Preferences
(Reset your interface to its default setings)
- Turn on all your menus. Display all your menus.
- Turn on all of the workspace options (Default Maya interface)
- – MAIN || Display > UI Elements > Show All UI Elements
- Change the Attribute Editor setting. Have the Attribute Editor in it’s own window (Does not Apply)
- Infinite Undo Option
- – MAIN || Window > Setting/Preferences > Preferences
- – [HIGHLIGHT] Categories > [HIGHLIGHT] Undo
- – Set options to Infinite
Organize Your Scene
(Place objects logically into hierarchy to organize your scene. Ex. Environment Group / House Group / WoodLogs Group / etc.)
- Hierarchy
- – Consists of grouping child nodes under parent nodes. When transforming a parent node, all its children will inherit it’s transformation.
- – Open the Outliner : MAIN || Window > Outliner
- – The first 4 items are always your default cameras
- Groups. Create a groups in your Outliner Window
- – [HOLD SHIFT] + Select all your items you want into a group. Here select all your items excluding lights and cameras in your Outliner. MAIN || Edit > Group
- – Shortcut to Group Items: CTRL + G
- – DBL CLICK on the group and name it environmentGroup
- (Note: New Groups have it’s pivot placed at the origin. Origin meaning center of stage XYZ:0,0,0)
- Organizing Hierarchy
- Parenting objects
- – Parent the wood logs in the fireplace to the chimney.
- – Select the wood logs/woodStack then CTRL + CLICK on the chimney
- – Parent: Press P. When parenting objects make sure the object being parented to is the last item selected.
- Completing the hierarchy
Understanding Inheritance
- Freezing transformations
- – Select environmentGroup
- – MAIN || Edit > Select Hierarchy (selects all objects within group)
- – MAIN || Modify > Freeze Transformations
- (This resets all the transformations so it’s attributes are at it’s default. This allows for easy animation)
- Center Pivots
- It’s a good idea to center your pivots on all our objects.
- – Select the environmentGroup
- – MAIN || Edit > Select Hierarchy (selects all objects within group)
- – MAIN || Modify > Center Pivot
- Child values
- When you transform a parent object, none of it’s children’s value’s change.
- – Select the houseGroup.
- – translate it’s position. Notice how none of it’s children’s values change.
- Pivot Placement. Moving the pivot.
- – Select the move tool.
- – Press the [INSERT] key to move the pivot point. Press it again to lock it in place.
- – Move Pivot: Hold D + CLICK and drag pivot to location.
- Note: How the axis crossbars change appearance when you modify the pivot
Animating the Door
- Door Group
- – Select the wood planks hat are apart of the door.
- – Group the planks and name it doorGroup.
- – MAIN || Modify > Center Pivot
- – Move Pivot: Hold D / Press [INSERT]. Move the pivot point where you think the hinges of the door will be.
- – Test the door by selecting doorGroup and rotating it on it’s y-axis.
- – Return it to it’s default position once you are done.
- The timeline. Animating the door.
- Determine how low you want your animation to be.
- Maya plays animation at 24fps. So if you want your animation to be 1 sec, then you need 24 frames.
- Setting keyframes
- – Move the scrubber to frame 1. Press the first frame button from the playback controls to do so.
- – Select the doorGroup
- – make sure all rotation and translation values are a 0.
- – Change MAIN menu to Animation: Press F2
- – Set a keyframe on frame 1: ANIMATION || Animate > Set Key or S.
- – Go to frame 25. Type 25 in the current frame field right of the timeline.
- – Rotate Y: 125
- – Deselect the rotateY and set a keyframe at frame 25
- Playback Preferences
- Tweak the animation
- – Make sure doorGroup is selected.
- – Drag keyframes on the timeline: SHFT + CLICK (on frame with keyframe. it will highlight red) Then CLICK + DRAG (red portion) to frame 15.
- – Go to frame 35
- – Rotate Y: 140
- – RMB + CLICK over rotateY in the Attribute Editor window.
- – Select Key Selected.
- – Key Selected: sets a keyframe on every selected object.
- – TIP
- Set Keyframe only to translation: SHFT + w
- Set Keyframe only to rotation: SHFT + e
- Set Keyframe only to scale: SHFT + r
- To Delete keyframes:
- – select keyframe
- – RMB + select Delete
- The Graph Editor Window
- Allows you to see every keyframe and edit the curves
- – Select the doorGroup
- – ANIMATION || Window > ANimation Editors > Graph Editor
- – Frame the doorGroup on the stage. Frame Selected Object: Press a.
- – Graph Editor navigating
- – Dolly: ALT + RMB CLICK DRAG
- – Track: ALT + MMB CLICK DRAG
- – Constrain Dolly: SHFT + ALT + RMB CLICK DRAG
- – Constrain Track: SHFT + ALT + MMB CLICK DRAG
- Selecting keyframes. How to modify and move he curves for animation.
- – In the graph editor window, select the curve for the rotateY.
- – Select the move tool and MMB + CLICK DRAG on the curve to a new point in time. Or select just one of the keyframes and MMB + CLICK DRAG on the keyframe to just move that.
- – Constrain movement: SHFT + MMB DRAG to move keys around the graph editor window.
- Modifying keyframes
- – Select the first and last keyframe
- – GRAPH EDITOR || Tangents > Flat
- –
- – How to modify the Tangents of a curve. Select one side of the keyframe’s handles
- – MMB + DRAG on the ball end of the handle
- Traversing a hierarchy. Navigating through the Outliner menu with arow keys
- – Select the plank of the door.
- – Open the Outliner to see the selection process.
- – Press UP ARROW. This moves your selection to the parent of our selected object which is doorGroup.
- – Keep pressing UP ARROW and it will select the parent of doorGroup which is wallGroup.
- Traversing hotkeys
- – Parent: UP ARROW
- – First Child: DOWN ARROW
- – Next Child: RIGHT ARROW
- – Previous Child: LEFT ARROW