Showing posts with label tips. Show all posts
Showing posts with label tips. Show all posts

Saturday, January 5, 2008

Maya Tip of the Day #4

The subtitle for this post is, "Getting To Know Maya 2008."

I'd planned on being cautious about moving into Maya 2008 on this project. It started, back in the "way-before time" on Maya 8. We were wishy-washy about moving onto 8.5, so wishy-washy in fact that Maya 2008 was out and about by the time we upgraded to 8.5.

Well, lo and behold, I look at James' latest post and, "what the hell!?!" Holmes is rocking the bird in fully up-to-date '08 style. Thusly, I'm happy to present the following post.

Unlike James, who's actually working in the program, I've only opened it a few times and clicked around on some of the "What's New" links. Two things that are new, that've drawn my eye, are the Poly Smooth and the "X-Ray Active Components" shading option.

I've not yet spent much time with the new Poly Smooth but it may be usable enough to replace the Connect Poly Shape scripts that I've come to know and love. Well, maybe not entirely replace them as they do lot beyond simply creating a smoothed proxy but it looks like a nice little addition to the toolset. I look forward to putting them to a more extensive test. The ability to quickly toggle the low-poly cage on-and-off, and to manipulate either it or the higher-poly model is great.


As to the new X-Ray shading option, I think it works for me.

When I'm modeling, I spend a lot of time jumping from X-Ray to regular flat shading. I'm always having to check if I've selected an extra face here or a stray point there. The gesture to toggle X-Ray shading via a marking menu is pretty damn ingrained in my workflow at this point. But this new shading option, which doesn't X-Ray the entire shape or scene but only the selected components, it's pretty clean. One of the tenets of creating usable interfaces is, "only show the things that are important At This Moment." The old X-Ray option, when you were trying to check your selection, showed more than you needed to see. It showed you what you didn't want selected as well as what you did want. Too much information.

Having said all that, I don't think I'll take the old X-Ray out of my toolbox entirely. This new option won't do anything for you if you're trying to add to your selection. In that instance, X-Ray is just what you need.

Okay, I've gone on long enough on very small subjects, but stay tuned for further "Getting To Know 2008" posts in the near, or far, future.

Cheers.

Saturday, November 24, 2007

Modeling Tools (Maya Tip of the Day #3)

Today we'll be looking, briefly, at two tools. The first is from the Maya Bonus Tools toolset.

There are a ton of Bonus Tools. I installed them all when I had the option to because, well, why the hell wouldn't I? They're tools and they're bonuses. I like both. But there are so many that I spent more time being daunted by the long list than I do actually using them.

(that's like 30 tools or something!)

I'm sure there's documentation for all of these but I've not looked for it. What I was looking for though was a way to pivot a piece of geometry around one of its edges. It's a window shutter on a building I'm modeling and I had it placed right where I wanted it, then decided that I wanted it open, just a little bit. I knew I'd downloaded a 3rd party tool that was built for this but I couldn't remember what it was. So on a lark, I checked the Bonus Tools.

It's in there. It's called "Move Object Pivot To Component Center." It's a long name but it does just what it says. I selected the edge I wanted, ran the command and voila, the shutter was cracked open. After that, a quick Center Pivot gets things back to normal. That one's heading to a marking menu soon.

After finding that, I was still wondering what tool I'd previously found to do this. Well, it's Local Tools by Henry Korol. It's actually in one of my shelves but because I've yet to make custom buttons for my shelves, it gets lost easily.

The good and bad thing about Local Tools is that it's way more powerful than the Move Object Pivot bonus tool. The good part of that is, well, it does more. The bad part is that it does so much more that it's really worth reading online documentation. I've not done that yet but I've bookmarked the page. I'm sure that it's going to be part of my modeling repertoire soon.

Cheers.

Thursday, November 22, 2007

Marking Menus

I'm not all that stoked on my building models just yet so no pics of them today. I thought, instead, that I'd share my custom marking menus.

I have three marking menus set up, bound to Option + 1, Option + 2 and Option +3. I do 90% of my Maya work on a Macbook Pro and on that keyboard, those bindings work pretty well. They're not super-intuitive and I imagine that I'll try out some other options eventually but they're fine for now. I can't easily hit the Option + 4 chord, so this set up is limited to three menus only.

The commands in each menu are all loosely related. MM_01 (marking menu one) is commonly used modeling tools. MM_02 is commonly used viewport options and MM_03 is, well, I'm not sure what to call it.

Here they are:

So, I use these tools a lot. This menu is a bit too full for me to truly work gesturally with it, at least at the moment. With more time spent using it, maybe all of the tools will become gestures. Insert Edge Loop and Extrude are well-placed, I think but I don't know that Combine really deserves the "pride of place" of being the bottom tool. I should put something that I use more often in that place, maybe the Split Polygon Tool.


This one is nice and light. I use X-Ray all of the time and both Isolate Selected and Wireframe On Shaded are easy to hit gesturally. This menu I really don't have to think about at all.

The To Edge Loop and Delete Edge/Vertex don't really fit the theme of this menu so well but it only bothers me a little bit.


These are the, "all right, let's move on tools." The set-up here works well for when I've got an element just the way I want it, I can very quickly gesture up, down and up to the right, and then move on. Ok, ok, Duplicate Special has no place being here and, frankly, I forget that it's there. I nearly always grab that tool from the Hot Box instead of from here. Maybe I should swap Combine and Duplicate Special. That actually makes a certain amount of sense, because after Combining it's a good idea to "reset" your geometry before modeling away.

Well, there you have it.

Happy Thanksgiving.

Sunday, October 14, 2007

Maya Tip of the Day #2

This one is a little MEL script that's far from finished but that's gonna make it into my camera GUI in one form or another.
window -title "test Field Slider";
showWindow;

polyCube;
float $currentXLocation = `getAttr pCube1.tx`;
columnLayout;
attrFieldSliderGrp -min ( $currentXLocation - 15 ) -max ( $currentXLocation + 15 ) -at pCube1.tx;
This creates a slider that slides the cube on the X-axis +/- 15 units based on wherever the cube is when the script is run. Wow. Now that is...uh...what exactly is that?

The way I see it working is as follows:
The camera and aim are blocked in roughly using the 4-pane orthographic & perspective views. Once the basic shots are set up, I'm going to need to refine them while looking through the camera. It's at that point that I'll call up the GUI and there I'll have sliders and keyframe buttons to dial in the actual shots. Because the transforms are locked on the actual camera in my rig (to avoid gimbal lock and throwing the camera totally out of whack) you can't move the camera using the usual pan & dolly mouse controls.

This rig is taking me about nine years and seventeen days to build but an end is in sight. I think.

Cheers.

Friday, October 12, 2007

Maya Tip Of The Day #1

Adding commands to your shelf the easy way:

Bring up your custom shelf of choice.

Hold down Control + Shift + Alt (the one with the apple on it) and navigate to the command you want to add.

Click it.

Voila! It's on your shelf.

Damn that's nice and easy.