Maya Fundamentals

 

Getting Started with Maya

Starting Maya

Getting help

On-line documentation

Alias web site, tutorials, tips, techniques                             

 

The Workspace

Menu sets

F2 - Animation

F3 - Modeling

F4 - Dynamics

F5 - Rendering

                         
Menu entries, menu option settings

Many commands offer user-specified options and settings

Tear-away menus

Shortcuts (i.e. Save scene: CTRL-s, Help: F1)
 

Status line

Commands and settings represented as icons

Can expand and collapse grouped sections
 

Shelf

Commonly used tools, current tool

Commands, operations as icons

Can create customized shelves
 

Tool Box

“QWERTY” transformation tools

Selection, Lasso selection

Translate, Rotate, Scale

Last tool used

Quick layouts

Iconic representation of panels and layouts

Each panel contains different “view” of scene

Multiple panels create different layouts

Layer editor

Layers used to group objects for viewing/rendering/templates
 

Workspace

View scene from selectable panels

Panels can be arranged in different layouts
 

Channel Box/Attribute Editor

Provides access to values representing scene elements
 

Timeline (animation controls)

Time slider, current frame, playback

Range slider, start/end frames (scene, playback)

Auto key setting, Animation preferences
 

Command Line

Enter MEL commands (Maya Embedded Language)

Virtually every command can be executed with MEL language

System feedback line
 

Help Line

Useful information, instructions, system information
  

Display (Display->UI Elements)

Selecting specific elements

Hiding all elements

Hiding menu bars in main window and panel (Window->Settings/Preferences->Preferences)

Question: Why might we want to hide all user interface elements?
 

Hotbox

Press and hold spacebar

UI elements as a semi-transparent pop-up menu set

Useful when hiding UI elements and faster access

Completely customizable

Access to main menus and marking menus

 

Marking menus

UI elements as a pop-up menu set

Also customizable

 

XYZ coordinate space

Reference system to position and locate elements (i.e. model, camera, light)

Three dimensional space represented by three orthogonal axes (meeting at right angles)

X axis – representing width, horizontal position

Y axis – representing height, vertical position

Z axis – representing depth, into/out of screen

Maya assists in identifying each axis with separate color

Red – X axis

Green – Y axis

Blue – Z axis

Axes originate at common point called the origin; represents 0.0,0.0,0.0 in X, Y, and Z

Axes also called “world axes” or “global axes”; describes position relative to the “world”

Objects contain their own coordinate axis called “local axes”; describes position relative to itself

Graphical representations of the world space positive axes can be viewed in two ways

Display->Heads Up Display->Origin Axis (world axes drawn at origin in world)

 

Display->Heads Up Display->ViewAxis (world axes drawn at bottom-left corner of view window)

 

Units and Coordinates

XYZ space divided into units for measurement and positioning

In virtual, simulated space, units can represent anything we like (i.e. centimeters, yards, …)

If working from exact blueprints or architectural plans, can specify units

Windows->Settings/Preferences->Preferences, Settings, Working Units

Units are represented in a plane on the XZ axis used as a “ground plane” reference

Grid options including number of unit lines to show, length of plane, etc… (Display->Grid options box)

Positions are measured in units from the origin termed coordinates

Positions are represented using this XYZ coordinate system as a triplet (X, Y, Z)

(1.2, 1.9, -2.6)

1.2 units in X from the origin

1.9 units in Y from the origin

-2.6 units in Z from origin

 

 

Cameras and Views

By default, four cameras in different positions and projection type are create in any scene

Orthographic Projection - three cameras represent the view of your scene in orthographic projection

Scene elements are projected onto a 2D view plane using parallel projection lines

Elements “farther away” from the 2D plane are same size as elements closer

Useful for exact positioning

Top view (“birds-eye”, views from top looking down on XZ plane)

Front view (views from front looking forward at XY plane)

Side view (views from side looking to the side at YZ plane)

 

Perspective Projection - one camera simulating “real-world” viewing

Scene elements are projected onto a 2D view plane using lines converging to a point

Elements “farther away” from the 2D plane are smaller than elements closer

Creates sense of “foreshortening”

Useful for simulating real-world viewing projection

Perspective View (views world with foreshortening)

 

Showing cameras

Cameras (including the default cameras) can be shown in views

Display->Show->Cameras, Display->Hide-Cameras

Three orthographic cameras (top, side, front)

 

Perspective camera

 

 

Moving cameras

Changing camera position and orientation changes view of scene

Alt+Left Mouse Button: Tumbling (rotates camera around origin)

Alt+Middle Mouse Button: Tracking (translates camera up/down, right/left in view plane)

Alt+Left and Middle Mouse Buttons: Dolly (translates camera in/out of view plane)

Previous and next camera views can be toggled using [ and ] keys

 

 

Saving camera views

Camera views can be saved by creating bookmarks for later retrieval

In selected camera view panel, View->Bookmarks->Edit Bookmarks…

Bookmarked view is displayed and can be retrieved, View->Bookmarks->Edit Bookmarks…