, right, up and down
Alt-RMB: Dolly
Zoom in and out of viewport
MMB scroll will also zoom, but with larger increments
Frame Objects
A
Frame all objects in active panel (or shift-A to affect all panels)
F
Frame selected object in active panel (or shift-F to affect all panels)
Marking Menus
Space Bar (single press)
Toggle between single view and multi-view
Space Bar (hold)
All Menu Items displayed in screen overlay
Click and hold to open a sub-menu
Click and hold the central "Maya" button to change view
RMB (click and hold)
Context sensitive selected object related options (including sub-object selection)
Shift-RMB (click and hold)
Context sensitive manipulation tools for the selected object (e.g. mesh tools)
Object creation menu, If no object is selected
Ctrl-Shift-RMB
Change orientation axis (Object or World) and Symmetry options
Axis and Symmetry may also be changed from the modeling toolkit
Property Windows
Ctrl-A
Toggle between Channel Box/Layer Window and Attribute Windows
Display > Grid
Typically set units to cm in preferences and design/build 1:1 with real dimensions
Exception: Very large or microscopic scenes
For buildings, set in meters
Engineering Set-up (marks at 1 unit and 10 unit)
Length and Width: 50 units
Grid Line Every: 10 units
Subdivisions: 10
Consider changing grid lines color to black and subdivision color to dark gray
Orthographic grid numbers: Align Edge
Technique
Object Selection and Manipulation
Object and Component Selection
LMB
Selects object
Ctrl-LMB
Deselects object
Shift-LMB
Adds object to selection
Shift-LMB and Drag
Clones object
Component (Vertex, Edge, Face) Selection
Shift-Double-Click (nothing selected before)
Selects all components in the object
Shift-Double-Click (adjacent component already selected)
Selects an edge, vertex or face loop
Shift-Double-Click (non-adjacent component already selected)
Selects components between the two selected components
Shift >
Expand Selection
Shift <
Contract Selection
Tools
Q
Select Tool
W
Move Tool
E
Rotate Tool
Hold down j-key when rotating object to constrain angle
R
Scale Tool
Hold down Ctrl key while clicking an axis arrow, to scale in then other two, unselected, axes
Other modifiers and pearls
Arrow Axis Colors (Move, Rotate, Scale)
Red, Green, Blue (RGB) = X, Y, Z
Manipulator Size (use +/- keys to increase or decrease)
Use with snapping keys (C, X, V) to constrain
Ctrl-MMB moves selected vertices along their normals
Set the Selection Constraints (Modeling Toolkit Window) to Angle = 1 degree
Allows for selecting planar surfaces (face selection)
Double click the tool in the left tool bar to open property window (e.g. reset and modify behavior)
Alternatively, Hold down the Tool Shortcut Key (e.g. W) and LMB for marking menu options
Axis orientation may be changed from object to world, normal...
Vertices may be moved while constrained to surface (transform constraint, esp. with tweak mode)
Analogous to creating objects or components on a live surface
Tweak mode allows for single click selection and moving of components
Step snap allows for movement in increments
Preserve UVs allows for model minor modifications while simultaneously updating the UVs
Object and component selection
F8
Switch to and from object mode
F9
Select Vertex (or alt-F9 to select vertex face)
F10
Select Edge
F11
Select Face
F12
Select UV
Other modifiers
Switch between component selection types (vertex, edge, face) also with modeling toolkit, marking menu
Change selection to other sub-component type (e.g. selected face to selected vertices)
Ctrl-Click the sub-component type in the modeling toolkit
Backface Culling (polygon menu)
Turn off to select only the front faces
Snapping (hold down with manipulation tools to constrain movement)
C
Snap to curves
X
Snap to grids
V
Snap to points
J
Incremental snapping (move, rotate, scale)
D
Toggle on and off object's pivot point manipulator
May combine with snapping keys (C, X, V) to constrain
Miscellaneous
Ctrl-1
Isolate selection
Ctrl-T
Show transformation control (e.g. bend modifier)
B
Toggle on and off soft selection
B+MMB
Move the mouse left or right to decrease or increase the brush size
Measure Tools
Menu "Create > Measure" (e.g. distance, angle) will place locators and calculate measurements between points
Technique
Organization and Hierarchy
Organization and Hierarchy: Keyboard Shortcuts
Ctrl-G
Group selected objects
P
Parent selected objects under the last selected object
Shift-P
Unparent selected objects
Ctrl-H
Hide selection
Shift-H
Show Hidden Selection (when selected in outliner)
Organization and Hierarchy: Outliner
MMB
In outliner, MMB click and drag objects in and out of groups
Shift-Click
Select all objects between 2 clicks
Ctrl-Click
Add or subtract object from selection
Technique
Object Editing
Object Editing: Keyboard Shortcuts
Ctrl-D
Duplicate selected object(s)
Shift-D
Duplicate and Tranform selected object (by same amount as prior duplication was manipulated)
Duplicate Special (edit menu > duplicate special option box)
Allows for duplication of objects AND their history (check "input graph")
G
Repeat last operation
Ctrl-E
Extrude
Object Editing: Modeling Toolkit
Multi-cut Tool
Do not forget to turn the tool off
Ctrl + Multi-Cut Tool
Insert Edge Loop
MMB + Multi-Cut Tool
Place cut midway between adjacent vertices
Ctrl + MMB + Multi-Cut Tool
Place edge midway between adjacent vertices
Other modifiers
For any selected modeling tool, a tool property window opens at bottom of the modeling toolkit
Smoothing and Harder Edges
Bevel Tool (Modeling Toolkit)
Select edges and click to create a beveled edge
Insert edge loop (or Ctrl + Multi-cut Tool)
Reinforces an edge (avoids smoothing an curvature at the site of the edge)
Crease Tool (polygon tool)
Select an edge or vertices and apply crease tool create a harder edge
Harden Edge (mesh display menu) or Soften Edge
Sets the normals to give a harder edge (or softer edge)
Unlock normals first (otherwise will not work)
Normals
Reverse
Flips the normals to face the opposite direction (facing outside or inside)
Conform
Corrects isolated faces that are facing opposite that of most other faces on the same surface
Curves
CV Curve Tool
Among the easiest tools to lay down curve points
Rebuild Curves
Reset options, and select Curvature (will evenly space control points, while still maintaining curve)
Surf
aces
Revolve
Will revolve selected curve around pivot point in specified axis (Y is default)
Good quality polygon output setting: Polygon, quads,
Gene
ral, per-span (adjust U and V numbers)
When output to nurbs, allows for animating the sweep angle attributes
Partial output selection allows for animating what part of the curve is included in the revolve
Component pearls
Add Subdivisions
Increase subdivisions for sculpting, randomize vertices (but does increase polycount/size)
Increase using the shape node soon after creating basic polygon (avoid this method after deformations)
Increase with "insert edge loop tool" which can add multiple evenly spaced divisions
Keep the polygons as squares (instead of irregular rectangles)
Adjust the number of edge loops using the attribute window even after creation
Align vertices
Select vertices and use the scale tool (in the desired axis) to align with one another
Scaling
selected components on multiple objects at same time
Ctrl-MMB drag and each object's components are scaled independently
Randomize vertices (Transform Tool)
Select vertices, choose menu option "Edit Mesh > Transform Tool" and move the vertices
In the tool options box, attribute window or channel box, increase the random attribute from 0
Techniques to make areas of the mesh unique
Select a group of vertices, shift-RMB > Average Vertices (modify iterations as needed)
Booleans
Two workflows to avoid messy geometry
Add topology before boolean and each object has similar/aligned subdivisions OR
Boolean objects and the then remesh and retopologize (much simpler)
Boolean with Remesh/Retopologize
Create the objects with booleans
Select main object to be acted upon
Shift Select object to cutaway (difference) or union
Mesh > Booleans > Difference (or union or intersection)
Repeat boolean operations as needed
Delete History
Recreate the geometry
Mesh > Remesh (or on Poly modeling shelf)
Creates triangles
Increase collapse threshold to reduce geometry yet maintain shape
Mesh > Retopologize (or on Poly modeling shelf)
Create quads
Reduce target face count yet maintain shape
Mesh > Reduce (or on poly modeling shelf)
Adjust percentage (default is 50%, which is typically adequate)
Technique
Viewport and Object Appearance
Selected Object Smoothing
1
Non-smoothed object display
2
Smoothed with edges displayed
3
Smoothed without edges
Viewport Display
4
Wireframe (unshaded)
5
Shaded Display
6
Shaded Display with texture maps
7
Shaded, texture maps, and all lighting (no default lighting)
Mesh Display - Object smoothing
Modifies the model (unlike the viewport only changes), but does not increase geometry
Menu: Mesh Display - Smooth Edges
Management
Customizing Shortcut Keys
Ctrl-3
Outliner Window
Ctrl \
Delete History
Ctrl /
Freeze Transformations
Alt-X
XRay display of selected objects
Ctrl-Alt-X
XRay display of entire scene
Ctrl-0
Align pivot to object center
Ctrl-Alt 0
Align pivot to world origin
Management
Rendering Arnold
Arnold GPU Rendering (beta)
GPU rendering is much faster (up to 10 fold)
Start by Pre-populating GPU Cache
Arnold > Utilities > Prepopulate GPU Cache
Modify Render Settings
System Tab
GPU Settings - Render Device: GPU
Render Settings
Auto-Detect Threads: Off
Threads: -2
With -2, Renderer will use all but 2 threads (cores)
Could set number of threads to use with a positive integer
Arnold Renderer Tab
Faster rendering on GPU allows for increasing sampling and rays for higher quality rendering
Render Window
May need to resize window to eliminate artifacts
Arnold Renderer Viewport Options
Render >Save UI Threads > 2
Management
Rigging, Skinning and Animation
Start with humanoid, symmetric model
Scale model to the size of cube with height in cm (man 175 cm, woman 165 cm)
Delete by type history
Freeze transformations
Skeleton > Quick Rig > Step-by-step
Geometry
Select all model geometry and click add (+) button
Guides
Polygon Soup
Resolution 256
Create/Update Guides
User Adjustment of guides
Move the guides (using front and side views) to correspond to joints
Position one side (e.g. left)
Shoulder
, elbow and wrist and click the mirror to right button
Position one side (e.g. left) hip, knee and anke, foot and click the mirror to right button
Position the four thoracic and
Lumbosacral Spine
guides
Position the cervical neck, clavicle and head guides
Skeleton and Rig Creation
Skeleton and Rig
Gene
ration Defaults (T-Stance, Mirrored, skeleton and control rig)
Click Create/Update
Skinning
Alternatives to skinning
Parenting geometry to skeleton
Setting geometry constraints to skeleton
Increase Joint Size (Display > Animation > Joint Size)
Combine Object geometry in preparation for skinning
Select all model geometry
In Modeling Setup, select Mesh > Combine
Delete History by Type
Bind Skin
Select skeleton and model
Click bind button in quick-rig dialog or in Rigging Setup, Skin > Bind Skin OPTIONS
Joint Hierarchy
Bind Method: Geodesic Voxel
Skinning: Classic Linear
Normalize Weights: Interactive
Max Influences: 2
Paint weights
Right Click in viewport, Paint > SkinCluster > Paint Weights (object will appear black)
Open the tool settings (right sided dialog)
Display > Show Wireframe > Off
Hide Skeleton to avoid selecting joints
Select a joint (e.g. hand)
Select Mode Approach (preferred)
Change mode to selection
Select vertices in orthographic view (top, front or side)
Grow selection (>) to select entire influenced region
Change mode back to paint and click the "flood" button
Alternatively, Windows >
Gene
ral > Component Editor
Click Smooth Skins
Select the column of weights that reflects the selected vertices
Set the column to desired weight (0 to 1)
Paint Mode Approach (alternative)
Set Weight type: skin weights and value: 1
Paint operation: replace or add
Paint areas distal to the joint white to indicate influence of that joint
Skin > Mirror Skin Weights > options
Default settings typically work for left to right body (YZ, positive to negative)
Applying Motion Capture
In Human IK window, select Character: None
Import Sample or Motion Capture (e.g. from Rokoko Motion Library Window in Maya)
Choose the character again
Assign Source: Motion Capture Animation
Right Click top left icon and choose Bake > Bake to Rig > Options
Select all the joints in the Human IK Control (controls will outline in blue)
Check Selected, All keyable and uncheck shapes, channels, control points
Walk Cycle (e.g. 32 frames total)
Contact Pose (frame 1 and 32)
Select the ankle
One ankle translated in front (e.g. left) and one in back (e.g. right) and set key frames
Adjust the foot bend against the ground
Rotate the hip (e.g. 10 degrees in X-Axis) so that the hip is rotated toward the front leg
First frame and last frame should be the same (copy position from first to last)
Opposite Pose (frame 17)
Copy the left ankle (frame 1) to the right ankle (frame 17), repositioning the X-translate and set a key
Repeat for the right ankle (frame 1) to the left ankle (frame 17)
Rotate the hip the other direction (e.g. -10 degrees in X-Axis)
Passing Pose (frame 9 and 25)
Front foot translate Z curve should be a linear tangent
Front foot (e.g. left) should be planted on ground with foot flat at frame 9
Raise Hip to a point that the planted leg is still slightly flexed and set key
References
Bhaumik Patel (2017) Fast Animation and Rigging in Maya 2017, Udemy
Management
MASH (procedural animation)
Basic steps
Create a base object (e.g. cube)
MASH > Create (options)
Choose Mesh to start with
May change later to instance for more complicated, high geometry scenes
Nodes created by default
Waiter node (e.g. MASH1) is the main node to add other nodes
MASH Distribute node (allows for various basic distributions of the object)
Node structure may be viewed in Node Editor Window
Nodes
Random
Randomizes the starting position, rotation, scale for objects
Signal (previously Noise)
Animates random position, scale, rotation changes
May use a falloff object to control when and where the noise node is applied
ID Node (multiple objects)
MMB drag objects from the outliner into the MASH Repro node object list
Add the ID Node in the MASH waiter
Change the ID Node settings (e.g. randomize object selection)
Color Node
Will vary the vertex color for the different objects in the scene
Choose a base color with an HSV value around 0.6
In the random variation selectors choose 0.1 for hue, 0.2 for value or similar low values
Arnold rendering of color
In MASH Repro Mesh, check "export vertex colors"
Assign Arnold Shader, and in Diffuse Color, set to aiUserDataColor node
In aiUserDataColor, set Color Attr Name to "colorSet"
Time Node (animate deformations)
Create an object with enough geometry for deformation (e.g. cylinder with height 10, height segments 10)
Deform > Non-linear > Bend with curvature of 90
Select the animated base object (e.g. cylinder) and MASH > Create MASH Network
Modify the distribution (e.g. grid, well spaced)
Add Time Node
Note, that MASH objects will not play animation until the time node is applied
Set the animation start and end to match the object animation
Set stagger frames (with or without random) OR
Control the animation with falloff object
Set strength mode to Animation Frame
Right click in Falloff Object and "create new"
Modify the scale and animate the position of the falloff object
Delay Node (animate position)
Create a simple base object and create a MASH network
Change the distribute node to linear, with distance 0 for all settings (overlapped objects)
Add a
Signal Node
to add a small amount of noise to the position
Add Delay node, and right click within "Leader: Target" and choose "Create"
Set Delay Mode to Follow the Leader (default)
Animate the position of the MASH_delay_locator
Adjust the MASH delay settings (time step ave, time variance and offset)
Orient Node (e.g. flying cones)
Create a simple cone and move up in Y so that its base rests on the XZ Plane/Grid
Select the cone and Ctrl-G (to Group) to create a 0,0,0 translation
With the cone containing group selected, create a MASH network
Change the MASH distribute node to have no distance, scale or rotation in any axis
Add a
Signal Node
for noise (with time scale at 0.1 to 0.2)
Set playback speed to realtime
Add an orient node with mode set to velocity
Curve Node (e.g. square trains following a track)
Create a closed curve (e.g. modified circle)
Create a simple object (e.g. cube)
Create a MASH network
Change the distribution to 20-30 objects, and no distance, scale or rotation in any axis
Add a
Signal Node
for noise
Add a curve node, and MMB drag the nurbs curve (e.g. circle) into the input curves box
Trails Node (e.g. tadpoles swimming)
Create a simple object (e.g. cube), MASH network, distribute grid (e.g. 4x4x4), signal noise
Set playback speed to "play every frame"
Add trails node
Replicator
Creates multiple instances of a MASH network
Texture Controlled Networks
Create a simple object (e.g. cube), Mash network, distribute grid 8x8
In distribute node
Click strength map and assign either an image or built in pattern (e.g. texture)
Black is hidden
White is fully displayed
Set the strength checkbox for scale, but uncheck position and rotation
Set the Map projection access to Y
Right Click in the MapHelper box and choose create
Text
Create Polygon Type with big, bold font
Type
Geometry settings
Increase Curve Resolution (e.g. 8)
Filter colinear points
Deformable Type
Decrease edge divisions 10
Max edge length 1
Refine threshold 4
Bevel
Enable outer bevel
Bevel distance 0.1
Extrude offset 1
Bevel divisions 3
Select Type
Delete by type > History
Mesh > Separate
Select all type polysurfaces, then modify > center pivot
Select all type polysurfaces, then modify > bake pivot
Moves world space coordinates into the transform attributes
Select each letter polysurface individually, and press Ctrl-G to group each letter in its own group
Maintains its transform, but the containing group has no transform
MASH
Select all type polysurfaces, and MASH > Create Mash Network
Add Mash > Id node
Mash Distribute > Select Distribution Type > Initial State
Animation
Add a
Signal Node
(and adjust the position, scale, rotation)
Animate the random strength from 1 (max) at the start, and 0 at a later frame
Add a spring node and adjust damping
Audio Node
Set the number of animation frames to match the audio file length
Create a simple object (e.g. cube) and create a MASH network
Distribute node > grid with one row (e.g. distance 40,1,1 and gridXYZ 30,1,1)
Add Audio node, and select position y as the animated property
Drag or select an audio filename into the Audio Node > Filename
Also import same audio file to scene and set timeline to play realtime (not every frame)
Add a spring node to smooth out movement
Add a color node (and set the color to a hue, saturation 1, value 0.6)
Confirm output attribute > color per vertex is checked
Assign a ramp (white at left, black at right) to strength map
Set map projection axis to X
References
Pagano (2016) Maya Motion Graphics Workflow with MASH, Pluralsight
Management
Scripts
Precautions
Quotes are back-ticks ( ` ) and not single quotes ( ' )
Center World
$obj=`ls -sl`;
move -rpr 0 0 0 $obj;
Management
Export
Export for Unity
In Maya, use Blinn Shaders for exported models
Maya units default to cm and Unity to meters
Model may appear absent on unity import
In project assets select object and in inspector > model scale factor = 100 (uncheck convert units)
Management
Medical Model Recipes
Backdrop (cylcorama)
Plane with enough resolution (e.g. 100x100)
Bend modifier to curve upwards (deform > nonlinear > Bend)
Cells
Create a simple poly cube object without divisions
Mesh > Smooth (2 divisions for simple cell surface, 4 divisions for complex cell surface)
Object attributes, Mesh Smooth, check Mesh Smooth Preview
Cell with rough surface
Create cell as above
Select all vertices (F7, drag select all)
Shift-RMB > Transform Object (set random = 1)
Move tool (W) - drag vertices small distance
Resources
Medical Animation with Maya (Emily Holden, Lynda.com)
https://www.lynda.com/Maya-tutorials/Maya-Fundamentals-Medical-Animations/704111-2.html
SciArtNow (Annie Campbell, Emily Holden, et. al.)
https://sciartnow.com/illustration
References
Introducing Autodesk Maya 2016 (Dariush Derakhshani)
https://www.amazon.com/Introducing-Autodesk-Maya-2016-Official/dp/1119059631/ref=asc_df_1119059631/?tag=hyprod-20&linkCode=df0&hvadid=312045876164&hvpos=&hvnetw=g&hvrand=4675020260554213835&hvpone=&hvptwo=&hvqmt=&hvdev=c&hvdvcmdl=&hvlocint=&hvlocphy=9052331&hvtargid=pla-449755900489&psc=1
Type your search phrase here