Transcripts
1. Course Trailer, Introduction, and Course Overview: Do you want to start a career in animation or fizzle of fats? Do you want to create
something from your imagination that
looks very real? Do you want to build all
those great things that you watch in movies? Hello everyone. I'm and welcome to my, I'm a through artist and
a motion designer working in the animation industry
for the past 11 years. In this course, you
will learn how to create realistic looking
through the objects, through the scenes,
the animation, title animation, and a
whole lot of other things. During this course, we
will be using Autodsmya, which is the industry
standard software for through animation used in all the
major Hollywood films today. This is a complete course for beginners where we will go
through the entire process of creating through the
animation right from modeling to rendering to
create our final shots. Now the better part
of this course is in addition to
the course lessons, it also has separate step
by step practical projects, not only in videos but also PDF. I have also provided
notes for every chapter, along with a cheat sheet, project files, and a lot of other resources for
learning and practice. And you can follow
this course in all the latest versions
of Autodesk Maya, right, from 2020 or even 2018. To take this course, you just need a computer or a laptop, and a basic knowledge of how to use it. That's all you need. This course is perfect for students who want to get started with through animation or visual effects and be
professionally trained. Or who want to simply
upgrade or brush up their existing
knowledge in his skills to become even better. If you're in shortage of time, then let me tell you
that this course can be completed
in just 30 days. Don't wait any longer. This is your moment to add something creative
to your skills. Something that you
can always use to reflect your creativity
and imagination. And yes, make sure he was
the trailer of this course. And also download the fact sheet which contains the answers to most of your questions regarding this course and
through the animation. Just enroll in this course
today and let's get started. Thank you. Hello everyone. In this video, I'm
going to give you a brief overview of this course about what
you're going to learn. Okay, First, I begin with the basics in a very steady
manner so that it is easy for you to understand the most essential
fundamentals which will enable you to handle day
to day operations in Maya. Then I move on to
Modeling Objects, where I'm going to explain
the modeling tools and show you how you can model
objects in a variety of ways. You will also learn creating
the text for animation. And then in the same way
I move on to lighting, shedding, texturing,
animation, and so on. There is also a bonus
lesson covering an additional topic
and a step by step practical lessons on
modeling and title animation. You can also go through
the study notes as you complete the lessons and practice as many times as you want using our downloadable
project files. Okay, one of the
main objectives of this course is to make
you version independent. Meaning that you will be
able to work in any version of Maya no matter how
latest or older it is, like the older Maya 2018
or the latest Maya 2024. But the best version to begin
from would be Maya 2020. All right, once you have understood the very fundamentals of everything in this course, you can do even bigger
projects because you will know from where to begin and how to
complete something. This course starts right from the ground level where you
know nothing as you begin. Tried my best to keep
this course as simple as possible for you to
understand and practice. The most important thing
is to be able to do it. What do you learn
in this course? Because if you're
not able to do it, then there is no
point of this course. There is no point. Why
am I even teaching? Or why would you even
enroll in this course? That is the reason why I have kept everything
so simple and yet fascinating so that you can do it like you
have wanted to. Go ahead enroll in this
course and do your best. If you have any questions, download the FC
sheet. Thank you.
2. How to Follow this Course and use its Resources: Hello and welcome back. First of all, thank you for
enrolling in this course. Now, before we begin, I want you to know how
to follow this course and use all its
resources. All right? Following this course
is very simple. You have to start from the beginning lesson to
understand each topic properly. You have to watch
every video twice. Initially, I teach in a very steady manner so that you learn the
fundamentals properly, which I increase my speed. And that is the reason if you don't understand
something, watch it again. As this course covers
multiple versions of Maya. First I explain the
topic in Maya 2020. Then in a following video, I explain the same concept in newer versions of
Maya such as Maya 2,023.2024 I do it only
if there is a change. Within these versions, you need to watch all
the videos that are related to a single topic before moving on to practicing
it on your computer. Okay, there are study
notes that you can download for chapter and study them as you complete
a particular topic. There are also exercise
files and projects that you can download and use them for practicing and
learning the concepts. Practically, the exercise
files have been created in Maya 2020 so that you can open them in all the
latest versions of Maya. As you open them, you might see a message that it was created
in a student version. You just have to click
on Ok to open the file. Other than that, there
is also a cheat shade, which is actually a list of all the keyboard shortcuts
used in this course. You will find them
handy as you practice. Okay, you can visit
our channel on Youtube to learn how to download and install Maya
on your computer. If you have any doubts, you can either download the CU sheet, which contains a lot of answers or you can
ask on Youtube. All right, let us begin
with our first lesson.
3. An Introduction to Maya's Interface: Hello and welcome back. In this video, I'm
going to give you an overview of the
interface of Maya. All right, now here on the
top we have the title bar, and below the title bar, we have a menu bar
which contains menus. All right, below the menu bar, we have a little drop down here which is called a menu set. This contains categories of menus that we can change
once we change it here, the menu bar will update
with new set of menu. All right, this is the
function of the menuet. And this has been
categorized according to the work we do in Meyer
such as modeling, rigging, animation effects,
rendering, and so on. All right, beside that, we have a lot of options for
creating and saving files, snapping options, and
rendering options. These are all together. This entire line is
called the status line. Right below the status line, we have the stabbed sections
which are called shelves. The selves have been categorized according to the work
that we do in myer, such as polymodeling, sculpting, wigging, animation, and so on. Each of these selves
contain tools and options that we use in
that particular field. Right on the left, we have a toolbox which
contains the set of tools that we use to
manipulate objects, such as the selection tools, the move tool, the rotate
tool, and the scale tool. Right on the right side here, we have a channel
box or layer editor. This is the channel box and
this is the layer editor. The function of
the channel box is that whenever we
select an object, it is going to display the
parameters of an object. Such as the transformation
parameters, the visibility parameter,
and all of those. All right, the function of the layerator is similar to that of Photoshop
and Illustrator. It mainly helps us to organize
the objects in our scene. Below all of these we
have an attribute editor. This is called the attributator. If you select an object, it is going to display all of the attributes or all of the
parameters for an object, even the parameters
of its materials. The attribute edtor
displays all of the possible parameters for any selected object. All right. I can collapse that by
clicking on it again. Now this entire area at the center is called
the Viewport. Here we create all the
objects in our scene. This is the three D space. The viewport also has its own custom menu
bar and a tool bar. All right, below the viewport, we have a time slider. This is called the time slider. We can scrub through the time
to preview our animation. Beside that, we have
animation controls, which are called the
playback controls. This helps us preview
our animation by playing it
forward or backward. Or we can jump through
key frames to key frame. Or we can play frame by frame. Or we can jump to first
frame or the last frame. All right, below
the time slider, we have range slider. The range slider determines
how much of time is displayed on the time
slider at any given moment. I can change that by dragging in this time slider to maximum, but you can also set it or you can also change it
to a higher value. This number determines the
number of frames. All right. Look. Now a time slider has 1,000 frames
displayed all at once. All right. This is the
function of the rain slider. Now below the rain slider, we have these two text boxes. This is called the command
line section or the panel. Here we have the liberty to
type in lines of commands, a lines of codes in
Emil or in Python. All right. Emil stands for
Maya Embedded Language. We can manipulate objects. We can create objects. We can do anything
using lines of code. All right. Now beside that, we also have a script editor. If you click on
this little icon, this is going to bring
up the script editor. On the script editor, you
can type in lines of code. You can write an entire program and execute it all at once. While in the command line, you have to type in one line at a time and execute
it one by one. The script editor also has
the two tabbed sections. One is Python,
another one is Emil. You can type in an
entire program here and click on Execute to execute
the entire program. Or you can also run a
program line by line. You don't have to
run it all at once. That is the liberty you get
within this script editor. All right, let me close it now. Below all of that, we
have got help line. This last section or panel
is called the help line. What this does is it displays short help tips for tools and
selections. Yes, it does. If you hover your
mouse over anything, over any icon, any tool, it is going to display
a tool tape about how it works or what you can do
with that tool or the option. All right. This is it. This was a quick overview
of the interface of Maya. All right, see you
in the next video.
4. Interface of Maya 2022, 2023, and 2024: Hello and welcome back. In this video, I'm
going to show you the interface of
all the versions of Maya covered in this course. Okay, this is the
interface of Maya 2022, This is of 2023, this is of 2024. You won't notice much
of any difference. May 2000, 22,022 are
almost identical. Meaning you can
follow this course in May 2022 the same
way as in Maya 2020. However, the later
versions such as Maya 2,023.2024 have few changes that have been covered
in additional chapters, like this home button
and the home screen. You can escape to
the main interface by clicking here on Go to Maya. Maya 2023 still looks similar to its previous versions
in Maya 2024, the interface has
been little improved. The time slider and
the rain slider look little different than
their previous versions. There are also a lot of shelves. Also the help line has
become a little taller in height to display the tool
tips more prominently. All right, these are the
updates on the interface of Maya 2,023.2024 Okay, see in the next video.
5. Setting up your Project: Hello and welcome back. In this video, I'm going
to show you how to create a new project or set up your
very first project in Maya. All right, to do that, you have to go to the File Menu and click on Project
Window option. Now here you have to click on this new button to
name your project. While naming your project, you have to take a
note that you cannot use a space in
between the words. We have to use an
underscore. All right. I'm going to name my project as my first project. All right. Now, once you're done
naming your project, you can choose the
location where you want Maya to create that
project folder, All right? I'm going to choose
the location by clicking on this
folder icon here. You have to go to my computer, go to Drive, and
select Maya Projects. You don't have to select it. I'm selecting it
because I have created a folder here where I store
all my Maya projects. All right, You can create a similar one and don't
store it in C drive, rather save it in
some other drives. All right, now once you're
done selecting this folder, you can hit and select to select that location for
your project folder. All right, now once you're done naming your project and
choosing its location, you can click on Accept to
create the project folder. All right, the project
folder has been created. Now all you have to do is
go back to File menu again. Go to Set Project option, and then select that
project folder. Click on Set to Set Your
Project. Now you're ready to go. All you have to do
is go to File Menu, Create New Scene, and click on to discard the
previous scene. And now you can create any object by default
and creating a cube. Go to File menu,
click Save Scene. As to save the scene file, you have to type in a name. All right, make sure you
save it in Maya Ask format, Not Maya binary format. Because if anything
happens to the file, it can be fixed better in
the Ask format and not in the binary format where everything is written
in zeros and ones. Make sure you are saving in
Maya ask format, all right. Now when you're
saving the scene, you can see the location where Maya is going to
save the scene file. It is inside my project folder and within the
subdirectory scenes. Here Maya is going to
save your scene file. Click on Save Us to
save the scene file. All right, here you can see where Maya has
saved the scene file. Now we can go and take a
look at our project folder. What it looks like here
is our project folder. My first project, Here
are other projects too, that I had created a long ago. Now, within our project folder, we are going to have
these subdirectories. Within the subdirectories,
Maya stores all the files such as
images, texture files, rendered images and animations, videos and everything
that goes in and out of the scene file or is
linked with the scene file. Everything is stored within
these subdirectories. In this way, Maya makes
it easier for us to move our project folders without losing any of our linked files. All right, So that when you
open your project files, you don't see a message
displaying a missing file. That's the reason why we create
a project folder and why Maya creates so
many subdirectories within the project folder. This helps keep everything
organized within one folder. All right, let me show
you an example of a project folder that I've
been working on recently, such as Display Ball here
within the images folder, you are going to find
the rendered images. These things have
been created in Maya. If we go back within
the scene folder, we are going to find the scene
file or the project file. If we go back within
the source images, we are going to find
all the texture files. All right, these texture files have been imported
into a scene file. That's the reason why they are within the source images folder. That when we open our
scene file in Maya, Maya will know where to locate the textures or which folder to look in for the textures, right? This is it. This is
how you can create a new project or set up
your project in Maya. All right, see you
in the next video.
6. Home Screen of Maya 2023 and 2024: Hello and welcome back. As you open Maya
2023 and Maya 2024, you will see a new home screen. If I go to the main interface, you will find that there is now a home button before
the file menu, which opens the home screen. On the home screen, we can
set our project folder, as well as create a new scene
or open an existing one. You can see a list of recently
opened project files here. You can open any of them
by clicking on its name. You can directly click
here and go to Maya. Switch back to the interface, then click here on the Home button to open
the Home screen again, you can also uncheck this box to skip this home screen
when you start Maya. All right, now if
I switch back to the interface and go to the Windows Menu,
Settings and Preferences, and click on Preferences, you will see that there
is an option to remove this Home button
so that you don't click on it by mistake while
opening the file menu. Can keep it or remove
it as you need. Make sure you have
this interface option selected to find these
options. All right. You can also disable the entire home screen by unchecking this box
if you don't need it. This is for disabling
the home screen. This is for disabling
the home button, okay? Once done, you can click on Save to save the
preferences, okay? This is a major
update in May 2000, 23.2024 All right, save
in the next video.
7. Navigating in Maya: Hello and welcome back. In this video I'm going to
show you how to navigate within the three D space or within the three D pod in Maya. All right, So basically
you are going to need a three button mouse
and a keyboard to navigate within
the scene, all right? All you have to do is
press and hold down the Alt key or Al button
on your keyboard. Okay? Always remember
that you have to press and hold down the
Alt key on your keyboard. And then use your three
mouse buttons to click and drag to navigate within
the scene. All right. Now as you press and hold down the Alt button
on your keyboard, you have to click and drag
with your left mouse button to orbit around an object or
to orbit around a scene. All right, this is
called orbiting. You're going around an
object in any direction. Now if you click and drag with your middle mouse button while holding down the Alt
button on your keyboard. You are going to pan through
the scene like this, left or right, up or down
any direction as you wish. All right. Now if you
click and drag with your right mouse
button while holding down the Alt button
on your keyboard, you are going to dolly in and dolly out of the
scene, All right? This is called Dolly in. This is called Dolly out. All you have to do
is click and with your right mouse button while holding down the Alt
key on your keyboard. All right. You can call
it zoom or zoom out. But technically this is
not zoom in, zoom out, because in this the camera is actually moving and
not its lenses. Okay. When you dolly in, that means the camera is
moving towards the object. When you dolly out, that means the camera is moving
away from the object. So technically this is
called dolly in and dolly out and not
zoom in or zoom out. Okay, So this is how
you can navigate within the three D space
in Maya. All right. All you have to do is use
your three button mouse, or the three buttons
on your mouse, to navigate within the scene by holding down the Alt
button on your keyboard. Now if you're using a
Macintos opening system, you have to use your option
key on your keyboard. You have to press and hold down the option key in
place of Alt key. Use your three button mouse to navigate within
the three D space. All right, The left click is for orbiting around the
scene or an object. The middle click is for
panning through the scene. Okay. The right click is for dolly in and dolly
out of the scene. All right. This is how
you can navigate within the three space or within the three D report in Maya
see in the next video.
8. Display Modes in Maya: Hello and welcome back. In this video, I'm going
to show you how to switch through the various
display modes in Maya. All right, well,
there are a range of keyboard shortcuts assigned with each of these display modes. Such as if you select an object and press
number one on a keyboard, what's going to activate
is the rough display mode, which is actually the
default display mode for polygonal objects in Maya. All right, you can see that the surface of this
object has become a little jaggy due to these little polygons being flat and not curved
as was before. While if you press number three, it will activate the
smooth display mode for objects where the surface will
appear smooth and rounded. All right, if you
press number two, it will activate the
intermediate mode between the rough and
the smooth display mode. It is more like
activating both the rough and the smooth display
modes simultaneously. It allows us to understand
the change in volume of objects when switching from the rough to the smooth
display mode. All right, if you
press number four, it will activate
the wireframe mode. This helps us see
through the objects and also it makes easier
for us to manipulate them, especially when we
are dealing with a large number of objects
or a complex object. All right, if you press
number five on a keyboard, it will activate the shaded mode where you can see all the
colors of the objects. This is the default display
mode for objects in Maya. All right, if you
press number six, it will activate the
shaded mode with textures. Without shedders,
textures cannot be displayed on the
surface of an object. That is the reason why the texture mode always comes
along with the shaded mode. If you don't know
what a texture is, then the images that
we import into Maya to add on the surfaces of objects are called
the texture files. All this text on the ball and the tiles on the floor are
the result of textures. It acts like a wrapper
around a surface. All right, now if you press number seven
on your keyboard, it will activate all the
lights in your scene. Perhaps you can call it
an illumination mode, where all the objects
are illuminated with lights that you
have used in your scene. All right, other than these, there are few extra
display modes available on the tool
bar of the viewport or the view panel such as the x ray mode where you can see through the objects wireframe, unshaded the combination of wireframe and the shaded mode, the shadows and the
ambient occlusion. All right, lastly, if you press the space
bar on your keyboard, you'll be able to switch
from this perspective view to any of the orthographic
views given here. The orthographic views are the two dimensional views
such as the top view, the front view,
and the side view. All right, this helps
us in working with our objects more accurately than what is possible in
the perspective view, which is the three space. There are more
orthographic views available under the panels menu. Within orthographic,
you can select any of these to switch to a
different orthographic view. All right. Now one very
important shortcut that can help you maximize your work area if you are on a
smaller screen size, that is control plus space bar. If you hit control plus
spacebar on your keyboard, this is going to
maximize your viewport. All right, which
is your work area. This helps us go into
full screen mode. In this way, you
can have a lot of work area even when you're
working on a small monitor. All right, this is it. This was all about the
various display modes in Maya and how to activate them by simply using a range of
keyboard shortcuts. All right, see you
in the next video.
9. Create and Manipulate Objects: Hello and welcome back. In this video, I'm going
to show you how to create and manipulate
primitive objects in Maya. All right, now what
are primitive objects? Primitive objects
are those formed of basic shapes such as the
sphere cube cylinder, cone, Taurus pipe, et cetera. Every model begins to take its form from one of
these primitive objects. We merge one or more of these primitive objects together to make a more complex object. All right, there are many primitive objects
available in Maya. You can either create them
from the poly modeling shelf or by going to the create menu and then polygon primitives, and then selecting any of the primitive objects
from this list. One important thing
that you should take note of is this
interactive creation mode. When this option is checked, you can click and drag on the grad and set
the dimensions of the object to how much you want right during the
creation process. Whereas if you keep
that option unchecked, you will always create an
object with the default size such as of one unit by
one unit by one unit. However, you will always
be able to change its dimensions right after
you have created the object. Right now to create a sphere, you have to click
on the sphere icon and then click and drag on the grid to set its radius to how bigger or smaller
you want the sphere to be. To create a cube, you have to click
on the cube icon, Then click and start dragging on the grid to create the base. And then drag up to
pull the height. Whereas if you would
like to create a pipe, you have to go to
the Create menu, then Polygon primitives,
and then select Pipe. Now you'd have to
click and drag on the grid to first
create its base, and then drag up
to set its height. Then drag again left or
right to set its thickness. All right, you have to
follow the similar process for creating all of
the primitive objects in your scene right. Now, if we go towards
the toolbox panel, we'll find here a
few tools using which we can manipulate the
objects in three D scene. The first three are the
selection tools using which select the objects
in different ways. Such as the selection tool is used to click on
objects to select them, and also drag a
rectangular marker to select multiple
objects together. Below the selection tool, we have this lasso tool, which is used to select
multiple objects by dragging an irregular marker
around them, like this. Right below that we have
the paint selection tool, using which we can actually
select the components of any three object by painting with it like a brush, like this. Right. Now, below all of
these selection tools, we have a move tool using which we can move objects anywhere
in the three D space. When the move tool is active, if you select an object, you will find these handles
pointing towards x, y, and z direction. You can select and drag these
handles along the axis. Chop them is pointing
to the handles are color coded in which the red one points
towards the x axis, the green one points
towards the y axis, and the blue one points
towards the z axis. There are also little
square handles in between these
primary handles. Using these, you can move
objects on a particular plane, such as the xy plane, the zx plane, and the yz plane. There is one last
handle at the center of the manipulator in the form
of a little blue square. Using this, you can move
the object anywhere in the three d space without constraining to any
particular axis. All right, below the move tool, we have this rotate tool using which we can
rotate objects. We have handles similar
to that of the move tool, but in the form of circles with same colors denoting
the different axis. You can rotate an object
along any axis as you wish by selecting and dragging
these rotation handles. There is also another
handle that is used to rotate an object perpendicular
to the point of view, right from where we are
looking at the object. That is this yellow handle present outside of all
the other handles. Now below the rotate tool, we have this scale
tool using which we can scale up or down
any selected object. This tool has similar
handles, like the move tool, you can scale up or down in any particular direction or
along any particular plane. Or you can do it from the
center to scale up or down proportionally or uniformly
in all the directions. All right, This is it. This is how we can create and manipulate primitive
objects in Maya. All right, see you
in the next video.
10. Manipulate the Pivot of Objects: Hello and welcome back. In this video, I'm
going to show you how to manipulate the pivot
of an object in Maya. All right, the pivot of any object usually lies
within its geometric center. It forms the point around
which an object rotates. In Maya, the pivot
of an object can be manipulated by activating
the pivot editing mode, while the pivot editing mode can be activated in many ways. First let us create a cube, then scale it up. Now select the move
tool to activate it, Then double click on it to
open the tool settings. Here you will notice
that there is an option with the
name edit pot. There are four check boxes below that option out of which the first two are the
important options that will be needing during
the manipulation of pot. If you select an object, you'll normally find
the manipulator for the move tool using which you can move
the object as usual. But within the tool settings, you click on this
edit pivot option. You will have the manipulator for editing the
pivot of the object. Using this, you will be
able to move the pivot of an object to any position
wherever you want, even outside of the object. All right, in case
you want to go back and set the pivot of the object to where
it was initially, then you just have to click on this reset option
to reset the pivot. This will set the pivot back
to where it was by default. All right, now when I activate the pivot editing mode by clicking on this
Edit Pivot option. If I hover around
the edge corner or surface of the object, you will notice an align
option around the cursor. What this does is if we click on the edge or surface or corner, it allows us to align the
pivert to the position and orientation of the selected
edge or the surface. Generally, we don't require to change the
orientation of pot, but we do require changing
the position of the pivertl. Hence, we can uncheck
this checkbox for orientation if we
don't need to change it. All right, in this way we can change the pivot of an object
to the position we want. This Align feature
simply helps us to align the pivot to the position of the
selected component, such as an edge,
corner, or surface. For that, we have to first select the direction
where we want the pivot to move by selecting one of
these three handles. And then select any
of the corner points, edge, or a surface to which we want the
pivot to align with. Once we are done, we can exit the pivot editing mode by clicking back on this
edit pivot option. Now as I said, there are many ways
in which you can activate the pivot
editing mode in Maya. The first option was by going into the tool
settings as you saw. The other way to do
it is by pressing and holding down the
key on your keyboard. This will temporarily activate the pivot editing
mode for objects. As soon as you are done with
manipulating the pivot, you can exit the editing
mode by leaving the key. You don't have to
hold it down anymore. Another way is to press the insert button
on your keyboard. You don't have to hold it down, just press it once to activate
the pivot editing mode. Once you are done
manipulating the pivot, you can exit the
mode by pressing the insert button
again. All right. There is yet another option
which is used to set the pivot of an object
to its geometric center. That is this center pivot
option under the Modify menu. If you select an
object and go to Modify menu and click
on Center Pivot option, the pivot of the object will be shifted to its geometric center. One more thing that I
would like to show you is that we can change
the orientation of the axis of an object
from world to object by clicking on this drop down and selecting from world to object. Let me show you an
example how this works. Here is a cube. If I
activate the move tool, we'll find here three
handles towards x, y, and z direction. If I relate those
directions with the cube, you will notice that all the handles are coming out from the sides of this cube. These are actually tied up
with the global direction. Now if I simply
rotate the cube using the rotate tool to somewhat
around 45 degrees, then activate the
move tool Again, you'll notice that
the handles are still pointing towards the
same global directions, despite the fact that the
cube has been rotated. And the handles are
now coming out from the corners instead of
sides as was before. In such a case, we can change the orientation of the
axis from world to object. This will change
the direction of these handles to align with
the object and not the world. You can now move the cube along its own x axis and not
along the global x axis. All right, once you are done, you can change it back to global by selecting here the
world option again. All right, this is how we
can manipulate the pivot of an object and also change the orientation of the
axis of an object in Maya. All right, see you
in the next video.
11. Height Baseline in Maya 2023 and 2024: Hello and welcome back. In Maya 2,023.2024 a
new attribute has been added within the create node for objects called the
height baseline. Using this, we can change the position of the
pivert to top or bottom of the primitive object or push the object
below or above its pot. The location of this manipulator shows the location of the piot. By setting this value to one, we can move the object
below its pivert. By setting it to negative one, we can move the object
above its piot. This can be useful in many ways, especially when we
want the object to sit on top of the grade
and not below it. Also in many other cases. Okay, see in the next video.
12. Channel Box and Attribute Editor: Hello and welcome back. In this video, I'm going
to show you how to use the channel box and the
attribute editor in Maya, right? First, let me create a cube
by clicking on this que icon. And then click and start dragging on the grade
to create the base. And then drag up
to set the height. Now keep this object selected. We'll find here within
the channel box, few of its attributes or parameters related
to its properties. We can change these
attributes to make changes to the object, such as, we can rename the object
by clicking here and typing a name and pressing
the Enter button to confirm. We can change the
position of the object in the three D space by changing
its xyz coordinates, We can change the
orientation of the object by changing these
xyz rotation values. We can also change the size of the object by changing
these scale values. Here the scale of one is the
default size of objects. Values greater than one
will make an object bigger, and values lesser than one will make the object
smaller. All right. It is just that whatever we
can do with the move tool, rotate tool and the scale tool, we can do it using the channel box and that
too in exact numbers. There is yet another option
here which is visibility. Using this, you can
show or hide objects. In Maya, I can type in here
zero to hide the object, and then type again one to
show or reveal the object. Now if you scroll
down the channel box, we'll find here the
creation node for objects. If you click on this
name, Polycube One, you will expand the
set of attributes that is used to change the
dimensions of the object, such as the width, height, and depth, as well
as its subdivisions. If you wish to change
all these values, then do it before you start
using the modeling tools. All right, if we create a sphere and go to its creation node by scrolling down
within the channel box, we'll find here the option
to change its radius. You will find all the
relative options as you create other primitive
objects in your scene. Right now, coming to
the attribute editor, it is much like the expanded
version of channel box, where you see all the
possible attributes or parameters of an object. You can modify everything the same way you can do
within the channel box. Like you can rename the
object, change its position, rotation, or scale values, or even values for shear, and change the rotate
order, and so on. You can change the dimensions of the object by clicking
on the creation node. Not only this, you can
also change the color of the object by going
to its shedder node, displayed within the
attribute editor. You have to just
click on this box and select the desired
color for your object. All right, I'm not going to go into detail of all of
these properties right now because I'll
explain those in the upcoming videos for now. This is how you can use the channel box and the
attribute editor in Maya. All right, see you
in the next video.
13. Outliner and Layer Editor: Hello and welcome back. In this video, I'm going
to show you how to use the Outliner and the
Layer Editor in Maya. All right, now first let me
create a few objects like a cube, sphere, a cylinder. There are at least two
ways to open the Outliner. The first method is by going to the Windows menu and clicking
on the Outliner option. This is the Outliner. The second method
is by clicking on this little icon located below
other view panel layouts. This will toggle the
Outliner as you click on it. Now the Outliner is used to display all the objects
in your scene as a list. The Outliner allows us to rename objects and deselect objects, group or ungroup objects, change their hierarchy,
toggle their visibility, and most importantly, show us every object that is
within the project file. Now to rename an object, you have to simply
double click on its name and then type
in the desired name. And press Enter
on your keyboard. To select multiple
objects together, you have to press and hold down the shift key
on your keyboard. As you select objects to
subtract from selection, you have to press and hold down the control
key as you click. All right, group
objects together, we have to select
multiple objects and press control plus g, G on your keyboard. While to ungroup objects, you can select the group and go to Edit Menu and
click on Ungroup. Or you can remove a
particular object from a group without ungrouping
all the objects. That can be done by expanding this list by clicking
on this plus mark, then selecting the object that you want to
ungroup from the rest. And then simply drag it out of this hierarchy using your
middle mouse button. Now the object will behave as a separate object and
not as a part of group. All right, lastly, to toggle
the visibility of objects, you have to press
control plus H on your keyboard to hide
these selected objects. And press ship plus H
to reveal them back. Right. Now if you come
to the layer editor, it is used to organize the
objects in your scene. You can create new layers to categorize different set of
objects within your scene. You can also toggle the
visibility of layers, just like we can do
in Photoshop, right? Create a new layer, you just have to click
on this icon with the plus mark shortly the
layer will be created. Now to rename a layer, you have to double click on its name and just type
in here a new name. Click Save to confirm. To assign an object
to this layer, you have to first
select the object, then right click on the layer and click Add Selected Objects. This will add the selected
object to that layer. Now to check whether or not it has been
added to that layer, we can toggle the visibility
switch for that layer. This will confirm that
the object has been successfully added to
the layer of our choice. In the same way, you can also remove selected
objects from a layer. If there are multiple layers, you can move a layer up or down the queue within the layer
editor panel, right? This is it. This
is how we can use the outliner and the layer
editor in Maya, right? See you in the next video.
14. Parenting Objects and Hierarchy Mode: Hello and welcome back. In this video, I'm going
to show you how to parent objects and use the
hierarchy mode in Maya. All right, what is parenting? Parenting is the process in
which we establish a parent, child relationship between
two or more objects. This, anything you do to the parent object will affect
the child object as well. But anything you do to the child object is not
going to affect its parent. The effect always travels down the hierarchy from parent
to child to grandchild, and so on, and not vice versa. There are many ways to
parent objects in May, but the most common way to parent objects can be
done using the Outliner. Within the Outliner, you can drag and drop one
object over the other to build the parent child
relationship between them. Let me show you how to do that. These three objects
are currently independent and not
connected to each other. I can move any of them
without affecting the other. All right, But
within the outliner, if I select the cup
and drag and drop it over the plate using
the middle mouse button, you will see that the cup just disappeared from the
outliner, but it hasn't. If we expand this section, we'll find that the cup is
now showing under the plate. What this means is that the
plate is now the parent cup. If I move the parent object, which is the plate, the cup
will move along with it. If I move the cup, it
will move independently of anything without affecting the other objects in the scene. This just doesn't
apply to movement, but also rotation, scaling, and visibility as well. Now if I drag and drop the spoon over the cup using
the middle mouse button, the spoon has now
become the child of cup and a grandchild
of the plate. If I now move the plate, all its children are
going to be affected. If I move the cup, then only the spoon
is going to be affected because it
is the child of cup. But if I move the spoon, no other object is
going to be affected. This hierarchy
structure can go up to any level and is very
useful in animation, as well as organizing
the models. If you want to
unparent an object, you can simply select
it and then drag it out of the hierarchy using
the middle mouse button. All right, now there are three selection modes available
here on the status line. The component mode,
the object mode, and the hierarchy mode. The object mode is the default mode for
selection in Maya. The component mode is used for selecting the components
of an object, while the hierarchy
mode is used to select an entire
hierarchy of objects. Let me show you how that helps. Like if there is a
hierarchy of objects in the scene and you
select a child object, then you will not be able to know whether or not it even has a parent unless you open the
outliner to take a look. In such a case, you can use this hierarchy selection
mode to select objects connected to one
another in a hierarchy. If you select any child object, its parent will become
selected as well. This way you don't
have to every time locate the parent of an
object within the outliner. You can do it comfortably by
using this selection mode. But in the object
selection mode, which is the default
mode in Maya, selecting a child object
will not select its parent, but selecting a parent object will definitely select
all its children. This is, this is how we can parent objects and use the
hierarchy mode in Maya. All right, see you
in the next video.
15. Working in Component Mode: Hello and welcome back. In this video, I'm
going to show you how to work in the
Component Mode in Maya. All right, what is
Component Mode? Well, Component
Mode in Maya lets you select and work with the
components of an object. To switch to the
Component mode in Maya, you can either click
on this icon on the status line, you can write, click on the
viewport and hold it down to bring up
the marking menu, where you can select any of these components you
want to work with. You have to write, click and hold down to bring up this menu, otherwise it will disappear if you leave your mouse button. All right, I'm going to write, click and hold down to bring up the marking menu and select
the multi component mode. For now, what are the components
of an object in three D? There are mainly three components
of a polygonal object. The vertex, the
edge, and the face. A vertex is a point or
coordinate in a three D space. It is like an x, y, z codinate, whereas an H is a connecting
line between two vertices. A phase is a polygon
or surface formed of three or more vertices or edges connected
together in a loop. In general, you can say that
all points are vertices, all the lines are Gs, and all the little
surfaces formed in between these connecting
lines are pass. All right, now if we take a look on the status line with
the component mode active, You get these three
components to select from. This is the vertex
selection mode, this is the edge selection mode, and the last one is the
phase selection mode. As you enable one
of these modes, you'll only be able
to select the kind of component that you have enabled
here on the status line. Like if I enable
the vertex mode, I'll only be able
to select vertices. If I enable the edge mode, I'll only be able
to select edges. If I enable the phase mode, I'll only be able
to select phases. All right, the same thing can be done using
the marking menu. This really helps
when you are in full screen mode
with no status line. If you write, click and hold down within the Viewport area. This marking menu
will pop up where you can switch through the
various component modes. This is the Vertex mode where
you can select vertices. This is the Edge mode where
you can select edges. This is the phase mode where
you can select phases. There is also a Multi mode where you can select
all of the components like vertices, edges, and faces. All right. Now one thing I
would like to tell you is that before you begin modifying the components
of an object, make sure you have
set its dimension and subdivision values
to whatever you want. Because once you start
modifying the components, those options will be gone and you will not be able
to change it later. However, Meyer
records the history of objects from
beginning to end. You can find the option to
change those values later, but that will bring
inappropriate results. Make sure you have set the
dimension and the subdivision values before you begin
working in the component mode. Right? Okay. Let me set
the subdivisions of the cube to three from all the sides and then switch
to the component mode. And I'm going to enable the vertex mode so that I
can work with the vertices. Now if I grab the move tool, I can select any of these vertices and move
it wherever I want. I can even select a
group of vertices and move them together
in and out of the cube. Not only I can move them, but also rotate them using the rotate tool and
scale them as well. Right now, if I switch
to the edge mode, I can select and
move edges as well. I can also rotate them
and scale them as needed. The same thing can
be done with phases. If I switch to the phase mode, I can select and move phases. I can rotate them, I can scale them like we can do with rest
of the components. Now one thing that
you will note here is that when we move an edge, we technically move the
vertices that make up the edge. Same thing goes for a phase. We move a phase, we
technically move the edges, or more appropriately, the vertices that make
up the phase. Right? In the upcoming lessons, we'll be doing more
manipulations of these components
than just moving, rotating, or scaling them. That is when we'll
begin with modeling. For now, this is how we can work in the component
mode in Maya. All right, see in
the next video.
16. Snapping and Aligning Objects and Components: Hello and welcome back. In this video, I'm going
to show you how to snap and align objects and
their components in May. All right, now that
we know how to manipulate objects and their components in
the three D space, here we'll take a look at
how to manipulate them precisely without spending a lot of time in manual adjustments. Basically, what is snapping? In simple terms, snapping is the process of
changing the location of an object from one place to another instantly at
the click of a button. It is more like
jumping from one place to another instead
of gradual movement. Now, how do we snap
objects in May? Well, there are many
ways to do that. Maya has many types of snapping
methods out of which the two most frequently used are the grid snap
and the point snap. Practically, you will
hardly ever need to go with any other
method than these two. To use the grid snap method, you have to click on the icon on the status line to activate it, then activate the move tool. Using this, you can move objects exactly on the grid
lines in any direction. It will not move in fraction, but in whole number units
like 123 and so on. One thing that you
should note here is that the object is positioned on
the grid using its pivot. If its pivot is located
within its center, the object will always snap with its center a
line to the grid. If I move the pivot of the
object from its center to its corner by pressing
and holding down the key, then if I snap the
object on the grid, you will notice that the object now moves differently
than before. Now it moves with its border
align to the grid lines. As we snap it along the grid, an object is snapped
using its pevert. How an object will snap depends on the location
of its pevert. Hence, the objects movement will always be relative to where
its pevert is located. Now coming to the point snap, we have to click on this icon on the status line
to activate it. Then if I select an object
and start moving it, it will jump from one
location to another based on where the vertices or points are located on the other object. All right, this is how
we can snap objects to a particular location using the grid snap and the
point snap methods. Now we'll take a look at how to snap the
components of an object. To snap the components
of an object, first we have to switch to a
particular component mode, such as the vertex mode, then activate the
grid snap option. Using the move tool, you can snap the vertices the same way you can do
with the objects. This is mostly useful
when we want to resize the object to a
particular dimension based on the grid values or we want to align it properly with other
objects within the scene. All right, now if we activate
the point snap option, we'd be able to
snap the vertices to the nearest points
or other vertices. This is useful when you want to align the vertices
on top of each other so that we can merge them together to form
a single vertex. All right, lastly, both
of these grid snap and point snap can be
activated using the X key and V key
respectively on a keyboard. When needed, the X key will activate the
grid snap option, while the V key will activate
the point snap option. But you need to press and
hold it down like always. Otherwise it will return to the normal mode instead of
the snapping mode. All right. Now let me show you
an example of how you can align an object using
the snapping methods. Okay, I have to put these wheels on the
axle of the skateboard. First, let me switch to the orthographic view so that I can look at it from the side. And then select the wheel and activate the grid snap option using the X key
on your keyboard. Then we start moving
the wheel until it snaps to the grid intersection
where the axle is lying. The other wheel can be
aligned in the same way. In this way, the center of the wheels will always
be aligned to the center of the axle without requiring us to manually adjust
their position. These snapping functions
will be useful throughout the entire course as we move along from modeling
to animation. Okay, this is how
we can snap and align objects and their
components in Maya. All right, see you
in the next video.
17. Combining and Separating Objects: Hello and welcome back. In this video, I'm
going to show you how to combine and separate
objects in Maya. All right, now, before you
decide to combine objects, make sure that you
don't need to move them independently of each
other in any respect. Because once they are combined, they will become
one object and you won't be able to move them
separately as before. Let me show you what
I mean by that. Here are two separate objects that should behave
like one object. Hence, we are going to combine
them by first selecting them and then going to Mesh
menu and clicking on Combine. This will combine both of
these objects into one object, and they can't be moved
individually anymore. If I move them, they will move together because they
have become one object. Hence, it has a single
manipulator as we select it. All right, now let me
undo the combination. Then select these objects again. And this time you just remember that I'm selecting
this handle at last, it is highlighted in green. Then I'm going to
go to Mesh menu and click on this box
icon for combine, which will bring up its options. Here you can see you
can choose to set the position of the pivot
for the combined object. The first option is center. If I select this and click on Apply to combine the objects, it's pivot will be set to center with respect to the geometry
of the final object. I'm going to undo it again. This time I'm going to select Last Object here
and click on Apply. This will keep the Pivert to the same location as was of
the last selected object, which in our case
was the handle. All right, let me
undo this as well. Now if I select World
Origin and click on Apply, this will set its
pivert to World origin which lies within the center of the grid or the three D scene. There is, however, one
thing to remember, that this is a temporary
combination of objects. Hence, they can
be separated back using the separate command
under the Mesh menu. Look, I can now select and move the objects
independently of each other. But there is also
another fact that if we make a permanent combination
where the components, like the vertices between them, will be combined as well, the objects cannot be separated anymore using
the separate command. So make sure you don't
merge their vertices if you later want to separate them using the separate command. All right, this is how we can combine and separate
objects in Maya. See in the next video.
18. Extrude, Bridge, and Bevel: Hello and welcome back. In this video, I'm going
to show you how to extrude bridge and
bevel objects in Maya. All right, what is extrude? Extruding is the
process in which new polygons are created from the selected polygons or edges. In order to extrude objects, you can either select
their components, like the edges or the faces, or you can select an entire object to extrude
all its faces together. Let me show you how to
do that. Here is a cube. I can switch to
the component mode and select two of its faces, then go to Edit Mesh, and click on Extrude. This will bring up
the manipulator as well as a floating
window with parameters. Now what has happened
here is this, that new polygons or faces
have already been created, right at the moment when
I clicked on extrude. All we can do is pull out those faces using
this manipulator. We can also scale
them up or down. The same thing can be done using these parameters on
the floating window. One thing you remember that in case this floating
window disappears, you can find all those
parameters right within the channel box under
the poly extrude option. Right. Now let us see how these parameters affect the way new polygons are manipulated. The first attribute
is thickness. Using this, you can set the
depth of the extrusion. Local translate Z works
the same way as depth, except for the fact
that it follows a single perpendicular direction for all of the selected phases. Because of which, it might lead to unequal depth
across surfaces. Offset will help you expand or collapse the
edges of the extrusion. It is much like scaling the phases in a
particular direction. Divisions will let
you set the number of divisions that you want along
the length of extrusion. Key phases together. We'll let you extrude the
selected phases either as a single group or it will let you extrude along
their own Z direction, which is actually perpendicular
to the selected phases. All right, there is yet
another simple way to extrude phases and edges if you are in the
component mode. That is, if you
select these phases, hold down the Shift button
on your keyboard and then click and drag the handles
of the move manipulator. It will extrude the
selected faces. The same thing can
be done with edges. This is extremely useful when you want to
extrude certain parts as quickly as possible without moving into
advanced options. All right, this was
all about extruding. Now let us take a look at
how we can bridge objects. Bridging is the process in which new polygons are
created to connect and fill the gap
between two rings of edges to bridge between objects. First, we have to combine the objects using
the combined option. Then go to phase
selection mode and delete the phases from the
sides we want to bridge. Then go to edge
selection mode and double click on the edge
to select the entire loop. Hold on the shift key and double click on this edge to
select its loop as well. Then go to Edit Mesh
and click on Bridge. One thing to note here is that bridge operation
will not be successful if the number of edges on both the
sides are not equal. If there are four
edges on one side, then there have to be four edges on the other side as well. Now here you'll get the same floating window
with parameters for bridge. The first attribute
is divisions. What this does is it
sets the number of divisions that you want between
the bridged components. Using taper, you can change
the shape of the bridge, whether it will be straight
or bulged in, or bulged out. Using twist, you can
rotate the bridge, Hence, it is called twisting. Both of these direction attributes help in
changing the direction of the bridge from positive to negative side of the selected
edges and vice versa. You can use the bridge offset
the same way as twist, except for the fact that it uses a different approach
than that of twist. The last attribute that
matters here is curve type. You can choose between
blend, linear, or curve. This actually sets the
profile of the curve, whether the bridge
will be blended with nice curvature
along its length. Or it will be straight geometry between the selected edges. All right, this was all
about bridging objects. Now let us move on
to beveling objects. Beveling is the process
in which new polygons are created in place of the
selected edges on the object. We bevel objects to
create smooth corners. You have to understand
one thing here, that selecting a phase also means technically you're
selecting all its edges. All right, to bevel
objects first we have to select the object if we want to bevel
all its corners, then go to Edit Mesh, and click on Vel. Here within the floating window, you can set the
parameters for veal, such as the fraction. Using this, we can set the width of the vivel using segments. We can set the number of
divisions across the vel. Using depth, we can
round the vel edges inwards or outwards depending
on how we want them to be. Using hamper, we can actually create a sloping veal
if we keep this on. Otherwise it will
simply create edges around the corners with
no rounding or anything. But that is useful
when you are going to use smoothing like
pressing number three. This will definitely
produce the result of vel. You can clearly observe
the rounded corners here. This roundness can be controlled using the fraction
attribute in vel. All right, this is how we can extrude bridge and
vel objects in May. See you in the next video.
19. Fixing the Green Polygons in Maya 2023 and 2024: Hello and welcome back. In May 2000, 23.2024 when
bridging between objects, the newly created polygons
may appear green, which means they're missing the default shading or
the default material. To fix that, we just have
to select the object. Then right click and hold go
to assign existing material. And select either the
Lambert one here in May 2023 or the Standard Surface one from here in May 2024. Can do that to specific phases instead of the entire
object if necessary. All right, so this is something you need to
take care of in Maya 2,023.2024 when you see green polygons appearing
in any case like bridging. Okay, see you in the next video.
20. Insert Edge Loop, Offset Edge Loop, and Slide Edge Tool: Hello and welcome back. In this video, I'm going to show you how to use the
insert edge loop, offset edge loop, and
slide edge tool in Maya. All right, now as you know
that we can manipulate the components of an object to transform a simple object
into a complex one. Also we saw how we can
create new polygons from the existing ones to create
more sophisticated objects. Here we'll take a look at
few such other tools using which we can add more details
to the surfaces of objects. All right, the first tool is the insert edge loop tool
under the mesh tools. Using this, we can insert edge loops in between other
edge loops on the surface. Or you can say that we can split the faces using this tool, like subdividing the surface
into smaller sections. However, there is
one criteria for these edge loop tools to work
if you really want to add closed edge loops and not
open edge loops like it may happen many times when dealing with different
types of polygons. That is, you need to
have polygons that are quadrilaterals and not
triangles or engons. Quadrilaterals are polygons
with four sides or corners. Triangles are polygons with
three sides or corners. And engons are polygons with more than four
sides or corners, such as pentagons,
hexagons, and so on. You can only split a loop up quadrilateral faces
using the tools. If you try to split a
serrge of triangles, it just won't work as intended. In many cases where there are both quadrilaterals
and triangles, the loop will
continue only until the last quadrilateral that
it can find on its path. After which, the loop
will just have open ends. Hence, it will not be a
closed loop as required. When modeling objects, we prefer to use faces that
are quadrilaterals, that every component, such
as the edges or the faces, are always in loops. This helps in
subdividing the surfaces uniformly as many times as we want quite
easily when needed. Now, there are many options when using the Insert
Edge Loop tool. Those can be
accessed by going to Mesh Tools and clicking on this box icon for
Insert Edge Loop. Here you will find mainly three options regarding how
we can position the edges. The first option is the default one where you can
simply click and drag on the edges to insert an
edge loop wherever you want and leave the mouse pattern
to confirm its position. All right, in this relative
distance means that the edge loop will be positioned relative to the spacing
of the surrounding edges. You can simply say that
it is calculated in percentages rather
than in exact numbers. Hence, the edge loop
will always divide the space proportionally
between two adjacent edges, no matter how bigger or smaller the spacing
between them is. The next option is equal
distance from edge. Using this option,
you can insert an edge loop which is evenly spaced from
the nearest edge. You can say that this one
works more like in numbers. Like if the distance from the closest edge is three units, then it will be same across the entire
length of the loop, irrespective of the spacing between the two adjacent loops. Right, The third option
is multiple loops, where you can enter
the number of loops that you want
to insert all at once and evenly spaced from one another between two
adjacent edge loops. You can use this option
to equally divide a surface into as many
sections as you want. Right now, coming to the
offset edge loop tool, you can go to Mesh
Tools and click on offset edge loop
to activate it. Using this, you can
click and drag on edges to create edge loops
on either side of the edge. You can change the spacing
by going to its options. Here you can select between
relative and equal spacing, like the Insert Edge loop tool. If you select relative, the edge loops will
be inserted based on the distances between
the adjacent edge loops. Just remember that relative means proportional division of space based on percentages
rather than exact values. Whereas if you select
this equal option, then the edge loops
will be inserted evenly spaced from the edge on which we are
clicking and dragging. The distance of the central
edge loop will be same from the edge loops on
its either side right. Now, the last tool that I would like to show you is
the slide edge tool. Using this, you can slide
an edge or an edge loop on a surface to reposition it while also maintaining
the flow of the surface. You just have to select an edge or edge loop
and click and drag with your middle mouse button
within the viewport to slide the edge loop to
either side on the surface. All right. You might
think that why not? We can do the same thing
using the move tool. Yes, definitely we can. But that is not going to maintain the flow
of the surface. Sliding means slide an edge on a surface without affecting the overall flow of the surface. You can use this tool to adjust the spacing between edges
or different edge loops. All right, this is how we can
use the insert edge loop, offset edge loop, and
slide edge tool in Maya. See you in the next video.
21. Multi-cut Tool and Merge Vertices: Hello and welcome back. In this video, I'm going
to show you how to use the Multicar Tool and
merge vertices in Maya. All right, the Multicar Tool
in Maya is used to cut, slice, and insert
edges on polygons. The best feature of
this tool is that you can cut polygons in
any manner you want. You just have to keep
clicking on edges or vertices to cut the polygons
and press the Enter button. When you're done, you can also press the back button to
go back step by step. If there is a mistake, then resume the
process from there. Cut will not be confirmed unless you press the Enter
button on your keyboard. All right, now you can also hold down the Shift key on
your keyboard and then click and start dragging on
the edges to confine to specific percentages
while cutting the polygons. There is yet another
feature of the tool, and that is can hold down the control button on your
keyboard to insert edge loops. You just have to click
on an edge to insert the loop exactly on the place as displayed
in the preview. You can even confine
that loop to specific percentages by holding down the shift key as well
like 102030 and so on. To insert an edge loop at
a particular location, this percentage can be set by going into the
options for multicut, you can set this
snap step percentage to anything like 510 or 20, and it will divide the edges
in multiples of this number. All right, now coming to
merging the vertices, you can switch to
the vertex mode and select two or more vertices
and go to Edit Mesh, and click on Merge or Merge to Center to merge the vertices. This will create a
single vertex in place of multiple ones, Right, This distance threshold
value controls how close the vertices should be
in order to become merged. This is especially useful when we are trying
to merge all the overlapping vertices together
across the entire object. In this way, only the overlapping
vertices become merged while the vertices that are far away from one another
remain as they are. That is the time when we use point snap function a lot to
snap the vertices over one another so that we can
merge them together by selecting all of them at
once and clicking on merge. This is how we can use the multicut tool and
merge vertices in Maya. All right, see you
in the next video.
22. Extract, Detach, Append to Polygon, and Fill Hole: Hello and welcome back. In this video I'm going to
show you how to use extract, detach appenopolygon
and fill hole in Maya. All right, now there will be times when you may need
to separate certain parts of an object from the rest of it that you model so that you can model them separately to add more detail without
affecting the base model. And there you will
find the need for such options like
extract and detach. Let's take a look
at how it works. First, we need to switch
to the component mode, such as the face mode, and then select the faces or polygons that we want to separate from rest
up the object, and then go to Edit Mesh, and click on Extract. This will separate
those polygons from rest, stub, the object. Now they will behave completely
as separate objects. You can select both of them separately as
different objects. Now with their own manipulators, right now, the detach option does the
same thing as extract, except for the fact
that if we use detach, it will definitely separate
these polygons from the rest, but the separated polygons will still remain part
of the same object. When we switch to
the object mode, this is useful when we want to model certain parts of
objects separately, but we still want them
to be a single object. All right, coming to the
append to polygon tool, it is used to insert phases
in between other phases. It needs at least two edges
to create a phase in between. Let us take a look at
how it works Here I have this object with gaps in between that I need to
fill up with phases. I can switch to
the Component Mode and select the Edge mode. Now go to Mesh Tools and
click on Pinto Polygon. With this tool active, you can click on
two opposite edges, one by one, and press the Enter
button to insert a phase. You need at least two edges to create a quadrilateral
phase In between, these edges must belong to
two different lines of edges. They shouldn't lie
within the same line, otherwise this tool
is not going to work. Always keep in
mind that whenever a tool is not working
properly as intended, it means that we are
certainly missing the criteria in which that
tool can work as it should. All right, now what if we
had to fill up a gap with more than two edges or sides like this one with
eight edges in a loop, cannot be properly filled up
with a Pento polygon tool, even if we try to do with it
because of the way it works. In such a case we can
use fill hole option. But first we have to select the edge loop by double
clicking on any of these edges. Then going to Mesh and
click on Fill Hole. This will fill the
gap with an Engon, which is a polygon with
more than four sides and represents the number of
sides such as 567 and so on. Later this engone can
be splitted up into quadrilaterals using the multicut tool.
Somewhat like this. All right, so this is how
we can use extract, detach, append to polygon and
fill hole in Maya, see in the next video.
23. Step-by-Step 3D Modeling Practical: Hello and welcome back. In this video, I'm going
to guide you through a modeling process in which I'm going to show you some
practical application of the tools that you learned
in the previous lessons. It will help you understand how these tools really
help in our workflow. Before that, let me show you how to maximize your work space. First, hit Control plus space
bar for full screen mode, and then go to the
Windows menu Y elements. Click on this checkbox
for tool box. This will display
the toolbox panel. Then again go to
the Windows menu Y Elements and select
the command line. Then again the Self. Lastly, you can click here on the channel box to
expand its spanel. That's it. It should give you enough area to work
on three D models, especially if you have
a smaller screen. Okay, what really is
three D modeling? It is the process of creating three dimensional
representations of an object or a surface. It is the very first step in a three day workflow
where we begin creating the objects that
we either see in real life or just
imagine in our minds. All right, in this practical, I'm going to model mainly
three objects here, which is the cup, the
plate and the spoon. First I'm going to model the cup as this is going to be your very
first modeling practical. I'd suggest you to observe everything very
carefully as I proceed. You have to pay attention
to all my steps, what I'm doing, how
I am doing it, okay? You must know how to begin so
that you don't always have to depend on step by step tutorials to make
your own three objects. All right? You might also think, why am I not beginning with something bigger
and more complex, like an excavator or a robot, or something that looks
fascinating like a spaceship? Why am I beginning with such
a simple model in a stead? Well, as a beginner, you should always start with something that you
can finish early. This will help you build up your confidence and
prevent confusions. Model these simple
items properly. You will be able to model
all the complex objects that you would like to using just
your fundamental knowledge. Before you begin
modeling an object, you have to learn
how to break it down into simpler
shapes like cubes, cones, cylinders, spheres,
and other shapes. If it is a simple
object like this cup, plate or spoon, you have to
look at its major portion. Which shape does it resemble to? Like you can say that this
cup is cylindrical in shape. The plate is circular in shape and the spoon somewhat
oval in shape. With a rectangular handle, You always have to find a starting point from where you can begin
creating the rest. Once you understand the profile
or shape of the object, you can select the
primitive object that should be best
to begin with. Eventually, you would
be able to transform that primitive object into whatever you're
trying to create. As this cup is
cylindrical in shape, I'm going to start
with a cylinder and keep modifying it unless
it becomes a cup. All right, let me first
hide these objects, then create a cylinder. It can be of any
size as you create. Then I'm going to enter some values for the
radius, height, and subdivisions that you
get the same result as mine. Okay, now I can bring it to the center of the grade by entering zero for
translate x and z, and 2.5 for y, which is half the
height of the cylinder. Then if we dolly in, you will observe that we have
triangles at the center. I'm going to switch to the
edge mode and quickly select every other edge
from this section by holding down the
shift key as I select. Once they're selected, I can
hit Control plus delete on my keyboard to delete those edges and make the
triangles into quadrilaterals. I'm going to do
the same thing on the bottom side to
select the edges, either the art or the even ones. And hit Control plus
delete to delete them. Now I'm going to go to the mesh tools and click on
the Insert Edge Loop options. Select this Multiple
Edge loops option. And enter one, and click
on any of the edges on this last loop of faces to insert an edge loop
exactly at the center. Okay, I inserted this loop. To divide this surface, I have to create the
hollow portion of the cup. For that, I'm going to select this entire area
on top till here, and extrude it down to
create the hollow space. I'm going to select all
of these faces on top, except for the last loop. To select these phase loops, first you have to
select a phase, hold down the shift key, and then double click on the adjacent face to select the loop in that
particular direction. The second selection determines the direction in which the
loop has to be selected. In the same way, I can select
the other loops too by selecting a phase and then double clicking
on the second phase. Then go to the top
view and select this entire section of faces at the center by dragging a
rectangular markey over them. Then go back to the
perspective view and switch to the
wire frame mode. And de select these faces on
the bottom part by holding down the control button and dragging a markey
over that region. The control button is for removing anything from
the current selection, while the shaped key is for
adding to the selection. All right, I can switch back to the shaded mode now with
the faces selected, go to Edit Mesh and
click on Extrude. Push it down in negative y. Go to the front view and try to match the depth of
the bottom to that of the sides. This
is sufficient. And enter this value
for local translate Z, so that you get the same
result as the model years. Now on the negative z axis, I'm going to select a phase, make sure the phases are
perpendicular to this axis. That is the very
reason why I had used a value of 26 for the
subdivisions of the axis. What I have to do is,
with that phase selected, go to Edit Mesh, and click on Extrude, move it outward, and
enter this value. This is going to be
the handle of the car. Okay, I'm going to switch to the side view and select the
Insert edge loop options. Set it to relative distance. And use it to insert
an edge loop in such a way that it
almost forms a square. Then I can switch back to the perspective view and select this face,
and this one here. And hit the delete
button on the keyboard. Deleted them so
that I can bridge this part and the body
to complete the handle. In order to bridge, I have to double click on the edge
to select the loop. And then do the same thing here, holding down the shift key. Once they are selected, go to Edit Mesh, and click on Bridge, Increase the divisions to give the handle a
smooth curvature. All right, now if
we look at the top, you will notice that
the corners are sharp. Real life objects do not have extreme sharp corners except
for tools and weapons. So we can add some bevel, at least to this corner, the one on the inner side. Double click on the edge. To select this entire loop, go to Edit Mesh, and click on Bevel and
leave it to default values. Okay, now it might appear as complete and
you may be thinking, why did I model everything like it is built of some
rectangular blocks? Well, initially we build
our models this way with one thing in mind that later we're going to
make it surface smooth, either by pressing
three on keyboard or by practically adding subdivisions
using the smooth option. Okay, I'm going to press three. Now you can see as I pressed
three on my keyboard, we're looking at the
smoother version of our model at some places. Around the corners, it is smoothing more than
it is required. This is not what a real
cup looks like, right? In order to hold the corners
from smoothing too much, we have to add
resolution to the mesh. Which means adding
more edge loops in between these existing loops. You don't have to
add it everywhere, but mainly around the corners. I can use the Insert Edge loop or the offset edge loop tool. For that, let me select the Insert edge loop by clicking on the square
icon for options. Always keep an eye on
the options I select. I can enter one edge
loop at the top and one around it so that they both hold this corner
from smoothing too much. Then I can place five edge
loops on the interior faces to hold the surface from being pulled in too
much due to smoothing. I'm going to switch to the side view and place a few edge loops
around the handle to where we have corners
that we want to preserve. Insert to equal
edge loops here to subdivide this top section
just like the rest. Now I'm going to use the
offset edge loop tool. Make sure you have this equal option checked
within its options. And place two edge loops equally from either
side of this corner, around this corner
on the inside. The closer you place the loops, the tighter and sharper
the corners will be. All right, now we can simply press three on our keyboard to see
the final result. Okay, this is good. You can always
take a look around the corners to see if
they're smoothing correctly. All right, we have
successfully modeled our cup. We can hide this object for
now by creating a new layer, entering a name, then adding
this object to that layer. By selecting it and
right clicking on the layer and add
selected objects. One added, we can toggle the visibility
of the layer using this switch means visible,
empty means invisible. All right, I'm going to
keep the cup hidden for now so that we can clear this area for modeling
other objects. Okay, as we have finished
modeling our cup, let us move on to
modeling the plate. As you know, the plate
is circular in shape. There are many possibilities of choosing your desired
primitive object. You can choose anything
that is circular in shape and keep modifying it unless
it looks like a plate. I'm going to use a
sphere, which for now, might feel a little odd to you, but you will understand once I show you how it
was a good choice. For this purpose, let me create a sphere and set its radius so that you get
a similar result as mine. Then I'm going to switch to the face mode and select more
than half of this sphere. Up to this portion, you can use the front or side
views to be accurate. Once perfectly selected, hit the delete button to
delete all those phases. Now what you see is just the remaining portion which appears to be
black from the inside. Because a face has two sides, a front and a back on the front side has all the shedding and
the backside doesn't, due to which it appears black. And the backside of faces generally lie on the
inside of objects. Okay, now if we
look at the bottom, we're going to find
the triangles again, we have to turn into four sided polygons by deleting every other
edge from this section. Once done, go to
the object mode, and while it is selected, go to the Modify menu and
click on Center Pevert. Set its translate x
and z values to zero, then switch to the
scale tool and scale it down from top to make
it somewhat more flat. You can also enter a value directly for the
scale y attribute. All right, now
keeping it selected, go to Edit Mesh. Click on Extrude. And push the Z handle down
and enter this value here. Then switch to the
face mode and select all the faces on the top inner portion here
up to the second edge loop. Go to Edit Mesh, and
click on Extrude. Select the move Toll, switch to the side view and wireframe mode and push it down and keep it just above this first
slanting edge here. Okay, I can switch back to the perspective view now I
can create its circular base, extruding a portion
from the bottom side. For that first, I'm going
to insert two edge loops on the bottom side between these first two
inner edge loops, which will create a loop of phases that I can extrude
to create the base. Let me go to the mesh tools, select the Insert
Edge loop options and make sure this relative
distance is selected. Then just click and drag here on the edges to insert
the loop right here, and another one here. All right, now we have got this loop of phases
which we have to select. Once selected, go to Edit, Mesh, and click on Extrude. And using the move tool, just push it down vertically, switch to the side view and keep it closer to this
bottom curvature of the plate. Okay, these faces are
currently slanted. I can straighten all
these bottom faces using the scale tool.
Just activate it. Hold on the J key on the keyboard and click and
drag this green handle down. This is going to straighten
all the faces at an instant. Let me switch to the
perspective view. Now we just have to insert an edge loop closer to the
stop extrusion right here. To prevent this corner from being stretched
due to smoothing, go to the mesh tools. Select the Insert
Edge Loop tool, and click and drag here
to insert the loop. Then go to the options
for Insert Edge Loop, and select this Multiple Edge
Loops and set it to one. Just click here on the
edges on the side of the plate to insert an
edge loop at the center. Okay, it is done. We can press three to smooth and check whether or not our
model is looking correct. All right, with this, our plate is complete. We can hide this object by
adding it to this layer. Make sure the
object is selected. Right click on the layer and
select Add selected Objects. Well, the object disappeared because the visibility is
currently off for that layer. We can always bring them back by clicking here on this switch. Okay, the plate is
currently below the cup. We have to bring it up
using the move tool. You have to place
it very carefully using all the orthographic
views and make sure the cup sits right on the surface and not inside
the surface of this plate. Okay, it is done. Let me turn this layer off. Now let us create our final
object, which is the spoon. The first section of the
spoon is oval in shape, while its handle is more
like a rounded rectangle. We have to begin
from some point. I'm going to begin from
this circular section. First create a sphere and enter this radius so that
you get a similar result. Then delete all the pass
from this fourth edge loop, leaving these three phase loops behind along with
their triangles. Go to the Object mode
and go to Modify menu. And click on Center Pivot. And just bring it
above the grade. It's x and z value to zero. Now we have to make
it oval in shape. We can use the scale told for that you can just
squeeze it from the top, also from this side and stretch
a little from this side. Just keep an eye on the axis. You can just enter these
values here to be accurate. All right, we also have to
create the handle for that. We can switch to the edge mode, select these two edges, then switch to the top view. Go to Edit Mesh, and
click on Extrude, and use the move tool to move them ten units on
the negative Z axis. Switch back to the perspective
view now we can simply delete these edges to make these triangles into
four sided polygons. Select every other edge from this section and then hit Control plus Dilate
on the keyboard. Now go to the object mode and
keep the object selected. Then go to Edit Mesh, and click on Extrude. If you look a little closer, you will see a little I
can hear it enables us to switch these handles from
local axis to global axis. Okay, we have to click on it to switch to
the global direction. Then we can push this y handle down to add some
depth to the spoon. You can also directly enter this y value here to
do the same as mine. All right, now go to the Mesh tools and click on
the Insert Edge Loop options. And make sure this multiple
option is selected. We have to just click
on this edge here here to insert two edge loops. Now the problem is that if we apply smoothing
to the mesh, we will notice certain
deformations on the surface due to these edges present on
the circular region. It will be more visible as we're going to add
materials to it. In a later lesson. What I'm going to do is switch
to the top view. Enable the wireframe mode and double click on
an edge to select this entire loop
on the shift key. And double click here on
this to select this loop. And then hold on the control button on
the keyboard and drag a marquee around this section to deselect these edges
and these edges here. And hit Control plus
delete on the keyboard. This will delete all
those selected edges along with their vertices. Okay, now we have to
insert an edge loop here. By selecting the Insert
Edge lope options and make sure the relative
distance is selected. Click here to insert a loop. Now switch to the
face mode and select these four phases on top
and go to Edit Mesh. Click on Extrude, switch
to Global Handles, then pull it up and enter this value here
for translate Y. Then we can switch to the
vertex mode and go to the top view using the move to select and pull
these vertices up and down to add a little
curvature to this end. Now if we press
three on keyboard, you will notice that the
corners are getting too soft. We need to make them a
little tighter by adding edge loops around this corner
on these areas as well. Just select the Edge Loop tool and insert an edge loop here. Then go to the edge loop options and select this
Multiple edge loops. And enter 15 here. And click here on this handle. This will add 15 edge loops on the handle to hold
the surface tight, right press three
again to observe. Now the handle is blending too much within the
circular region due to smoothing to hold it and make it appear
a little prominent. We have to add an edge loop
within the last phase loop, both on top and on the bottom. Okay, Go to the Insert
Edge Loop options and enter one here. And then click here to
add the first loop. And click here to add an
edge loop here as well. We have to do the same thing
on the bottom side too. Now simply press three
and it looks great. All right, we can toggle this layer to bring
back our cup and plate here. We simply have to put this
spoon inside this cup. Okay, let me first rotate
it along the Y axis. Then along X, you can
simply enter these values, then switch to the
front view and use the move tool to
place it within the cup. By moving it on X and Y. We can also isolate
the spoon and the cup by selecting them and
pressing control plus one. This will isolate
both the objects. Now make sure you
make the spoon touch the bottom corner of the
cup and its top surface. Then press control
plus one to exit from the isolation mode and switch back to the
perspective view. Here we are, the
set is complete. In order to model anything, you have to first study its
topography or its anatomy, understand the different parts and flow up their surfaces. Then you have to break it
down into simpler shapes. You have to look at
the major portion from where you can begin
creating the rest. Then you can simply choose the primitive object that
should be best to begin with. And keep modifying it unless you transform
it into that object. In case of complex models, you may need to use more than one
primitive object and later merge them
together as one object. Okay, with the simple
steps in mind, you can model anything you want. All right, with this, let us move on to
our next lesson. See in the next video.
25. Boolean: Hello and welcome back. In this video, I'm going
to show you how to do Boolean between
objects in Maya. All right, what is Boolean? Boolean is actually a process in which we create
a new object by doing difference or intersection between the shapes
of two objects. In Maya, there are mainly three ways to do a
Boolean operation, and all of them
can be found under the Mesh menu inside
a Boolean option. The first way is union, the second is difference, the third is intersection. Now we need at least two objects to do a bullion between the two. First, I'm going to
create a sphere and set its radius to four and position it at the
center of the grid. Then create a cylinder and set its radius and height to
two units and subdivisions, caps to two as well. Then I'm going to snap the
cylinder to the center of the sphere and keep it just a little higher from
the surface of the sphere. All right, the first operation
in Boolean is union. In this, two objects are not
only just combined together, but also their shapes are united to create
a single object. First, let me select
both of these. Then go to Mesh Boolean and click on Union. You
can take a look. If I switch to the
wireframe view, you will see that the part of the cylinder that was inside
the sphere has been removed. Instead, only the
part that was outside the sphere has been added to the sphere to create
this final object. In union matters is
what you see from the outside is what will be used to create the final
shape of the object. Anything that is
overlapping in between these objects will be
cut off or removed. Not just this, the vertices
have been merged as well. This is the difference
between union and combine that we
did in earlier lesson. Now coming to difference, it is actually a
subtraction process in which we use the shape of one object to cut
through the other. In this, what matters the most is the order
of the selection. Meaning which one did we select at first and
which one at last. Because it is this order
of selection that will determine which object will be used to cut from the other. If I select this sphere
at first and then select the cylinder and then go to Mesh bullion and
click on Difference. The cylinder that was
selected at last will be used to cut through the sphere that was
selected at first. All right, In this only
the overlapping portion of the cylinder has been used
to cut through the sphere. Now coming to intersection, it doesn't matter in which
order we select the objects, because in this only
the overlapping parts of the objects remain. The rest of them is removed
to create the final object. If we select these
objects and go to Mesh bullion and click
on an intersection, this will only keep
the overlapping parts and remove the rest of them
to create this final object. All right, this is how we can do bullion
between objects in Maya. See you in the next video.
26. New Booleans in Maya 2023 and 2024: Hello and welcome back. In this video, I'm going to show you a few more
bullion options that have been added in May
2000, 23.2024 All right. There are a total of five bullion operations that
have been added in May 2000, 23.2024 What's more
interesting here is that now you can see a live preview of the bullion operation and
also change its order. Let me show you what I mean. The first improvement
in bullion is this difference a minus B
and difference minus A. What this does is no matter what is your
order of selection, you can do the
difference in both ways. If I select these objects, go to mesh bulls and select
difference a minus B. You can see how one object is
used to cut from the other. This is a life preview showing the second selected
object in wireframe mode. To let you understand
how everything is working here, let me undo that. Go to mesh booleans and
select difference B minus a. It is the opposite of
the previous operation. Okay, you can see in the live preview which object was used to cut from the other. One more interesting feature
is this bullion stack, where we can change
the order of objects by dragging them up
or down like layers. Due to this feature, it
doesn't matter anymore. In which order we
select the objects, we can always change
the effect from here. Now to apply this effect and
make this change permanent, have to keep the object
selected and delete its history by going
to the edit menu. Delete by type and
clicking on History. The Delete History button
is right here on the shelf. Here is the Boolean option. You have to right click on it to access all the
bullion operations. All right, now if we apply our next
bullion, which is slice, it uses one object to cut
the overlapping portion of another object keeping the rest of the
surface as it is, and hence it is called
slicing an object. To take the slice out, we have to switch to the
face mode and then double click on a face and pull it
out using the move tool. Okay, they still
behave as one object. We can use extract
to separate them. The next bullion is hole punch. It uses one object to create a hole on the surface
of another object. You can see how it has created
an opening on the surface. We can also reverse the order. Okay, the next
bullion is cut out. It is the opposite
of hole punch. It uses one object to cut the
surface of another object, keeping only the
overlapping surface and deleting the rest. We can always change the order
to see different results. All right, the last
bullion is split edges. It uses one object to split
the edges or faces on another object and delete the object that was used
to split the edges. You can take a
look in both ways. All right, once you're
satisfied with the result, you can delete its history. Okay, these were all the
bullion options that have been added in Maya
2,023.2024 All right, see in the next video.
27. Duplicate and Mirror: Hello and welcome back. In this video, I'm
going to show you how to duplicate and mirror
objects in Maya. All right, now there are at least three ways to
duplicate objects in Maya. The easiest way is to select an object and press control
plus D on your keyboard. Once the object has
been duplicated, you can move it out of the source object in case you don't
remember the shortcut, you can go to Edit Menu and find all the options
for duplicate here. All right, Next way
to duplicate is to duplicate objects along
with some of transformation. If you select an object and press Control plus
D to duplicate it, then move it out in
a certain direction, then press Shift
plus D. This will duplicate the object along with the transformation
that we just did. As soon as we duplicated the
object for the first time, we use this
duplicating method to create repeating
objects in our scene. We just have to press
Shift plus D over and over again to keep
duplicating the object, along with the transformation added on top of the
previous transformation. Right, the last way to duplicate objects in Maya
is a very special one. Hence, it has the name
duplicate special. There are many ways to use this method of
duplicating objects. Like if I select this object
and then go to Edit menu, click on this box icon
for Duplicate special. This will bring up its options. Here you will find not one, but many transformation
attributes using which you can create multiple copies of
the same object along with more than
one transformation. I can type in here the
number of copies to be eight and rotate each of them by 45
degrees along y direction. Now once you're done with
entering the required values, you can click on Apply
or duplicate Special. This will duplicate the
object up to eight times, each rotated by 45 degrees
along Y direction. Now there is another form
of duplicating objects, which is called cloning. To clone objects, you have
to select the object, then go to Edit menu, and then click on
this box icon for Duplicate special Here
within the options, you have to change
this geometry, type copy to instance, then keeping the rest as same. You can click on
Duplicate Special. This will create eight clones
of the selected object. Now, clones behave little
differently than duplicates. They are connected versions
of the source object. If I do anything on any of them, all of them will be affected. Which means anything you do to the source object
or any of them will affect the rest can see how beautifully they are
connected to one another. Right now, coming to mirror, we generally mirror an object when you need an exact copy, but in the opposite direction. It is much like flipping
an object along with duplicating to
mirror an object. First we have to select the
object, Then go to Mesh, and click on this
box on for mirror to bring up its options here. One thing you have
to remember is this. That you have to position the object properly
in the three D space, because you can mirror an
object across an axis. So you have to
choose between x, y, or z axis in order to mirror
the object across that axis. Here I'm going to mirror
this object across x axis. I'm going to select X
axis and click on Apply. This will mirror
the object across X axis and both of them
will be a combined object. If you don't uncheck this box
for combined with regional, this combining feature
is actually meant for mirroring and combining two
halves of the same object. Like if I delete half
of this object and then extrude one of its spaces and then snap it to
the central axis line. And then keeping it selected. Just go to these
options for mirror and click on this checkbox for
combined with original. Then click on Apply to Mirror. This will mirror the original up to the other side
of the axis and also merge both of them vertex by vertex to create
one single object. All right, this is
useful especially when you have an object that has to be identical
on either side. You model only one
side of the object. Add all the details simply
mirror the other half. Examples are like human
head, human body, car, airplane and so on, where the left side of the body is similar
to its right side. This is how we can duplicate and mirror objects in May
see in the next video.
28. Duplicate Special - The Impact of Axis Orientation: Hello and welcome back. When using the duplicated
special option, you may find something
that may not work in the way like I have shown
in the previous lesson, that is this separation of duplicated objects
from one another. Let me show you again,
if I select this object, go to the Edit menu and click on this option
for Duplicated Special. Here are all the
previous settings. I want to create eight copies
of the selected object, each rotated by 45 degrees
along it direction one cyclic. On Duplicate Special, it creates eight copies
of this object, each rotated by 45 degrees. If I push them out, all of the eight copies
will still be together. Now the question is why this is because the move tool is currently working in
the global direction. It will move all the
duplicated objects in the same direction as
pointed by the global axis. In order to move the objects
in their own direction, we have to double click
on the move tool to open its settings and set this axis orientation to
object instead of world. Now if I push them out, all of them will move out
in separate directions, which is their own z direction, each rotated by 45 degrees. You can see as I select them, each of them has their
own z direction, facing in a different angle according to the
orientation of the object. This is how it works. All right, see you
in the next video.
29. Working with Image Planes - Concept and Practical: Hello and welcome back. In this video, I'm going to
show you how to work with image planes and use them
to model objects in Maya. All right, now you
might be wondering, what are image planes? Image planes are
actually images, such as blueprints
that we import into Maya for modeling objects
exactly as given. In the blueprints, we
generally have a top view, front view, and a
side view of a three, the object in the blueprint. But sometimes we also have a separate left
and right view and a bottom view as
well when there are details present on every
side of the object. All right, as soon as
you have downloaded the blueprints of an object from the Internet or you have
created one on your own, you can copy them to the source images
folder of your project. That everything stays
inside one project folder. Then you have to
import them one by one for each of the
orthographic views in Maya. Let me first switch to the four view here under
the Umenu top view. Go to Image Plane and
click on Import Image. This will open up the Explorer, where you can select
the image containing the top view of an object
and click on Open. This will import the image
and place it on Zx plane, which is our top view. The same thing has to be done
for the front view as well. Go to Menu, the Image plane, and click on Import Image. Select the front view
image, and click on Open. Then go to Menu
for the side view, then Image Plane, and
click on Import Image. Select the image. Click on Open. Now we can switch to the
perspective view and rename these image
planes to image plane, top image plane, front
and image plane side. Then move the side view to
negative 20 in x direction, front view to negative
20 in z direction, top view to negative
20 in y direction. We need this space so that we
can create the model here. These image planes should not be on the grid in between
of our object. I moved them all away
from this space. Now all we have to do is select this image plane and click
and drag on the translate X, Y, Z attributes to select them. All right, click on it and hold and select this
lock selected option. This will lock the image
plane to prevent us from accidentally moving it while we try to move the
components of our object. All right, we can do this for all of the image
planes within our scene. I'm going to model
the ice cream using these reference lines
on the image planes. First, let me create a cube, then change its x and z value to zero to move it to the
center of the grid. Then go to vertex mode and
switch to the front view. Then I'm going to select and move and scale
these vertices in pairs to reposition them over the reference
lines of ice cream. I'm going to bring
these vertices down to align with
this bottom line. And move these vertices up to align with the
topmost line here. Then select all of the
vertices and scale them in x axis to align with the
side lines of the ice cream. You need to constantly
dolly in and out to position the vertices precisely over these reference lines. Now I'm going to switch
to the side view. Scale up these vertices in z axis to align with
the side lines here. If I switch to the top view, you will see that
all the ages or vertices are already aligned
with these reference lines. Now let me switch back to the perspective view and
switch to the object mode. Then go to Modify
menu and click on Center Pot to move the pivert
to its geometric center. Then press control plus
D to duplicate this bar. And then move it little out of the original bar so that
they do not overlap. While selecting the vertices, go to vertex mode and
switch to front view. Scale it down in x axis, Then switch to object mode and set its translate
x value to zero. This will bring it
to the exact center. Now switch back to
the vertex mode and scale it down even further to align with these
reference lines. Select the top ones
and move them to here. And select the bottom ones
and bring them to here. Now switch to the side
view and select all of these vertices and scale them down to align with the
reference lines of the stake. Right? I can now switch
to the perspective view. Then switch to the object
mode and go to Modify menu. And click on Centervert to
bring its vert to center. Now what I'm going to do is use the Insert Edge Loop tool
to insert few edge loops. Then position the vertices to align with these
reference lines. And I'm going to show
you all of this in little time lapse in
order to save some time. Right, let us begin. I'm using multiple
edge loops to equally divide the surface
so that I can add more subtle variations along the perimeter moving
the vertices in pairs. To keep both the left
and right sides equal, I need to do the same
thing within all of the orthographic views,
loops wherever required. And reposition the vertices in pairs to align with
the reference lines. Once all the vertices have been aligned in all of the
three orthographic views, I can switch back to the
object mode and select them and press number three to see the objects
in smooth preview. As you can see that the
objects are becoming too much curved along
these sections, I'm going to add multiple
edge loops to hold the surface and prevent it from becoming too much
curved in those areas. I'm using the scale tool to
straighten the edge loops, using the move tool to
reposition them as required. This will create nice and
gentle smooth corners. All right, now if I select
them and press number three, you will see a quite
acceptable model of an ice cream exactly like
in these blueprints. Once I'm satisfied
with the result, I can save the project file. All right, this is
how we can work with image planes and use
them to model objects in May. See you in the next video.
30. Creating 3D Text and Camera: Hello and welcome back. In this video I'm going
to show you how to create three D text and a camera
within your scene in Maya. All right, to create
three D text, you have to go to Create
Menu and click on Type. This will create a default
three text which you can change using the
attribute editor here. The first thing
that you can change is the content of the text from three D text to anything
like I'm typing here, Hulk. You can change its font
from this dropdown. I'm selecting Impact. You should also
change the name of your theory text
from type one to an appropriate title that it is easy to identify
it within the outliner. Now coming below, we have
the tabbed sections. Each of them contains
parameters for modifying different
properties of the text, including
its animation. Now we are going to take a look at these two most
important sections, which is this text
and the geometry tab. All right, under the text tab, we have these more
settings on character, such as you can set
the alignment of the text with respect
to three D origin, also the font size. There are other settings here which are not always
that necessary, but you can still check
this out by yourself. Using this, you can actually
change the letter spacing. And spacing in between the
words and so on. All right. Now the geometry tab is the most important section here as we are creating
a three D text. Here under this tab
lies all its settings. The curve resolution is actually the parameter for
changing the density of polygons or edges on the letters that have a
curvature such as this. If I change this by
dragging the slider, the number of edges will change around the
curvature of this letter. This is useful for
making the curvature either smooth or rough,
just as we want. You can leave the
colinear angle and distance to the default
values for now. This checkbox below with
the title Delete Caps, is used to delete the
caps of the letters, which is actually the front and back sides of the letters. The side part remain as it is if you're looking
for this type of text, then you can keep this
checkbox checked. Now coming below, we have these
parameters for extrusion, using which you can actually set the
depth of the letters. By changing this distance value can change the divisions of the extrusion for adding
more detail to the letters. Below that, we have a checkbox for enabling
bevel for the text. You can check this if you want to bevel the letters
of your text. You can change the
bevel distance to set the width of the
beveled corners, like how wide the
bevel would be. The offset value will determine the beginning
point of bevel, Like whether it is
starting all the way from the center
of the depth of these letters or it is starting from just
round the corners. The divisions can be used to set the
roundness of the bevel, more the number of divisions, greater is the roundness
and vice versa. Always remember that
beveled corners account for the
highlights that we see on the corners because
of the bouncing of light due to such
an angular surface. All right, this was all about creating a three text and customizing it to your need. Now let us move on to creating a camera
within your scene. Creating a camera is as easy as creating a
primitive object. You just have to go to
Create menu, then Cameras. And click on this camera option will create a new camera at
the center of your scene. From here, you can
move the camera to any appropriate
location of your choice. Using the move tool,
you can even rotate. Using the rotate tool, you can name your
camera to something like primary camera
or anything you wish. Now to switch to
this camera view, all you have to do is
go to Panels menu. Under perspective, you
can select between the default camera and the camera that you have
created within your scene. I'm selecting this
primary camera that I have created here. We have switched to
that camera view. As you can see, the name of
the camera below has changed from perspective to
primary camera, right? Using this mode, you can do a lot of things like
positioning your camera, which is the most
important thing. Also, you can change
all its settings within the channel box
like a real world camera. Not just this, you can also lock your camera so that you
don't move it by mistake. And that can be
done by clicking on this lock icon on the
view panel tool bar. Once the camera is locked, you cannot move it anymore. And hence you cannot
navigate using that camera, like tumbling,
panning, or anything. The same option is present
under the human as well. Then you can switch back to the default camera by
going into panels, perspective, and
selecting RSP from here. You can also lock a camera or any object directly
by selecting it and then selecting all of
its attributes within the channel box by dragging
your cursor on them. Then you have to right click and hold and select, Lock selected. This will lock all of
the selected attributes. You can unlock them
in the same way. All right, one last thing that I would like
to show you is this. That you can always
create a new camera from the current perspective
view by going to View Menu and clicking on
Create Camera From View option. This will create a
new camera right at that particular position and angle from where you are
looking at the subject. You can see that
the name here has changed from RSP to RSP one, which means that we are currently looking
through our new camera. You can switch back
to the default camera from the panels menu. Here is the camera that we
just created can rename it from RSP one to anything
you wish like shooting cam. This is very much helpful
when you have found a certain camera angle quite appropriate
for your subject. And you want to create
a camera right at that particular
position and angle as soon as possible without
losing that view. All right, this is how we can create three D text and a camera within
our scene in Maya. See you in the next video.
32. Creating Lights and Arnold RenderView - Concept and Practical: Hello and welcome back. In this video, I'm going
to show you how to create lights in Maya and render the
scene in Arnold Renderer. Now that you know how to
model objects in Maya, it is time to take a look
at how to add lights in your scene and render the output that looks
close to something real. Now, before I
create a new light, I'd like to mention
that there are at least two render
engines in Maya. One is the Maya's own
default renderer, and another is the
Arnold Renderer. In this course, we'll
mainly be focusing on the Arnold Renderer
which has been used in big Hollywood movies like Pacific Rim Cloudy with a chance of mid balls
and many others. I have been using this renderer
for almost nine years. I have also used
Pixar's Renderman, which has been used in rendering almost every animated
movie produced by Disney and Pixar
Animation Studios. Arnold Renderer is an industry standard render
engine that produces a very realistic output close to what we see in
a real life environment. It is being used by
Industrial Light and Magic, which is the biggest visual
effects company in the world. This is something that should definitely grab your interest in learning it and making the best of what is
possible for you. Coming back to Maya, there are two places from where you can create lights in your scene. One is by going to
the Create menu. Then under lights, you can find all the default
lights of Maya, out of which the
ambient light and the volume light is not
supported in Arnold Renderer. Another is by going
to the Arnold menu. Then under lights, you can find all the lights
that are specific to Arnold Renderer and have more features than the
default lights of Maya. In this course,
I'm going to show you one default
light of Maya and one Arnold specific light and two more Arnold lights
in an upcoming lesson. All right, first
I'm going to create a new light by going
to create menu lights. And I'm selecting the
spot light from here. This will create
a new spot light at the center of the scene. We can move this to
any location using the move tool and also rotate
it to change its direction. I'm going to put some
exact values here, rather than keeping
them in decimals right. In real, a spot light
is a light with a parabolic reflector and
hence it is conical in shape. It is a light with a
specific direction. Now to see a rendered
preview of the lighting, you can go to Arnold menu and open the Arnold Render View. Here is the start and stop button to start and
stop the light preview. Let me close this for now. There is yet another way to see a light preview
of your scene. That is by going to view
panels, Renderer menu, and selecting Arnold From here, little floating window
will pop up using which you can start and
stop the preview as needed. You will see the preview
right within the viewport. You don't have to open
any separate window for this right now. You might have observed
one thing here that there is hardly any light that
we can see in the preview. What I need to do is increase the intensity of the light
unless it becomes visible. You can always type
in a value that is greater than what is
possible with this slider. You can also choose the color of light by clicking on this box, like yellow or green, but I'm going to keep
it white for now. Coming below, we have this drop down for changing
the decay rate for the light from no decay to
quadratic in real lights, decay over distance
at this rate. All right, the cone angle sets how wide or narrow
the cone will be. Hence, the light
will be spread over a larger area once I increase this value
for the cone angle. Now as you can see
that currently we can see the edge of
the light where it ends, the penumbrangle
is used to create a fade out effect for this
hard edge and make it softer. If I increase this, it will create the effect
after the edge. If I decrease this, it will create the same effect
before the edge. The drop of bello is something
that controls the rate at which light intensity decreases from center to the edge
of the spot light. With this, you can
create a light with a very smooth fading effect from the center to the edge now. Scroll down. We're going to find here another section
with the name Arnold. You have to click
on this little icon to expand this section. The settings here
generally overwrite the above settings for the
default lights of Maya. All right, here is a check box for using color
temperature for light. If I check this, it will overwrite the color
attribute of light. Which means if I set the
color of the light to green and then come back
here and check this box, it will disable the
color attribute and use the color
temperature instead. This scale is based on Kelvin scale value of 6,500
producing white light. Value greater than that
will produce cooler colors, while value less than 6,500 will produce warmer
colors of light. All right, I'm
going to keep it to 6,500 so that we can have
a white light for now. Coming below, we have
this exposure value, which is an Epstop
value that multiplies the intensity of light by two
to the power of the stop. If I use value of
nine for exposure, the value of one for intensity, it will be same as
intensity of value 512. Exposure of value zero. We generally use
the exposure value more often than the intensity. Hence leave this intensity
value to one and change this exposure value
to whatever we need for now. It looks better With a
value of ten samples is used to improve the quality of the shadows by removing
noise from those areas. I would recommend not to increase this above
the value of four, which is sufficient
in most cases. Otherwise, it will
simply increase the rendered time or
the processing time for the output radius is used to increase the size
of the light source. Resulting in Shofter shadows
instead of hard shadows. This creates a very
smooth lighting, like a diffused light
normalize is used to keep the amount of
emitted light to constant as we
increase its radius. Otherwise, if we uncheck this, the amount of light
will increase as we increase its radius
and vice versa. In this case, the radius controls the amount
of emitted light. But with normalize,
we can have shot shadows out affecting the
amount of emitted light, no matter what its radius is. All right, now to observe
the effect of roundness, we have to first set the penumbrangle and
drop p values to zero. With roundness set to one, we are going to have our
light in a circular pattern. Whereas if we bring this
value all the way up to zero, it will create more of
a rectangular pattern. Unchecking the cast shadows
option will disable the shadows for the objects
created by the spotlight. This produces a very unrealistic
and inaccurate result, as we can see here. But this is useful when we have more than one
light in a scene. And we want the
shadows to be cast in only one direction and not
in all the directions. All right? The shadow density controls the value or darkness
of the shadows in case, if we want to lessen
the strength of the shadows created by a
particular light in our scene. The aspect ratio is the ratio
of the width of the cone to its height value of one means the width of the cone
is equal to its height. By decreasing this value, we make that proportion unequal. Hence, it creates this light coming from some
narrow opening on the wall or door or something. The lens radius is
used to coincide the position of the light
with the vertex of its cone, making the light appear to
be coming from a point. Whereas on increasing its
value all the way up to one, the light will appear
as a truncated cone. We can observe this only
under volumetric lighting set up where we have mist or
smoke within the environment. All right, checking
this box will disable the volumetric shadows
that form within the air due to the
presence of these objects. Lastly, the volume samples
is used to improve the quality of the
volumetric shadows by removing noise
from those areas. I would again recommend
not to increase this value above four
unless it is necessary. All right, this was all about
the spot light up, Maya. Now let us move on to creating
an Arnold specific light. The light that I'm going to create is called a mesh light. To create it first
I need to select an object which I would
like to turn into a light. Then go to Arnold
menu within Lights, select the mesh light option. This will turn the object
into a light source. Here within the
attribute editor, you can change its settings. I'm not going to explain the
common attributes again. You can increase
the exposure value to make it appear more prominent and set the color
to something like green. There is a checkbox here with an option to make the mesh
light visible to the camera. We should definitely
check this if we want to create a light that can
be seen like an object. Below that, we have
samples to control the quality of shadows
and reduce the noise. We can change the color of the shadows created
by the mesh light, especially if it itself is emitting a
different color light. The shadows can be of a different color as well
than the usual black. You can change this for giving an artistic
feel to your scene. Otherwise, change it
only when you have acquired sufficient knowledge
in lighting, right? This was all about using an Arnold mesh light in Maya
in case you're thinking, how did I create this
volumetric effect like this smoky environment? It is simple. You just have
to go to Render Settings, which can be accessed
either by going to Windows Menu Rendering Editors, and click on Render Settings. Or you can simply
click on this icon on the status line to
open the same settings. Here you have to go to Arnold Renderer tab and scrawl below to find this
environment section. Then you have to click on the Stoggle button to
expand this section. Here you have to click on this icon for the
atmosphere option, and then select Create
AI Atmosphere Volume. Once done, you can close this window within
the attribute editor. You just have to set the
density of the volume to 0.01 That's it, right? You can definitely take an
advanced course in lighting to learn more in depth about the different
types of lights. This is indeed a broad topic and cannot be covered up in
one or two chapters. On the other hand, sometime later if I decide to make
a course on lighting, I'll notify you as soon as I appload the
course. All right. This is how we can
create lights in Maya and render the scene
in Arnold Renderer. See you in the next video.
33. Viewport Rendering in Maya 2024: Hello and welcome
back in Maya 2024. The port rendering
has been enhanced. A new render button has been added within the
Viewport tool war. It is used to start and
stop the eport rendering. Also, it will display
the progress bar right within the viewport with
all the other information. Okay, if you go to the Renderer menu and click
on the Options for Arnold, you will find the option
to change this HUD color. The full form of HUD
is heads up display. It is meant to display the information right on the
main screen like an overlay. This color setting is
useful when the HUD is blending with the background and we are unable
to read anything. In that case, we can set the
color to something else. All right, whenever you need to start or stop
the viewport rendering, just click on this button. Okay. There is also
another option here to select a specific area to render instead of
the entire viewport. To save time, you just have to drag an area using
your left mouse button. Make sure you disable it if you want to render the
entire viewport again. Okay, this is a major update in the viewport
rendering in Maya 2024. See you in the next video.
34. HDRI Environment and Physical Sky - Concept and Practical: Hello and welcome back. In this video, I'm going
to show you how to do an image based lighting using an HDRI and use the physical
sky system in Maya. Right? The full form of HDRI is high dynamic
range imaging. An HDR image is a 360 degree image or photograph
of a place with a lot of color information that is
wrapped on a sphere in a three space to simulate a
real life lighting condition. You will understand it once I demonstrated use inside of Maya. Right now, the first thing that you have
to do is go to Arnold menu, then lights and click
on Skydome Light. This will create one giant
sphere around our objects, which is our Skydome light. You have to dolly out
to be able to see it. This is extremely big and you can scale it up or
down if needed. This is a kind of light that uses a spherical
shape to emit light from all the direction and illuminate everything that
is inside this sphere. Hence, it creates a global illumination
within your scene. Generally, it has a color
and intensity attribute. Like all the other lights, you can change its intensity and use this light for
global illumination. You can either choose
the color of light, which is white by default and looks quite better this way. Or you can choose
an HDR image to use it as an input for the color
attribute of this light. Let me show you how to do it. Instead of moving this slider
or clicking on this box, you have to click on
this checkered box here to the right
of this slider. Then it will ask you to create a new Rendon
node where you can actually choose the
kind of input that you want to plug in to the
color attribute of light. As I want to use an HDR image, I can click on this
file option here. This will create
a new file node, which will allow you to
select any image file on your computer that
is supported in May. Let me first rename
this file node. Always make sure that you
rename everything you create, otherwise you may not be able to identify anything in the end. Now we just have to click on this folder icon to
select the HDR image, which is located in the source images folder of our
current project. And click on Open
to load the file. Now if I just dolly out, you will see that the HDR
image has been wrapped on this sphere and is being
used as a source of light. All the bright, high lights, such as the sun on the image, is used to emit light
in such a manner as if our objects are really within this environment that you see. Within the HDR image, you will find the
shadows forming according to the position of the light source in the image. Not just that, the
environment will be reflected on the objects that
have reflective materials. This environment also be visible to the camera
as a background. We can even rotate
the Skydome light to change the direction of light coming from this HDRI and hence the shadows that
form as a result. Here within the
attribute editor, you will find an option to enter the resolution of the HDR image in pixels that you're using. You have to enter the size
of the largest dimension, which is usually the
width of the image. In my case, this HDR
image has a size of 4096 pixels wide by
2048 pixels tall. I can keep it to
4,000 I would have entered 2000 if the size was
around 2000 pixels wide. All right, I can increase the exposure of
the light if I want to, but I think it is
already bright enough. Instead, I'm going to
reduce the intensity to 0.8 that the highlights
don't appear over exposed. I can also increase the samples
to reduce the noise from the shadows below all of
these common attributes, we have this visibility section
where we can set whether the skydome light will
be visible to the camera or in transmission in
diffuse and so on. You can turn the visibility
to zero for the camera. If you don't want
the Skydome light or the DRI to be visible
directly through the camera, you'd have to disselect
the Skydome light here to see the effect. If you turn this diffuse
attribute to zero, no light will bounce from
the surfaces of objects. Hence, everything will
appear colorless and dark. Now you might think
that if there is no bouncing of light
from the surfaces, then how come we are still
able to see these objects? They should all become
invisible, right? Yes, definitely. But in a standard material, the surface color
and the high lights are controlled by two
separate attributes. One is diffuse, which is the base color that controls
the appearance of surface. And another is a specular that controls the appearance of these high lights
and reflections. If I turn this specular
attribute to zero as well, then the Skydome light will not be visible in reflections, as well as the stuff
creating the high lights. Because of which, the
skydome light will have no impact in
illuminating our scene, and hence the scene will
become completely dark. All right, same way
the transmission will decide whether or not the skydome light will be visible through
transparent objects. Just keep this in mind, that if the Skydumlight is not visible in any of
these components, then the HDRI will not
be visible as well, because both are
linked together. Lastly, if you wish to
change the HDR image, you can do it by selecting the Skydome light and then
going to the color attribute. And clicking on this
black icon here. This will take you to
the same pile node. You can select a new HDR image, just like you did before. Once you have chosen a new file, it will update on
the Skydome light after a few seconds, right? If you're wondering where to find this type of HDR images, then you can visit this website, Polyhaven.com where
you will find free HDR images that you
can use in your projects. However, always check
the license before you use them in any commercial
project, right? This was all about using the Skydome light and HDR
image as a source of light. Now coming to the physical sky, you have to go to Arnold menu, then lights and click
on Physical sky. This will create
a Skydome light, but with a physical sky shader plugged in to the color
attribute of the skydome light. Physical sky is not
actually a light in itself. It is a system or a shader
that acts more like an image. And hence it needs the Skydome light to
illuminate our scene. To see it properly, you have to switch to
the Arnold Render View. Instead of this viewport
rendering. Let me open it. You can go to its Window
menu and click on Frame All to fit the
preview within this window. And click on this button to
start and stop the preview. Okay, it is a system in which you can simulate an actual physical
sky with the sun, where its direction and
intensity can be changed. All right, to access the
attributes of the physical sky, you can select the
Skydome light. Always remember that you can select the same from
the outliner as well. Okay, After selecting
the Skydome, click on this black icon beside the color attribute that will take you to the attributes
of the physical sky. Here, the first
attribute is turbidity. It is used to set the
amount of particles in the air like that of
dust, smoke, and others. The causes are shifted
in the color of the sky from clear
blue to dirty blue. You can increase the turbidity if you're creating a scene for a city because the air is
mostly polluted there, and also when there
is a bad weather. All right. The next
attribute is ground albedo. It is the color that is reflected from the
ground towards the sky, causing a shift in
the color of the sky. You can change it according to the scene you are creating. Like if it is a grassland, you can change this
to somewhat green. If it is a desert,
you can change this to yellow or orange. If it is a place
covered with snow, you can change this to
white or light blue. I usually don't change
it unless necessary. Next is elevation. It is used to
change the angle of the sun from sunrise to sunset. Hence, it has an angle ranging from zero degrees
to 180 degrees. The sun lies above the
head at 90 degrees. You can take this value
beyond 180 degrees, but that is totally meaningless because it will start looping. The asymerth is used to change the direction of the
sun around the sky. Hence, it has an
angle ranging from zero degrees, 60 degrees. Using this, you can
actually set the direction from where the sun is rising
and where it is setting. Then we have intensity to increase the
intensity of the sun. This will also increase the
light in your scene as well as in the sky like it should
if it was a real sun. We can also change the color of the sky and the color
of the sun if we want, by selecting any color
from the stint attributes. These attributes
are rarely needed, because we hardly ever need to change the color of
the sky or the sun. Unless we are trying to achieve some artistic look by changing
the color of the sky, the light is not going to
be affected that much. But by changing the
color of the sun, the color of the light
will change as well. The sun size will allow you
to set the size of the sun. But that is again, unnecessary, because the sun within
this physical sky doesn't look that
original as our real sun. It doesn't have all that
glow or anything but just a circular shape
filled with a single color. This is mainly useful in case the sun is reflected
on a shiny surface. You can increase
this to make the sun more highlighting or
prominent on the surface. Lastly, this checkbox
below is used to enable or disable
the visibility of the sun in the sky
that whether or not you want the sun to
be visible in the sky. Hence, as a result, there will be no formation of shadows due to the
absence of direct light. This is particularly useful when you're creating
a sky covered with clouds or when the weather is cloudy
and the sun is hidden. All right, one more thing I would like to
tell you that you can increase the quality
of the output by increasing the samples
of the skydome light. This will reduce the noise
within the shadow areas. All right, this is how we can do image based lighting using an HDRI and use the physical
sky system in Maya. See you in the next video.
36. Working with Arnold Shaders - Concept and Practical: Hello and welcome back. In this video, I'm going to show you how to create
different types of shaders or materials and assign
them to objects in Maya. All right, the
appearance of a surface is defined by how it
is shaded. In Maya. We use materials or shaders to define the substance that
an object is made of. A shader defines how
light is absorbed, transmitted, or reflected
from a surface. Without a shader, an object
will not be visible. Because we can only see an
object when light rays will bounce back from the surface
of the object to our eyes. In Maya, all objects come with a default shedder
known as Lambert, which accounts for
the visibility of objects as we create them. When we render our scene for the first time without
adding any shedder, it is the Lambert
shader that allows the objects to be visible
in the final output. If an object has no
shedder assigned to it, it will appear in green color within the viewport
and will not be visible in the rendered
output right now, as we are focused mainly
with the Arnold Renderer. In this course, we are
going to take a look at the Arnold Standard
surface shader that comes with Arnold Renderer, which is highly flexible
and can be used to simulate most of the materials that we see in our daily life. To create your very first
shader or material, you have to open a new window
known as the Hypershade. You can open it either by
going to the Windows menu, then rendering editors and
clicking on Hypershade option. Or you can also
open the same thing by clicking on this little
icon on the status line. Now here we have many panels, each for a different task, such as this section. Here is the place
where we can find all the shaders that we
have created in our scene. Not just shedders, but also
we can find all the textures, lights, cameras, and other assets that we
have used in our scene. Below that, we have a section where we can
select different types of shaders and nodes we'd like
to create for our objects. Beside that, we have another
section where we can build complex shedding networks to add more detail to the shaders and create more
realistic materials. Here on the top, we have this material view section where you can take a
look at the preview, how the shader is going to
appear in presence of light. We can tumble here
and do in and out, just like we can do it
within the viewport. Below that we have the
property editor using which we can modify the properties of the shader
that we have created. All right, now we are going
to work with Arnold shaders. You have to go to
this Create panel and toggle this Arnold option, below which you will find
this Shedder option, which you can toggle as well. Below that, you will
find this Surface option on which you have to click to get this list
of surface shader. Here you have to click on the
AI Standard Surface Shader. This is like an universal
shader using which we can simulate most of the materials that we
see in the real world. Now as you click on it, the shader will be created
and it will appear as a node. Within this section, you can rename the shedder like
any other object in Maya. The first property that
we can set for a material is its base color or the
color of the surface. You can change it to
anything you wish. This is also known as
the diffuse color. Here you don't need to change this weight value
unless necessary, because this determines
how much light is reflected back from a surface and how much is
absorbed in Arnold shaders, everything is set to
physically accurate values. By default, a value of 0.8
means the surface will reflect 80% of the
incident light and absorb the rest
20% All right, increasing the diffuse
roughness will cause more scattering of
light on the surface, which will make it appear a little darker as we
increase the roughness. Roughness of higher
value is suitable for materials such as
concrete plaster or sand. Metalness is a straightforward
property to make a material more reflective
and metallic in nature. By just changing the base color, you can change the
look of the metal and hence use it to create all the
different types of metals. Such as for steel, you can set this color to white. For gold you can set
this color to yellow, while for copper you can set this color to
somewhat orange. Right below that, we have a section for
specular property, which is responsible
for creating high lights and
reflections on a surface. By changing the weight value, you can change the strength or brightness of this high
light created by a light. Can also change the color of the high light by clicking on this box and selecting
an appropriate color. This should be used
only in case of certain metals and not for
all types of surfaces. Because nonmetallic surfaces do not have colored highlights, make sure you spend some time in observing the real
light materials, how they appear in
presence of light. Before you start working with
these virtual materials, the more you study, the better
and accurate you create. The roughness
attribute will let you increase or decrease the
roughness of the surface. Hence, if we decrease this, the surface will appear
more polished and shiny, resulting in prominent highlights
and clear reflections. A value of zero will produce sharp reflections like
that of a mirror. While if we increase this value, the surface will appear
more mat or dull or rough, resulting in high lights
that are more spread on the surface and produce blurry
or diffuse reflections. If you want to create a
surface like a mirror, you can set this
roughness value to zero, give this weight to one. And also increase the weight
value to one for the base. And set the metal
ness to one as well. This will give you a perfectly sharp and mirror
like reflection, exactly as you want. All right, now
below all of this, we have a section for
transmission that is responsible for transmission
of light through a surface. Which determines how
transparent a surface will be. If you set the weight for
the transmission to one, the surface will become
totally transparent. Also, this will automatically
disable the attributes for the base that no light is
absorbed by the surface, almost everything is
just transmitted. All right, One important thing
to remember here is this. That if you set this
d value to one, then the object may not
cast shadows at all. Whereas glass objects usually cast shadows no matter
how light this shadow is. In that case, you can set
this value closest to one, but not exactly one. All right, Color
attribute is used to set the color of light that is allowed to pass
through the surface. Hence, it affects the
color of the surface, such as if it is set to white, that will allow all the colors of light to pass
through the surface, resulting in white or
colorless appearance. Whereas if I set this to red, it will cause the surface
to absorb all the colors of light and allow only
red light to pass through, hence making the object
appear red in color. This is all real life physics, which makes these materials behave exactly as it
should in real world. The longer light travels
inside an object, the more it is affected by
the transmission color. Therefore, red glass becomes a deeper red as light rays travel through
thicker parts of the glass. Hence, it is recommended to use light or subtle color values here to make it look
more appropriate. All right, now all the
attributes that I didn't explain here belong to the
advanced category and will require a good
understanding of physics. If I try to explain all
the other attributes, now you will become
so much confused that you might lose
confidence in moving forward. Hence, I'm leaving these
attributes to be explained in an advanced course of
shedding and lighting in Maya. All right, well if you're
thinking you don't understand a lot of physics and yet want to create physically
accurate materials, then Arnold Renderer provides quite a huge list of presets
that you can find by clicking on this presets option located beside the name of
the standard surface shedder. Here you can select any
material from this list. Apply it over an
existing material by replacing it completely
or partially as needed. I can select from here
brushed metal and replace the existing material completely by
selecting, replace. Now I have brushed metal with all the
attributes already set to what makes this material look like a brushed
metallic surface. Same way I can select glass from this list and replace
the existing one by 100% Now I have glass with all the attributes set to that of a glass material. All right, so even
if you don't know how to put in accurate values here to simulate a
particular material, you can still create
a better one by using this list of presets that come along with Arnold Renderer. All right, now I'm
going to quickly create a few materials and assign them to these models that
I have created here. First, I'm going to create
a ceramic material, hence rename it to AI ceramic. Then leaving
everything to default, I'm going to change the
specular roughness to zero. Then I'm going to create a metallic shedder
such as steel, hence rename it to AI. Steel then set its metal
ness to one and decrease the specular roughness to 0.15 This should make it
a little more reflective, but prevent it from being totally reflective
like that of a mirror. Then I'm going to create
a glass material, hence rename it to AI. Glass set its transmission
weight to close to one, something around 0.95 so that it can cast shadows
and still be transparent. And set the specular
roughness to zero and leave everything
else to default. Then I'm going to create a
shader that should appear as a black surface
which is somewhat rough and not that
shiny like the others. I'm going to rename it to black mat and set the
base color to black. Set the diffuse
roughness to one and set the specular roughness to 0.6 to make it
appear less shiny. Now, this area here may become cluttered with nodes as you
keep creating shedders. You can clean it up by clicking on this icon here
with stars on it. If you want to
bring up the nodes for any shedder that
you have created, you can select that shedder and click on this icon
with double arrows. This will display the
shedder here with all the input and output
connections to other nodes. Same way, this one displays all the input
connections to the shedder, while this one here displays all the output connections
from the shedder. Currently, there are hardly any nodes connected
to the shedders. You won't see much
of anything now. Okay, so let me clear
this area again. All right. I have created all the necessary materials
here that I'm going to need. Now I'm going to assign
these materials to all of my models that I have
created here within this scene. There are two ways to assign a material or shedder
to an object. The first is by
selecting an object, then going to hypershed window and right clicking
on the material. Selecting assigned material. To selection look, the material has been assigned
to the selected object, Hence, it looks
different than before. Another way to assign
a material is to keep the hyper shed window
open, right on top. Anywhere on the screen, just drag and drop the material using the middle mouse button
on top of the object to which you want to assign
the material, right? It is very easy. You just have to get used
to it by practicing. And you can always do it in the way you are
comfortable with. You don't have to stick to any
particular way to do that. Not just that, you can also
select only a few faces from an object and
assign a shedder to those faces by using
this right click method. Now I can close the hyper shared window and
go to this Renderer menu. And click on Arnold to
bring up this window. Let me click on
this Start button to initiate the
Viewport rendering, so that we can
take a look at how the sheders are going to
appear in our final output. Here it is. This is what the output is
going to look like. Now what I'm going
to do is change the color of this glass
material to somewhat red. Let me select the cup, and within the attribute editor, just keep going to the right
by clicking on this button. Unless you reach
the shedder node, which is our AI glass here, you can change this transmission
color to light red. And select the same color for the base and
specular as well. I'm also going to
remove the steel shader from this ring of
faces by keeping the cup selected and going
to hyper shade, right. Clicking on the glass shader, selecting assigned
material to selection. This will replace everything
with this glass material. Then close this window and
wait for the vendor to update. You can disselect
the cup by going to select Menu and
clicking on Disselect. All the shortcut is
old plus D. All right, this is how we can create
different types of shaders or materials and assign
them to objects in Maya. See you in the next video.
38. Unwrapping and Texturing - Concept and Practical: Hello and welcome back. In this video, I'm going
to show you how to unwrap your models and assign textures to their
surfaces in Maya. All right, what
exactly is unwrapping? It is a process in which we unfold and map the surface
of a through the object On a two dimensional plane
mapping a surface means we place the unfolded surface in a specific order or
arrangement as required. For example, this is an
unwrapped cover of a box. A box is cubicle in shape. We cannot just put a
box inside a printer, print all the details
on its surface. The levels are
generally printed on a straight sheet of
paper or cardboard, and then they are cut and
folded in the shape of a box. In three D, we follow
a similar process, but in a little different way. What we do is we unfold the surface of an object on
a two dimensional plane. Then we map the images or
textures on its surface. Then that surface is folded back to its original
form automatically. All while texturing is a process of mapping
images or textures, an unwrapped or unfolded surface of an object so as to render the surface with all the details as found on real life surfaces. Let us take a look at a
simple demonstration to help you practically understand these concepts in a better way. Okay, here is a simple
cube representing a box. I'm going to unwrap this cube and place all the textures on its surface to make it look like this object
right next to it. Now if I go to the UV menu, we are going to find
here many methods in which we can unwrap
the surface of an object. The one that we'll
choose depends on the shape of the surface that
we are trying to unfold. That whether it is
cylindrical in shape, or cubical, or spherical, or a combination of
more than one shape. All right, let me
first isolate the cube by selecting it and pressing control plus
one on the keyboard. This will isolate
it from the rest of the scene and also press
to focus on the object. Now as our object is
cubical in shape, so we can select it and go to Ub menu and select this
automatic projection method. What this will do is it will unfold the cube
from all the sides. If we open the UV editor by going back to Ub menu
and clicking on it, what we are going to see is six separate sides of a cube
placed here on a two plane, which has U and V axis, just like x and y. I can select all the
sides and move them. Using the move tool. You can use the shortcuts for move
tool for rotate tool, and R for a scale tool. All right, there is something that you have
to understand about the projection techniques and some associated terms like what are UVs and what is and UL. First of all, this tod
plane has U and V axis, which you can take it
like x and y axis, like we normally have
on a graph paper. Hence, these points are
called UV coordinates, The very same points
that we call as vertices in a three D space
having x, y, z coordinates. This separated chunk of
phase is called UV shell. And UV shell can consist of a single phase
like we have here. Or it can have a group
of phases as long as they are connected to each other and not
separated like this. All right, now as I
unwrapped the cube, you might have noticed one
thing here that we have definitely unwrapped its surface into six different sides, separated from each other. But that is only applicable
here within the UV editor, and nothing has exactly
happened in the three D space. It is still just a cube. How does it work?
Have you heard of a projector that we use to watch movies
and presentations? What the projector does is it projects the photo or
video on any screen, which can be anything like a wall whiteboard or
even a piece of cloth. The same technique
is used in Maya. That is the reason why these are called
projection methods, because what happens
here is this. We use one of these
projection methods. It projects the surfaces
of a three D object on a two dimensional plane that we have here
within the UV editor. Then what we do is we manipulate these projected surfaces to
map them on a texture file. Then what Maya does is it uses the same projection to map the texture on the surface
of this three D object. The projection works
in both the direction. First we project the surfaces from a three D object
on a two D plane, then we are just the projection on the texture file as required. Then finally, the
same projection is used to wrap this texture
around the through the object. All right, this is how it works. Hence, what we manipulate
here within the UV editor is the projection of the surface and not the actual surface. Basically, when you're selecting anything within the UV editor, you are actually
selecting the projection. When you're selecting
anything within the viewport, you're selecting the actual
surface of the object. Just keep this in mind. All right, now, in order to assign a texture
to the surface of the cube, we have to first create a standard shedder by
going to Hypershade, Clicking on the
shedder option and selecting this standard
surface option. This will create a new shedder, which you can rename it
to anything you wish. Then go to this
color attribute for the base and click on
this checkered box here. This will bring up this
dialog box where we can select the file node and
then rename it as well. You can rename its placeholder to then select the
file node from here. And click on this folder icon
to locate the texture file. All the textures are located in the source images
folder of our project. I'm going to select
this Allora Cream Dog. Here is the preview, and click
on Open to load the file. What happens here
is the shedder, instead of using a single
color for the surface, it is now going to
use this image to add all these details to
the surface of the object. Without a shedder, textures cannot be displayed on
the surface of an object. You have to go through
this process whenever you want to add a texture to
the surface of an object. All right, now I'm going
to select the cube. Go to Hyper Shed and write. Click on the shedder and select a sign material
to selection. Once done, I can close
the hypershed window. Now all I'm going to do is select all of these
UV shells and scale them down
together to bring closer to the dimension of
this part of the texture. Once done, I can go to the viewport and right
click on the cube. Go to UV and select UV shell. This will let me select the
UV shells directly from here. Okay, I'm going to
select the top shell. Go to the UV editor and move it to the top section
of the texture. You have to adjust it
properly so that it doesn't overlap with
some other parts of the texture or UV sells. Once done, then select
the front shell and move it to this part, right? Then I'm going to select the right EV shell and move it to this part
of the texture. Then select the left Vi shell
and move it to this part. Select the back one
and move it here. Then I have to make
some proper adjustments so that nothing
looks inappropriate, everything should
appear correctly. As you can see that this back shell is projecting
the texture upside down. We can fix this by
rotating the UV shell. We just have to select it. Then go to UV Editors Modify
menu and click on Rotate. We just have to do it again. Now it is appearing
in a proper way. Finally, I can move this
bottom shell right here. Right now I can
minimize the editor. Go to object mode
and disselect it. I'm going to do a
quick render to see a preview of
the final output, how it is going to look. It is. Everything appears
to be good and working. Now I'm going to unwrap this cylindrical
object the same way, but using a different
projection method. First, let me
assign the shedders to the top and bottom
parts of the container. Let me open the hyper shed, select the top cap, and assign this
material to the cap. Then select the bottom part, and assign this material
to that object. Once done, I'm going to create a new shedder
for the middle part of the container where
we want to put the level like the one
on this container. All right, let me create a new shedder and rename it to something
more appropriate. And change this roughness
attribute for the specular to 0.35 to reduce the
reflections on the surface. Then click here on
this checkered box, select a file node, and then rename all the nodes, just like we did previously. Okay, Select the file node, then click on this folder icon and select the texture file. This is how it looks. And click on Open
to load the file. Now we can minimize this
and select the cylinder and isolate it by pressing control plus
one on the keyboard. And also press to focus. Then go to phase mode and
select this entire loop of phases by holding down the shift key and double
clicking on the adjacent phase. As it is cylindrical in shape, I'm going to use this
cylindrical projection method to unwrap the surface. Now this is only covering
half the surface, so we have to select and drag these handles unless it
covers the entire surface. You can also use the
slider to do that. All right, now deselect everything and select
the loop of faces. Again, go to hyper shade and assign the shedder
that we have created. Now go to object mode and press control plus one to
exit from the isolation mode. I can rotate the cylinder to make it face towards
the front side. Then go to UV editor, go to UV shell mode
and select the shell. Activate the scale
tool by pressing R to match this line
on the texture, you have to carefully adjust it to make it appear correctly. Once done, we can go
to object mode and take a look whether or not the texture has been wrapped
properly on the surface. For me, it appears
to be correct. I can do a quick render
of the scene again to see a preview of how it is going to appear in the final output. Right. Now, if you are
comfortable working in Photoshop, what you can do is arrange all the UV shells of an
object within this section, ranging 0-1 both
in U and V axis. Select all of them, then go to Image Menu
and click on U Snapshot. This will let you
save this UV layout. As an image, you can enter the size of
the image in pixels, how bigger you want
the image to be. It will be saved in the images directory of
your project folder. You can also choose the
color of the edges. For the UV shells, click on Apply and close to
export the image. Here it is. You can use this image as a
reference to manually create the texture exactly where it
has to be on the UV shells. This technique is mostly
used for complex models. Made a variety of
shapes and forms. All right, this is how we can unwrap our models and assign textures to their
surfaces in May. See you in the next video.
40. Animation, and the Graph Editor: Hello and welcome back. In this video, I'm
going to show you how to animate your
objects in Maya. All right, in three D, animation is a process in which objects are
manipulated over time so that they appear as moving or exhibit some form
of change over time. Animation represents
change in the state of an object over a
particular time period. Any change that we can observe
over time is animation. Animation is what gives life
to objects and characters. The very foundation of every animated and science
fiction movie that makes us feel like everything
is real and automated. Animation is such an art form
that is used everywhere. Today, almost every movie involves some form of animation. Whether it is to bring the dinosaurs to life
in Jurassic World, or the human like apes
in Planet of the Apes, or just the movie titles alone. You will find animation everywhere in almost
every industry. Hence, the opportunities that come along with
animation are endless. Technically, the
main objective of animation is to make an
object move over time, all by itself, exactly
in the way you want. If you can do that, you can animate anything no
matter what it is. In Maya, we animate
objects using key frames. Key frames store the values for the parameters or
properties of the objects. These key frames are
set on a timeline to measure the change that happens
to an object over time. Right now, this might feel
a little confusing to you, but it will eventually
become clear as we move on to
animating our objects. In Maya, there are
certain things that you need to know before we begin animating our objects, such as time slider is
divided into frames. Now, what is a frame? Ever wondered what
a video is made of? Yes, that is where
the frames come in. A video is made of frames. Frames are like images, each containing a particular
state of an object or seen. When we look at these
frames one by one, at a particular speed, like 24 frames a second, the objects appear to be moving. This playback speed of 24 frames per second is called the
frame rate of a video. As we watch animation in video format on our
television and smartphones, we use the term frame when
creating an animation in Maya. Hence, the frame rate within Maya is called the frame
rate for animation. Here, 24 frames make
1 second of time. If the frame rate is
24 frames per second, this frame rate is different
for different purposes. Like for movie, 24 frames
per second is the choice. For a TV show, the frame rate is usually 30 frames per second. Today, we even use 61, 20 frames per second to make our animation
look smooth and clean. 120 frames here on the time slider means we
have 5 seconds of time. If the frame rate is
24 frames per second, you can change the frame rate by clicking here on this drop down and selecting the desired
frame rate from this list. Now I'm going to select
60 frames per second. Once I have selected this, the time slider will
now display 300 frames, because it displays 5
seconds of time by default. If there are 60
frames in 1 second, then 5 seconds will have
300 frames, all right. Same way, using
the range slider, you can set the number of frames displayed within
the time slider, either by dragging
the slider from both the sides or by directly
entering the numbers. Here, this number marks the beginning frame
on the time slider. While this number,
the ending frame, you can also set the beginning and end frames of animation. Is like the total
number of frames for animation right now. Basically, you can animate almost any property or
parameter of an object. All you have to do is select the object and either
press on your keyboard, which will set a keyframe for all the transformation
attributes of an object. Or you can write, click on any particular
attribute and select Key Selected to set a key frame for
that attribute. To do the same thing using the attribute editor,
you have to write, click on any attribute and select Set Key to set a key
frame for that attribute. You can see this
red vertical line here represents the key frame, and also the
attributes will turn red for which you
have set a key frame. Okay, you have to set at least two such key frames for an attribute to
create an animation. And those two key frames must have different values
for that attribute. If there is no
change in the value, there will be no animation. All right, for now, let me press the S key
on keyboard to set a key frame for all the transformation attributes
of this object, and make sure you are
on the right frame. I have set the key frame
on frame number zero. You can also enter the
exact frame number here to jump to that particular frame where you want to
set the key frame. Okay, now I have to set another keyframe here to be
able to animate this object. Let me jump to the
frame number 300 by typing in here 300 and pressing the Enter button as I can choose to animate
any of these attributes. So I can move this object
using the move tool, you can directly
type in the value here and then press
the SK again, which will set a key frame
on this particular frame, which is the last frame
on the time slider. Once the key frames are set, you can click on
this Play button to play your animation look. The object starts moving on frame number zero and
stops at frame number 300, exactly where the
key frames are set. All right, you can
stop the looping by clicking on this button
here when it displays one. It means the animation
will play only once. There will be no looping. When I click on it again, it turns into an
oscillation mode, which the animation will loop, but in a forward and
backward direction, as if it is bouncing
between the two key frames. When I click on it again, it will turn to
continuous looping mode, where the animation
will keep looping. Okay, I can stop the playback. Similarly, I can animate the rotation attribute
of this object. I can go to frame number zero by clicking here on
the time slider. Remember, you can always jump to a particular frame by typing the number here and
pressing the Enter button. Now, I don't need to set
any key frame here for rotation because a key frame has already been set for
all of these values. When I pressed the S
K for the first time, I just have to go to the last frame and
rotate the object. Using the Rotate tool, let me enter a
specific value here. Whenever we change
a value and it has not been saved
within a key frame, the attribute will become
light red in color. We have to press the SK again to store these changes
within that key frame. Okay, now if we
play our animation, you'll see that the
object is both moving and rotating at the same time
within these 300 frames. The same thing can be done
with its scale values. Just select the object, go to the last frame, scale it up, also move
it a little upward, and place it properly
on top of this plane. Once everything looks good, press the S key, and the key frame will be
updated with these new values. Now I'm going to play it again. This time it is
rotating and moving. Also scaling up over time. All right, we can even set multiple key frames for
animating our objects. Like I can go to frame
number 150 and scale it up and move it upward like
the way it was in frame 300. Then press the S key to set a key frame
for these changes. Then go to frame 300 and make everything normal
the way it was before. And press the S key again. Now if we play our animation, you'll observe that the
object scales from frame zero to frame 150 and scales down
from frame 150 to frame 300. In this way, you can
animate an object in any manner you want over
a particular time period. All right, now what
if we wanted to edit this animation and move the key frames from
one frame to another? Well, there comes
the graph editor. You can open it by going to Windows menu Animation Editors, and click on Graph Editor. If you select the object
which you have animated, you will find its
animation curves within the graph editor. These curves define how the animation will
happen over time. We can edit the placements of the key frames as
well as their values. Here on the left hand side, you will find the name of
the object that you have selected and below that
all its attributes. Doesn't matter whether or
not they are animated. You can either click
on the name to display the curve for
all its attributes, or you can click on each of the attributes to display their individual
curves one by one. Those that are not animated will have straight horizontal
lines on the graph. You can even select the key
frames by dragging a marker around them and change their
values to anything you want. And press the Enter
button to confirm. This box is for
changing the values. This one here is for changing the frame number on which
the key frame is located. This means I can not only change the values
for a key frame, but also its location. On the time slider, I can click on the
name to display the curves for all
of the attributes, and drag select all of these
keyframes on frame 150, and change their location
from frame 150 to frame 75. And press Enter to confirm look, all the keyframes have
been moved from frame 150 to frame 75 on
the time slider, same way, I can now drag
select all of these keyframes on frame 300 and change
their location to frame 150. You can fit the grab by
clicking on this button here. If I play the animation now you will see that the object is moving from frame zero to 150 and then stopping after 150. As there are no key
frames after that, also the speed has
doubled because the same animation is now
happening within 150 frames, which was previously
happening within 300 frames. I can move these
keyframes back to frame 300 and delete the
ones on frame 75. By selecting them and pressing the delete
button on keyboard, you can again click
on this button to fit the graph
within this window. Now I'm going to minimize
the editor and create a new camera by going to View Menu and click
Create Camera From View. This will create a new
camera which I can select by going to View Menu and
clicking on Select Camera, and then rename it
to Shooting Cam. Then I'm going to switch to Top View and move it Speed word to the
center of the grade. Pressing and holding down
and X key on keyboard. The D key activates
the Piot editing mode, while the X key is for snapping the pot to
grid intersections. Using the move manipulator, I can stay in a particular
axis while snapping. All right, then I can switch back to
the perspective view. Move to frame number zero
and set a key frame, particularly for rotate y
attribute of the camera. Then move to frame
300 and rotated somewhat around our scene or
around the animated object. And then set a key frame again. If I play the animation, you will see that now both the object and the
camera is in motion. However, you might observe that the camera rotation starts
slowly and then ends slowly. We can make this rotation speed constant from
beginning to end. By going to the graph editor, press to fit the curve
or click on this button. Select both of these keyframes and click on this
linear tangents option. This will straighten the curve making a constant
rotation over time. There will be no
slow in or slow out. This is how it looks like. If you want to add a
slow in or slow out, you can go back and select the key frames and click
on auto tangents option. You can also addit the
tangents of the curve manually by dragging them
with the middle mouse button. All right, I animated this
ball in the very same way. Of course, there is
no camera animation but just the rolling
ball on the floor. Okay, so this is how we can
animate our objects in Maya. See you in the next video.
41. Animation Updates in Maya 2024: Hello and welcome back. In this video, I'm
going to show you the updates in the animation
tools in Maya 2024. In this version, the time
slider has a very elegant look. You will notice that the rain slider now has
only two input boxes. Those are for setting the start and end
frames of animation. You can drag this
slider to select a range of frames to display
within the time slider. You can also enter the
frame range directly within the rinslider by
double clicking on these numbers and typing
the exact frame numbers, pressing the Enter button. Okay, Now another thing is
if we open the graph editor, the linear tangent
option is located here, while the auto tangent
option is located here. All right, these are
the few changes in Maya 2024 when it comes to animation that I've
covered in this course, see in the next video.
42. Playblasting Animation and Concept of Previsualization: Hello and welcome back. In this video, I'm going
to show you how to play blast your animation
in Maya. All right. Have you ever thought what would happen if you have to send a preview of your animation to your client before
rendering the final output? How would you do that anyway, especially if it doesn't have Maya installed on his computer? He's just using a smartphone. Well, that is where
play blasting comes in. It is a process in
which everything within the Viewport area is recorded frame by frame into a
movie or video file, which is called a Play blast. You can use this file to preview an animation outside of Maya. You can also use
these movie files to create a previsualization
for your entire animation. Pre visualization is like
creating a preview of what a film is going to look
like after it has been shot. No matter whether it is live
action or animated film. It is used in almost
every big budget film. And game helps us troubleshoot all the problems before
finalizing our shots. And definitely helps in saving
a lot of time and money. In the end, once your
animation is ready, you have to go to
the Windows menu and click on this
little square icon for Play Blast to bring up its options Here you just have to keep
few options in mind, like what is going to be
included in your playblast, especially the number of frames. You can select the time
slider option if you wish to include only the frames that are currently displayed
within the time slider. Or you can select
this option and enter a specific range of frames that you'd like to have
in your playblast. All right, you can uncheck
this option for show ornaments if you don't want the
camera name or this xyz axis to appear
in the playblast. Whereas you should definitely check this option for
render off screen. This will prevent recording of any other windows that may be lying on top of the port area. Like you may have
the graph editor open right on top of
the Viewport area. Checking this
option will prevent the graph editor from being
recorded in the playblast. All right, you can leave this
format to AVI and change this encoding from non to x d so that the video
file size is minimum. Keeping it to non will produce a large file size such as 1 gigabyte for just
a five second video. Always set this encoding to
something other than none. The quality of 70% is fine. You can increase it if you want the play Blast in
higher quality. I leave it to the
default value of 70, which gives me an
acceptable quality. You can choose the
display size of the playblast either to be the same as that of the
view port window or from the render settings, which you can find here, you just have to click on this dropdown to select
the desired size, or you can enter your own
custom size in pixels. The first one is for weight, the second one is for height. Like I can enter here
1920 by 1080 pixels, which will create
a full HD output. All right, the scale value multiplies the width and height by the number
you enter here. 0.5 means it will
multiply the width and height by 0.5 I can
turn this to one. This is useful in
quickly scaling up or down the display
size of the output. You don't have to change
this frame padding. It is mainly associated with
the numbering of frames. In case you want a sequence of images instead of
a single video, a value of four will number the frames using a
four digit system. A value of three will use three digits to
number the frames. All right, you can check this
option for saving the file. If you want to keep it for yourself or send
it to your client, you can enter a specific
name here for the movie file and also browse its location if you want to save it
in a different folder, like in a pen drive
or somewhere else. By default, it saves the file in the movies directory
of your project folder, which is an appropriate
location to keep everything in
one place, okay? Now, once done setting
up these options, you can click on Playblast to create the movie
or video file. You have to wait for some time until it finishes
creating the movie file. Once finished, the file
will open automatically. In your default player look gives a real time
playback of our animation. We don't even need Maya to watch this playback
of our animation. You're going to find
this movie file in the movie's folder. Here it is. Now you can send this
file to anybody you want for taking a look at your animation and
giving some feedback. All right, this is how you can play blast
your animation in Maya. See you in the next video.
43. Maya and Arnold Render Settings: Hello and welcome back. In this video, I'm
going to show you how to use the render
settings in Maya. All right, now, before you
render the final output, you need to change some of the render settings in order
to get the desired result. The render settings can
be accessed in two ways. One is by going to
the Windows menu, then Rendering Editors, and
clicking on Render Settings. Another is by clicking on the scon present on
the status line. Let me place it here. Now there are many tabs
here, also sections, each having its own group of settings related to
a specific purpose. The most commonly used
settings are present under the Common Tab and all the quality settings under
the Arnold Renderer tab. All right, under the
Common Tab we have all the general settings
using which we can change the format and
dimensions of the output. You just have to
click on this drop down and select the
format for your output. Whether you want
the output to be in Epec format or in
PNG or in IF and on. I mostly use the NG
format because it is a lossless format and supports transparent
backgrounds. Will Pec format doesn't support
transparent backgrounds, but it will definitely
give you an output with a smaller file size when
compared to other file formats. Okay, Then we have
this another dropdown where you can select
the naming system for your frames containing
your animation. Especially if you want to export an image sequence as the
output for your animation. Okay, if you are
a little confused about what an image
sequence really is, you can take a look at
a practical example. Here you see these are
called a sequence of images. It is like rendering
every frame of your animation as an
individual image later. We can easily create a video using the
sequence of images. All right, coming
back to the settings, you can select from any of these predefined systems
for naming your files. You can always take a look
at the preview of how everything is going to be
right here within this window. The hashtag is replaced by the frame number as you
render the animation. The dot stands for the file extension that is defined by the file format
that you choose from. Here. For the output, choosing PNG format will give the images a dong extension, actually defining its format. You can change
this frame padding to keep the numbering system to four digits or three
digits or anything you wish. You can also set the range of frames that you want
in the final output. This is the frame number
from where it will start rendering until this frame where it will end the
rendering process. In case, if you want to render only a single frame of your
animation or just the scene, you can select this option, which is single frame. Right below that, we have a dropdown for selecting
the renderable camera. Which is like, from
which camera do you want to render the
scene or animation, especially if you have created multiple cameras
within your scene. You can even remove
a camera from this section by clicking
on this dustbin icon. If you don't want to render
using that camera later, you can add it again
using this dropdown if you want to render your
animation using that camera. At last, we have this
dropdown for selecting the dimensions of the output
you can select from here, what kind of output
you're seeking, such as high definition, which is this HD 720, or full HD which is
D1080 and so on. All right, once everything
has been set here, can move on to the
Arnold Renderer tab. We're going to find here all the settings that are
specific to Arnold Renderer. There are mainly two
sections here that you're going to find
useful most of the time. The first is the
sampling settings and the second is the depth
settings located here. Okay, coming to the
sampling settings, we have here all the
settings that are responsible for
controlling the quality of the rendered output. The camera sample is like a global control for the
quality of the entire output. It is used as a multiplier for all the other
samples given here. Hence, as you increase this, you'll see here on top
that the diffuse is specular and all the other
samples increase as well, and that too exponentially. Of course, there's a
mathematical formula working behind all of these settings and how they are
connected together. But right now, let us
give this to simple. That every sampling setting here is responsible for
controlling the quality. Each of the aspect, as their names suggest, like the diffuse samples, controls the quality of the shadows formed on
the surfaces of objects. No matter how light or
dark the shadow is, there will always be some
amount of noise in those areas. By increasing this number, you simply tell the renderer to do more calculations
in those areas. Ultimately reduces the noise, but increases the rendered time. If you want quality, you have to sacrifice time. And if you want to render
the output in time, then you have to
sacrifice its quality. Or otherwise, you
can simply choose a better work station
for rendering. More processing power means
quick rendering, okay? Similarly, the specular
samples controls the noise within the highlights and reflections on a surface. The transmission samples
controls the noise within the transparent
surfaces and so on. Always remember that these
noises mostly appear within the areas where the shadows are soft or the reflections
are blurry, or the transparency is soft, like that of a diffused glass. Mostly in those areas
you're going to find noise. And so are these settings
to control their amount? The more you increase them, the less will be the noise. Hence, it will
take more time and processing power to
render the output. And also do not always increase just the
camera samples alone. Thinking that increasing this will any way increase the
other samples as well. If you do that,
you'll end up with a very long rendered
time for your project. Instead of increasing
just the camera samples, increase the sampling for only a particular aspect where you find the
problem, like noise. And keep the camera samples to a standard value. Not too high. Not too low. All right. Now below this, we have
the red depth settings. It defines how many number of times light rays will
bounce or reflect between surfaces or
transmit through the surfaces before
reaching the camera. The diffuse attribute will
control the number of times light rays will bounce between the surfaces of objects. More bounces means more
illumination within the scene. The specular attribute will
control the number of times a reflective surface will be reflected on another
reflective surface. In real reflections can go up to any number of times unless
they diminish into a point. But here you can put
a limitation to that. I have a very good
example of this. This is from one of my very old projects
rendered in Maya 2013. You can see that here, one mirror is reflected
into another. It is like looking at a mirror that is in
front of another mirror. Well, this reflection within
reflection had to go up to any number of times unless
it diminished into a point, a line in this case. For this to happen,
I had to increase the specular depth to almost
around 80 or something. Meaning that it will keep reflecting for at
least 80 times. After which it will
stop reflecting and that portion will
appear as a black area. Back then, we had a separate
attribute for this effect, which was the reflection depth. But now everything
has been included within this speculate
depth, right? There is one simple thing
that you have to remember, that if the objects
are closer to the camera and the
reflections are noticeable, then you have to
increase this red depth. Now coming to the
transmission attribute, it controls the number
of transparent surfaces through which light rays can pass before reaching the camera. On the other hand, the
transparency depth controls the number of surfaces that are allowed to behave
as transparent, which will not cast shadows like an opaque surface in three D. If an object has some
depth or thickness, it is definitely going to have at least two surfaces
that make up the depth. Every such surface
will be counted as one while setting the transmission and
transparency depth. If there are two surfaces, we can set this to either
two or more than two if there are more
surfaces through which light rays have to pass. If there is an insufficient transmission or
transparency depth, the surfaces might
start appearing black due to light not
able to pass through them. Increasing these numbers can help in fixing such problems. Both of these attributes work together when dealing
with transparent objects. All right, in the same way, the volume attribute
will control the number of times light rays will
scatter within a volume, such as cloud and
smoke increasing. This will cause more
scattering of light, which means more elimination
within the volume. As we are not dealing
with volumetrics, we can give this
to zero for now. Lastly, all of these
values when added together gives a total number that is limited by the
total attribute. If it is set to ten, then all of this together cannot go beyond this limit
of ten recursions. In order to allow more of
these recursions to happen, you have to increase this number according to what you set
for these attributes. But keep this in mind that as you increase
all these numbers, it will increase the
rendered time as well. Hence, set these numbers to only what is sufficient
for your scene, neither too high nor too low. Okay. These were all the
necessary settings that you have to go through
whenever you are going to render your
scene or animation. All right, see you
in the next video.
44. Rendering the Scene and Animation: Hello and welcome back. In this video, I'm going
to show you how to render your scene or
animation in May. All right, rendering is the last step where we
create our final output. This output can be
in many formats, like we can either render
our scene into an image file which will contain
only a single frame shot even if it is an animation. Or we can render our scene into an image
sequence which will contain all the frames of our animation rendered
as separate image files. There are two ways to render a single frame of our
scene or animation. The first is by using the Arnold render
view and the second is by using the render
sequence option located under the render menu. And you're not going to
find this menu unless you switch to the rendering
menu set from this dropdown. Okay, Now before you start
rendering your scene, make sure you have made all
the necessary changes in the render settings
and you have set all the values for producing
a good quality image, like you should definitely set the image format to render. In this case, it is
single frame, the camera, then the dimensions, all the sampling and
red depth settings. Once you have set all of these, you can close this window. If you have an animation
within your scene and you want to render only a particular
frame of your animation, you can simply drag
the sliders to move on the frame which
you want to render. Then you have to go to the Arnold menu and click
on Arnold Renderview. Click on the Surrender button and wait for the
rendered to finish. On the bottom right
of this window, you will see the progress bar. You have to wait until it
reaches 100% Once finished, you will see the rendered time here on the bottom
left of this window. To save this output
as an image file, you have to go to the File
menu and click Save Image. Here you can choose a location where you want
to save the image file. By default, it saves everything within the images directory
of our project folder. Just have to enter a
name for the output, like I'm going to
enter final render 01. You can just type
in the extension manually like G or JPG,
whichever you like. It will save the image in that particular format
as the extension, click save to save the file. If we go to the images
folder of our project, we are going to find the image file that we saved
using the render view. You can write,
Click on the image to check its properties. You'll be able to
see its format, the file size, and
also its dimensions. All right, make sure you stop the live update
and close the render view. In the same way you can use the render sequence option to render a single frame
as an image file, you just have to go
to the render menu and click on this box
icon for render sequence. This will bring up its
options where you have to click on the render
sequence button to start the rendering. This will open a new window where you will see the
rendering in progress. You have to wait until the
rendering is complete. Did not open any other
programs during this process, otherwise your
system might freeze. Okay. So be careful, once you see the
surrendered time and all the other details, it means the rendering
is complete. The good thing is that you don't have to save
anything manually. You will find the
surrendered image within the same images folder where we looked
previously. Here it is. It is going to have a similar
name as your project file. The image format, as well as the dimensions are going
to be exactly what you have selected within the
render settings right now. To render an animation
into an image sequence, you have to first go to the
render settings and select a naming format from this drop
down. Something like this. Change this frame
padding to three if there are only a few hundred
frames in your animation. If you have more
than 1,000 frames, you can change this to four. Okay, for the sake of
this demonstration, I'm going to reduce
the dimensions so that it takes less time
to render the sequence. You can keep it to
whatever you want. Okay, once you are set, you can close this window. You can also save your file if you want
to save those settings, then go to the render
menu and click on this box icon for
render sequence. Here within its options, you can actually
select the camera from which you want to
render the animation, just like it was there
within the render settings. Then you can also select a
different location to save your image sequence In case you don't want to
clutter your images folder, You can create a new folder by clicking here on
this folder icon, enter a good name and select that location
to save the images. Once you're set, you
can simply click on the render sequence button and it will start the
rendering process. Now this is going to take
a longer time because it has to render each
and every frame of your animation
one after the other. You can take a look at
the progress bar on the bottom left side of Maya
right on the help line. In the meantime, you
can also take a look at your images folder
or the location that you have selected for
saving the image sequence. You can see the
progressing frames appearing one after the other. Coming back here, you can also see the current frame
that is being rendered. Let us wait for a while
until this is complete. Once the rendering is complete, you'll find all the frames of your animation here within
your selected folder. We can either use
these frames for post processing in programs like Photoshop or After Effects, or we can use them directly
for our purpose if we want. Post processing is mainly for making the
final adjustments, such as color correction, cropping, or compositing in case of an image sequence
containing your animation. You can use after effects to convert it into an MP for video, which can be played
on any device. This is the interface
of after effects, perhaps an older version, but the process is
going to be similar. You just have to open the
image sequence in after effects by double clicking
here within the project panel. Then go to the folder where the image sequence is located. Select the first image and make sure this
option is checked. And click on Open. Then right click
on the sequence. Go to Interpret Footage
and click on Main. Here you just have to set its frame rate to what you had used in Maya
for this animation. In this case, it was
60 frames per second. I'm going to type here 60
and click on Ok button. Now drag this sequence
into the timeline. And you can do any color
correction if you want. By going to the Effect menu. I'm going to select Curves. Make sure the sequence is selected when you
add this effect, otherwise it won't work. I'm going to use a preset
fun now to save some time. Okay, this is what
it looks like. You can even play this sequence by clicking on this button here, or by hitting the number zero on the numpad
of your keyboard. This is called a Ram preview. All right, then go to the Composition menu and
click on At to Render. Here you can set the video
format by clicking here on Loss Less or any other name that you see here beside
this output module, you just have to click on it. I'm going to choose 264. From this rub down, this will create an MP four
video as the output. In case you do not
find this option, you can select AVI and click
on the Format options. And select the MPG four
codec, or the one above. This codec may not be present
in this list by default. For that you have
to download and install the Klte Megacdec
pack on your computer. All right, Once you're done, you can click on Okay
and then okay again. But for now I'm going to select this H 264 and click on Okay. You can also select the
output location where it will save the file by
clicking here on this name. I'm going to go to the
same location and select the movies folder and also
type a name and click on Save. Then click on Render. This will render the sequence with all the color
corrections and effects and create
an MP four video which you can use
for your purpose. Once you see the status as done, it means the rendering
is complete. I can go to the movies folder. Here's the video that we created
from the image sequence. I can even play it
in a media player. You can share this file
with anybody you want and he should be able to play it
on any device that he uses. You can follow the same process
for your other projects. All right, this is
how you can render your scene or animation in
May see in the next video.
45. Step-by-Step Practical - Complete Logo Title Animation: Hello and welcome back. Well, now that you know how
to do three D, modeling, shedding, lighting,
animation, and rendering, it is time for another practical
session here which will cover all those concepts that you learned in
the previous lessons. All right, what I'm
going to make is a three title animation
which you can use for animating your own movie
titles or any other text. Okay, let us begin by
creating our text. Go to the Create menu
and click on Type. Let me dolly out a little
within the attribute editor. Go to this type one
tab or node and change this three type to any title
that you want to create. I'm going to change it to Hulk. You can select the font
from this drop down. I'm selecting this font, MNS, st, the seven. Okay. You can download this
font from the Internet. Still, I have included this font within the exercise
files. All right. Now below, under the text tab, set the alignment to center and leave the
rest to default. Under the geometry tab, set the curve resolution to ten. This will increase the
number of edges or polygons across the
curvature of the letters, such as making the
surface nicely smooth. Okay, if we scroll down
under the extrusion section, set the extrude
divisions to one to reduce the subdivisions across
the depth of the letters. Currently, all these letters are behaving as one
object, like a word. But I need to
separate them so that later each one of them can
be animated separately. Okay, Write, click on the letters and switch
to the pace mode. Select all these phases that make the letter H. Go to Edit, Mesh, and click on Extract. Go back to the object mode in the same way you have to
extract the other letters. To let me select all these
phases on the letter. Go to Edit Mesh,
and click Extract. Then select all the phases
on letter L. Go to Edit, Mesh, and click Extract. You don't have to
extract the letter K as it has already been
separated from the rest. All right, now
select all of them. Delete their history by
going to the Edit menu. Then delete by type
and click on History. This is necessary so that we can have fresh objects
which can be animated. Go to the Windows menu
and open the Outliner. And expand all
these nested items until there is nothing
more to expand. And bring all these
polysurface items with the grid icon just
below the type node, and delete the rest, which
are just null objects. They become created as we start extracting the
letters one by one. Okay, Hit the delete button. Now, I'm going to
rename everything here. Select the object, press Enter, type a name, and
press Enter again. Select the object, press Enter, type A name, and
press Enter again. Let me put them in order. This one acts as a
null object that holds the four letters
together in a group. A null object is an object
without a surface or form. It just acts as a placeholder and is not visible
in the output. Right, let me close
the outliner. Now I'm going to add Vel to all the corners of
each of these letters. Select H, go to Edit Mesh, and click on Vel. Set the fraction to 0.15 to decrease the
width of the vivel. Set the segments to four
to make the vel rounded, and leave the rest to default. Right now, switch to the edge mode and select
all the edges of U. Go to the top, disslect the middle ones that
make the curvature of U. Go back to the perspective view and re select these
corner edges. Go to Edit Mesh and click on Il. Enter the same values again, then select and be wall it
two and set these values. Then select the last letter K. Click on Veal and
set these values to. Now H and K have
problems with engons. Just look at the corners. These are engons here on H, here on K. It will affect
the shading in these areas. We have to remove these
edges which are unnecessary. Select H, switch
to the edge mode. Select these edges. Height control plus
delay to remove them. We have to do the same
thing on the back side of H. This entire back and front faces are
also a, an engone. It has just so many sides, but as I'm not going to
use smoothing on them, it is okay for now. It won't be much of a
problem in this case. But it can definitely be fixed
using the multicut tool, by splitting the engones
into quadrilaterals. Now we have to repeat the
same process on this letter K. Select it and switch
to the edge mode. Select these four edges on the front and hit
control plus delete. Go to the backside, select
the four edges here as well, and hit control plus delete. All right, now you will notice that as we
select any of these letters, all of them have their pivots located right at the origin, which is the center of the grid. Hence, select all
of these letters. Go to the Modify menu and
click on Center Pivot. Let me open the Outliner and select this
movie title group. And click on Centerpivert again. Now I'm going to
animate these letters, but first I'm going
to create a camera. Go to the Create menu, then cameras and
click on Camera, rename it to Render Cam. Then go to the channel box and set these values to
position the camera. Then lock all the attributes
except for translate Z, which I'm going to animate. Now we can hide the
grade by clicking here. And then switch to
that camera view by going to Panels Perspective, and click on Render Cam. Now activate the resolution
gait by clicking here. This helps us see
the boundary or portion of the frame
which will be rendered. Then select this
entire title and position it properly set its translate x value to -0.7 to make the spacing
of left and right equal. Okay, let me close the outliner. With this, our title is ready. Let's move on to animation. Set the frame rate to
60 frames per second. We are going to use
240 frames in total. This should be one, this should be 240. In this way, we
are going to have 240 frames on the time slider. Now to reveal this title, I'm going to animate the camera, which will move away
from the title. All right, go to the View menu and click
on Select Camera. Then we can set key frames on the time slider for translate
Z to create an animation. Move this slider to the first frame and set this
translate Z to minus two, right click on it and
select key selected. Then move to the 90th frame
and set this value to 60, right click on it and
select key selected. Then move to the last frame
and set this value to 80. Right click on it and
select key selected. The animation will
start from a value minus two and stop at value 80. All this will happen
within 240 frames, which is like 4 seconds of time if I switch to
full screen mode. And then switch to the fore
view and just dolly out, you will be able
to see the camera. If I bring up the time slider
and go from frame to frame, you will see how the
camera is moving away from the title as I
move forward in time. Let me open the graph
Editor by going to the Windows menu
Animation Editors, and click on Graph Editor. All you have to do is select the first key frame and click
on Linear Tangents option. Then select the second
key frame and adjust its tangent to make
this curve smooth. Make sure this curve doesn't go above this line of value 80, otherwise it will create
a **** in the animation. Okay, now what do you understand by this
curve and the graph? This horizontal axis is time. This vertical axis represents
the values for translate Z. The animation will start very
fast until the 90th frame, from where it will slow down. Finally, ending on frame 240, how do we know that the
animation will start fast and end slowly?
It is simple. We do that by measuring
change over time. If there is a lot of
change within less time, then the animation will be fast. If there is a small
change within more time, then the animation will be slow. All right, let me close the graph editor and switch
to the perspective view. Exit from full screen mode. Go to the 90th frame, select all these letters, right click and rotate
y and select key selected to set a key frame
for all of these letters. Then move to the first frame and change this
fallow to 90 degrees, then right click and
set a key frame again. Now what will happen is that
as we scrub through time, these letters will rotate along the y axis from 90
degrees to zero degrees. All this will happen
within 90 frames, which is like 1.5 second. All right, there are two
animations here now. One is the camera animation, which will move away from
the title over time. And another is the
title animation, where the letters will
rotate over time. As the camera moves backward, the letters will rotate
revealing the title Hulk. Okay, with this, our
animation is complete. Let us move on to Shedding. Let me open the Hypershade by going to the Windows
menu Rendering Editors, and click on Hypershade. Go to the Shedder list, click on AI Standard Surface, rename it to I Steel. Turn this weight value to one, and set this metal
ness to one as well. And leave the rest to
default. That's it. This will create a
fully metallic shader with diffused reflections. Right now, select
all these letters. Go back to Hypershade, right Click on the shader and select a signed
material to selection. Then close the Hypershade. This will make it appear
black. Why black? Because the material is reflective and as there is
nothing around to reflect, no lights, no environment,
it appears black. With this, our
shading is complete. Now let us move on to lighting. I'm going to use an HDRI
lighting setup for this title, because in that way,
this material will have a complete environment
to reflect to the camera. Okay, let us go to
the Arnold menu. Then lights and click
on Skydome Light. Go to the attribute editor, select this shape node, and click on this checkered box beside the color attribute. Create a file node. Let me rename these nodes. Then click on this folder
icon to browse the HDRI file, select the DRI and
click on Open. Now select the Skydom
light by clicking here within the view port
and change the intensity to 0.5 and the resolution to 4,000 Because
the DRI is four k, scrawl below turn
the samples to four. Also the volume samples to four. And under the
visibility section, turn this camera
attribute to zero. This will make the light not visible to the camera directly. It will only be visible
through reflections. In that way, this
HDRI will only be used as a light and
not as a background. Okay, now I can just do a quick render to see how
everything is looking. At this stage, go to the Renderer menu
and click on Arnold. And click on the
Surrender button. You just have to disselect the Skydome light to make it disappear
from the surrender. Now this is where you
get to see the result. Everything we just did. Take a look at these
highlights on the corners. That is happening only
because of adding well, this reflective
material is reflecting all the light that
is coming from the HDRI or the Skydum light, and all those reflections
are diffused or blurry. Okay, now we have
to make adjustments to the light in order to have better reflections
on the letters. Select the skydum
light and activate the channel box and rotate
it a little or simply enter these values then just disselected now we have a much better shot
where it looks great. However, this is not the end. I would like to
add another light which will create high
lights from behind the letters and also help fill up this empty background
which is currently dark. Now let me stop the live
render and close this window. Go to the Create menu. Then under Lights,
click on Spot Light, switch to the side view, and enter the location values by 143 degrees along the x axis. This is the back side of the title and the light
will be facing this way. Okay, then go to the
attribute editor and said they decorate to quadratic and turn the scone angle to max, and said they drop off to ten. Then scrawl down and
expand the Arnold section. Check this box for using
color temperature. And set the temperature
to 4,000 Kelvin. Set this exposure to 11
and the samples to three, the radius to ten, and the volume samples
to three as well. All these attributes have been explained in the
previous lessons. I'm not going
through them again. All right, now switch to the perspective view
and disslect the light. Let us check out the result
by rendering it again. Take a look at these reflections on the bottom side
of these letters. This is coming
from the spotlight that I just added to this scene. This actually acts as a
rim light from behind. Okay, now there is
one last thing that I'd like to add to this scene
is the atmospheric effect. Open the render settings, go to the Arnold Renderer tab. Go to the environment section, click on this checkered box
for the atmosphere attribute, and select Create AI
Atmosphere Volume. Then close the settings. Then within the
attribute editor set its density to 0.01 That's it. Now we have light within the
background like a volume. All right, you should always check out the scene
at different frames to see if the shading and
lighting is appearing correct across all the
frames In an animation. Make sure you definitely
go through random frames. When lighting your
animated scene. Just use this live preview
to monitor the result. Okay, now it is time
to render our title. Animation. Go to the 50th frame. You can see how much noise
there is on the surface. We can fix all these issues
within the render settings. You just have to open it and increase the specular
samples to five. And press Enter and
look at the output. The noise has been reduced. Okay, This is how the quality of the output
can be controlled. I'm just going to quickly
set all these values for a good quality rendering. Okay. Let me stop the live render
and close this window. Now let us go to the Common
tab and set the image, format the frame extension, then the frame padding. And set the range of frames
that have to be rendered, which is going to be one to 240. Then select the camera that will be used to
render the scene, which in our case
is the render cam. Then finally select
the image size, which is going to be full HD. After all these are set, you can close this window, switch to the
rendering menu set. Go to the render menu and click on this box icon
for render sequence. Here we just have to
select the location for the output by clicking
on this folder icon. Like I said in an
earlier lesson, that you can always create a new folder to store
an image sequence. Here we have to do that, click here to create the folder, rename it, then select it. Now you just have to click on the render sequence pattern and wait for the
render to finish. Once the rendering is finished, you're going to
find all the images inside the images folder. Within this folder that
we had created earlier. Okay, here are all
the frames rendered as PNG images that we
call an image sequence. Now we can import
this sequence into after effects and make
some color corrections, or add some effects, and finally render it
out as an MP for video. All right, in the end, what you will get
is this result. Okay? In this way, you can create your own
title animations in Maya. Right? With this, our title
animation is complete. Now everything I did in this practical was initially planned, then I executed it here. To get this result, you always have to either
imagine or make a storyboard on a paper to plan what you're going to do or
how you're going to animate. You cannot just jump into
creating anything like this. It always requires planning, either in mind or on paper, to achieve a good result. Okay, now the rest
of the practicals, you may find them in
PDF and not in videos. That is because I want to give you the opportunity
to do something by yourself so that
you don't have to become dependent on
me or anybody else. This is necessary for the growth and
development of your mind. However, you will
always find step by step videos on
our Youtube channel. But at first, I
want you to try by yourself and then
look for help, okay? You can always visit
that channel if you need more help or want
to learn something more. All right. See you
in the next video.
47. Bonus Lesson : Complete Guide to Nonlinear Deformers: Hello and welcome back. This is a bonus lesson where
I'm going to show you how to use the nonlinear deformers in modeling and animating
your objects. All right, what are deformers? Deformers are high level tools that allow us to
manipulate or drive the components of
an object to create new forms by deforming
its surface. There are many complex
shapes that you may find difficult to model
at the same time. It also takes time, but with the help of deformers, you should be able
to model a lot of complex shapes without
spending a lot of time. All right, let me
create a plane. Set its width and height to ten. That should be enough
for this demonstration. Now to deform an object, make sure you add enough
subdivisions to the mesh. Because the surface of a single polygon
cannot be deformed, a single polygon
always remains flat. It has to be a group of polygons
instead of a single one. Let me change the
subdivisions to 50. That should be enough for creating an appropriate
deformation. Now I also want to
add some depth, because currently it is just
a plane keeping it selected. Go to the Edit Mesh
and click on Extrude. Pull it up and set this value to 0.15 Go to the object mode
and press three to smooth. This is needed for the smoothness of the
surface when it is deformed. Okay, then change this
menus, set to rigging. Select this object and
go to the deformin. Then inside non linear, you're going to find
all the deformers that I'm going to use in
this lesson, right? I'm going to select
this sine deformer, activate the move tool, and move it out of this object. This is the sine deformer which changes the shape of an
object along a sine wave. Let me show you what
I mean by that. Let me rotate it first to align the axis of this
deformer to this plane. Now if we scroll down
within the channel box, you're going to find
these attributes for the sine deformer. Make sure you have it selected, otherwise you will not
find these attributes here as it deforms
along a sine wave. We have these attributes
related to a wave, such as the amplitude
and web length. Let me set them to
particular values to observe the effect. You can see how this object
has deformed into a wave. The amplitude sets the
height of these waves, while the wavelength sets the length of each
of these waves. The number of waves
will increase if I decrease the web
length and vice versa. Okay. Now, this deformation would not have been
possible if this object had no subdivisions more is the subdivisions greater is the level of deformation
that you can achieve. All right, now let us take a look at some
of these attributes which are common across all the nonlinear deformers
such as this envelope. It works like by how
much intensity or strength you want the deformer
to deform this object. You can set this
value to anything 0-11 means it will have
100% impact on the object. Zero means it will simply
have no impact at all. Coming to the offset, it allows us to offset the
position of these waves. If we change it,
it will feel like the waves are propagating in
one of the two directions. We can definitely use this attribute to animate
this deformation. Like flowing waves. Okay, the drop of value is used to create a fade in or fade out effect on
the deformation. If we set it to negative one, the waves are going to fade in from the center
of the deformer. Whereas if I set it to one, the waves are going to
fade out at both ends. If I set it to zero, there will be no
drop off effect. Now the low bound and
the high bound values refer to the bottom and the
top portion of a deformer. Since I have rotated
the deformer, the bottom side is
now facing that way. The top side is facing this way. The low bound controls the starting point
of the deformer. From where the
deformation will begin. The high bound controls
the end point, where the deformation will end. We can set those positions
using these attributes. All right, these are common across all
the deformers. Okay? Now, there is one thing
that you should know that this deformation is temporary
and is not permanent. What I mean is if I
delete this deformer, the deformation on this
object will be gone. Also, if I move the object
without the deformer, the deformation will change. In order to make the
effect permanent, you have to select
the object and delete its history by going
to the edit menu. Then delete by type and
clicking on history. This will delete the Deformer and make all the
changes permanent. Now we can freely move this object anywhere
in the three space. All right, but what if we wanted to animate
this effect in, instead of making it permanent? Well, in that case, we have to group the
deformer along with the object. Let me undo that. Okay, once again, here is the deformer
and here is the object. We can select them both and press control plus to
group them together, we can then move this group without affecting
the deformation. This is one way to make it work. Let me undo it again. Another way would be to
use the Outliner and drag the Deformer on this object using the
middle mouse button. This will make the object
the parent of this deformer. Wherever the parent will go, the child is going
to stay with it. Okay? In this way we can easily
animate the deformation, no matter where the object is. We just have to set the key frames for
these attributes here. All right, let me
undo that again, close the outliner for now. Let me make this deformation permanent by deleting
its history. Okay, now I'm going to
use another deformer. Go to the Deform menu, non linear, and select
this Bend Deformer. The Bend Deformer allows us to bend an object along
a circular arc. Let me rotate it first, just like the previous one, because by default
these deformers are aligned towards
the Y direction. While our object is
resting on the ground, its entire surface is
along the X and Z axis. And that is the reason why I'm having to rotate
these deformers to align them to one of these directions along which
it will deform the object. All right, let me scroll down and select this
curvature value. And change it by dragging
with the middle mouse button. You can clearly observe how the entire object is bending
along a circular arc, and it works in
either direction. Let me set it to
180, The envelope, low bound and high bound values work the same way as
I discussed earlier. You can try this by yourself. All right, I'm
going to make this permanent as well by
selecting the object, going to the edit menu, then delete by type and
clicking on History. The deformer is gone and this deformation
has become permanent. Now I'm going to bring
its pivert to the center by going to the modify menu
and clicking on Centerpivert. This is necessary if you
want to set the deformer right inside this object in
order to deform it evenly. The next deformer that I'm going to use is the
twist deformer. Currently, it is
aligned to the y axis. I need to rotate it in order
to align it to this object. And just take a look
how it has been placed right at the
center of this object. This is the reason why I set the pivot of this
object to center. It is taken as a reference
to place the deformer. Okay, what does
this Deformer do? The twist Deformer allows
us to twist the shape of an object in order
to see how it works. We can change either the
start angle or the end angle. In either way, it is going to twist the object
along this axis. All right, let me set
it to something better. You can also check out these low and high
bound attributes, how they are changing the start and end points of
this deformation. Okay, once we have said these, we can delete the history
again by selecting the object, going to the Edit menu, delete by type, and
clicking on history. Okay, now this
deformation is permanent. We can now move on to
our next deformer. Select this object, go
to the deformed menu, non linear, and select this flare deformer.
Let me rotate it. Now, what does this deformer do? Flare deformer
lets you flare out an object or taper
in along two axis. If you didn't
understand anything, let me show you what I mean. If I select these
two attributes, start flare x and z
and increase them. You will see this
end scaling up. This is called flare out to grow in size from one end to another. While if I do the opposite, it is called taper in. It means to shrink in size gradually from
one end to another. And we can do this on both sides using the start and end
flare attributes. All right? If you change just
a single attribute instead of in pairs, it will create an oval shape. Okay, let me reset this to one. What is more interesting here
is this curve attribute. Using this, we can
inflate the object like a balloon or deflate it to create very
interesting objects. The low bound and high bound affects the same way
as in other deformers. You can always try these for
even more possibilities. We can now delete the history again by selecting the object. Going to the Edit menu, delete by type, and
clicking on history. Now the next deformer
that I'm going to use is a squash.
Let me rotate it. The Squash Deformer allows us to squash and stretch an
object along an axis. You can increase this
factor attribute to stretch the object and
decrease it to squash. You can experiment with the other attributes to find out how they're impacting
the deformation. Like this expand attribute, it will expand the portion
where the ring is located. This location of the ring can be changed using the
position attribute, which is currently set
to 0.5 which means it is located in between the low and high bounds
of the deformer. There are also the smoothness
attributes using which we can add little smoothness to the beginning and end
of the deformation. All right, now for
the last deformer, I'm going to create
another plane. Set its width and height to 20 and the subdivisions to 100. Move it out of the grid. Go to the deformed menu, non linear, and select
this wave deformer. The wave deformer is similar
to the sine deformer except that it propagates
along two axis instead of one. It deforms an object based on a circular sine wave
for ripple effects. Let me show you how it works. If we set the values
for amplitude and wave length and change
this offset value, you will see the waves are either flowing in
or flowing out. While the minimum and
max radius attributes work like the low and high
bounds of other deformers. All right, so this
is how we can use the deformers in modeling complex objects and in
creating complex animation. Okay, with this, our
bonus lesson is complete. See you in the next video.
48. Final Words - What to do after completing this course?: Okay, so this is the
end of this course, but in your beginning for you, where you can visually
express your imagination, your creativity, your ideas, and show it to people
what it looks like. This is one of the most
creative career where you have the power to create anything
that comes to your mind. Let me tell you that this course took over one year to complete. I had to work day and
night, every day, endlessly to make
it as better as possible so that you get the
best of what you deserve. All of this is totally worthless if you
don't make any use of it or take it to the next level and be
someone even better than me. Okay, so I am hoping that you've learned a lot
of things by now, especially all the topics that I've covered
in this course. Now if you'd like to learn more or still have some doubts, you can visit our
channel on Youtube. I keep posting a lot of
videos there on Maya. I will definitely try to help
you there as far as I can. If you're thinking what
should be the best thing for you to do now after
completing this course, then I would recommend
you to spend at least a few months of time practicing what
you've learned. Because the more you practice, the greater is the confidence
you're going to have when you apply for a job
or work on a project. You can also enroll in
some advanced courses that focus on a
particular aspect of through the animation. Like a course on just modeling
or lighting texturing, rigging, animation, and so on. Don't always go for complete
courses because in those, not every topic
can be covered in detail as possible in
a specific course. If you like modeling, you can take a course on
modeling. That's what I mean. This will help you gain
more skills and you will become capable of doing more
advanced things than this. Don't just rush into
getting a job right now. Take some time and spend
it in growing your skills. You can also work as a
freelance artist if you want to gain some experience
and earn some money. Definitely, there are a lot of choices to make and you should always choose the path on which you really feel
confident from inside. Because in the end, the success of anything depends
on your willingness, how desperately
you want to do it. My last words will be, unleash your potential
and never give up. Okay, with this,
it is time to say goodbye and see you in my
next course. Thank you.