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Maya Workshops
Classes 1-4
Maya – 3D Modelling Course
15/01/2013
Jassim Happa
Overview of the Day
• Session 1: 10:00-11:25
– 3D Modelling and Maya’s Interface
• Session 2: 11:35-13:00
– Data structures
• Session 3: 14:00-15:25:
• Modelling your first project
• Session 4: 15:35:-17:00
– Common modelling conventions
– Advanced Maya topics
What you’ll learn?
• Purpose: Hands on experience in Maya
1. 3D Modelling and Maya’s Interface
– Learning what Maya can do
2. Data structures
– How to do various forms of modelling
3. Modelling your first project
– Focus on creating a house
4. Common modelling conventions
– Tips for proficient modelling
– Some advanced Maya topics
What we will not cover today?
• Scripting in Maya (MEL or Python)
• Animation
• Texturing
• Lighting
• Rendering
Wednesday Thursday Friday
Rendering I (KD) Animations I (CH) (9:00 to 14:00)
Animations II (CH/KD)
Rendering II (KD) Image-based Lighting (KD)
Texture Mapping in Maya (ES)
Stereoscopy (ES/KD)
Rendering in Maya/Mental Ray (KD)
HDR (KD) (start: 15:00)
Assignment/Revision/Closing (KD)
Rendering III (KD/TBR)
Multi sensory Environments/ Real Virtuality (AC) (16:30 to 18:00)
Before we begin…
• Cheat sheet for Maya
– Handed out as a summary keys
• Tasks hand out
– Each session holds a set of tasks for you to complete
• Open Maya
– Go to: Window -> Settings/Preferences
-> Settings -> World Coordinate System: Up Axis Y
Before we begin…
Before we begin…
• Two types of tasks:
– Tasks during lecture, Tasks after lecture
• Red in slides signifies a lecture task
– A task to do during lecture.
• At the end of each slideshow we begin tasks
– Found in task hand out
• BACKUP, BACKUP, BACKUP!!
– Every 10-15 min create a new save file!!
– Maya is not novice friendly and can crash!!!
Maya Workshops
Class 1* 10:00-11:30
Introduction to Maya
Jassim Happa
* Much thanks to Elmedin slides.
Overview
• Session 1 10:00-11:30: 3D Modelling intro
• 3D modelling introduction: – Introduction: modelling in general
– What’s available • Maya, blender, Max, zbrush, softimage, autocad
• Maya interface: – User Interface
– Navigation
– Perspective vs. Orthographic camera
– Camera settings
– Creating basic geometric primitives
Introduction to 3D Modelling
Recap:
• 3D modelling tools are capable of:
– Creating 3D shapes
– Texture (paint) 3D shapes
– “Design” lighting in scene
– Animate objects
– Simulate objects using physics
– Render 2D images
Introduction to 3D Modelling
• Common 3D modelling tools:
– 3DS Max – Game and architectural modelling
– AutoCAD – 2d/3d Architectural drawing
– Blender – open source modelling
– Maya – Game, animation and architecture
– Poser - Characters
– Softimage XSI - Characters
– Zbrush – Characters
• Uses poxels (not covered in lectures)
Introduction to 3D Modelling
Examples
Maya User Interface
Menu bar:
• Drop down menus
– Specific functions beneath them
• Context sensitive
– Animation, Polygons, Surfaces, Dynamic, Rendering, nDynamics
Maya User Interface
Status line:
• How to change selection options
– Not necessary for basic selections
Shelf:
• Where all objects you can create reside
Maya Interface
• Workspace
– Where the scene is
• Channel box
– Contains properties of an object
• Time and Range Slider
– For keyframed animations
• Not this course
• Layout Editor
– Similar to photoshop layers
Maya User Interface
• Quick layout buttons
• Toolbox
• Help Line
– Prints status/error messages
• Command Line
– For scripting
Maya User Interface
Toolbox: Quick Layout buttons:
Navigation
Demonstration:
• Typical Cartesian coordinate system
– X, Y, Z axes
• Zoom, panning and rolling
• Create and view objects
• Move, rotate, scale objects
• Component selection – Faces, Edges and Vertices
Navigation
QWERTY (tools)
• Q: select , W: move
• E: rotate , R: scale
• G: last tool used
Moving the Camera
• ALT + LMB: tumble/rotate camera
• ALT + MMB: track/move camera
• ALT + RMB: dolly/zoom camera
Navigation
• A: Zoom all
• F: Zoom selected object
Panels
– SPACE: panel layout (1 view / 4 views exchange)
Display
– 1, 2, 3: low / medium / high quality
– 4: wireframe, 5: shaded
– 6: shaded and textured, 7: use all lights
Navigation
Perspective cube:
• Quick access to main perspective views
– Click to obtain new perspective
Gizmo (yes that is it’s real name!):
• Indicates what manipulation you are currently performing:
X is red
Y is green
Z is blue
Perspective vs. Orthographic
• Perspective:
– Closest to what we see every day
• Orthographic projection:
– Consider: a camera infinitely far away, with an infinite zoom.
– Not correct, but gives a look that is easier to model with
• Swap between 1 viewport and 4 viewports
• Other camera models exist:
– Isometric, Oblique, Parallel… etc.
Camera Settings
Camera settings:
• Each camera have their own parameters
– Only valid for the camera selected (or used)
• Bookmarks
– Save all your parameters
• Field (Angle) of View
– Change camera’s viewing properties
• … (more to come later today..)
Basic Geometric Primitives
Creating Geometric Primitives:
• Make sure you’re in polygon mode
– We’ll cover what this means in the next class
• Click the type of geometric primitive you want to create:
• Spheres, cuboids, cylinders, cones, planes, torus, pyramid, pipe
Navigation
Component Selection Mode Menu
Right mouse button (RMB)
• Select:
– Object mode
– Faces mode
– Edges mode
– Vertex mode
Mouse scroll wheel button:
• Move object according to axis held down
Lecture Task
• Create a Human-like character
– Only using primitive objects
• Create a house using only primitives
• Add detail using the tools we’ve shown
• Remember to save your projects!
Lecture Task
Lecture Task
Maya Workshops
Class 2 11:30-13:00
Data Structures in Maya
Jassim Happa
Overview
Session 2: 11:35-13:00 - Data structures
• Geometric primitives using:
– Polygons
– Subdivs
– NURBS
– Curves
• Boolean operations
• Editing Polygons
Polygons
Polygons
• Used the most today because of their simplicity
– Conceptually simpler to understand
– Computationally faster to draw
• Games, Films, Animations
• Point make up extreme points of a surface
– Many surfaces put together make up an object
• Good polygons are planar surfaces (flat)!
Polygons
Good! Bad!
Split up the polygons!
Polygons
Polygons
Convex: any line drawn through the polygon (not tangent to an edge or corner) meets its boundary exactly twice.
– Equivalently, all its interior angles are less than 180°.
Non-convex: a line may be found which meets its boundary more than twice.
– In other words, it contains at least one interior angle with a measure larger than 180°.
Polygons
Simple:
• The boundary of the polygon does not cross itself. All convex polygons are simple.
Concave:
• Non-convex and simple.
Self-intersecting:
• The boundary of the polygon crosses itself.
Polygons
Polygons
Convex Concave
4 intersections! Avoid! 2 intersections, good!
Polygons
Polygons
Typically triangles or quads are used
• Triangles: mathematically simpler
• Quads: easier to model with
Polygons
Polygons
• Vertices, edges, faces
• Polygonal surfaces can be described with the smallest amount of data of all the 3D surface types
NURBs (Non-Uniform Rational B-splines)
• Development in 1950s by Pierre Bézier
– As b-splines
• Need to represent freeform surfaces:
– Ship hulls, aerospace exterior surfaces and car bodies.
– Prior to this, one physical model was created by a designer – similar concept to book printing.
• NURBs are a generalisation of B-splines
NURBs (Non-Uniform Rational B-splines)
NURBs (Non-Uniform Rational B-splines)
• Control points influence directions the surfaces takes. Outmost points defines the X/Y/Z extents of any surface.
• Today: often used to represent organic material
• Often converted later to a polygon mesh
NURBs (Non-Uniform Rational B-splines)
NURBs (Non-Uniform Rational B-splines)
• See: Surfaces
Subdivision surfaces
• Possesses characteristics of both NURBs and polygonal surfaces
• Capable of producing smooth organic forms (NURBs)
• Extrude specific areas and create additional detail in your surfaces (polygons)
• Switching between different levels of detail
Subdivision surfaces
• Can select:
– Vertex, edges or surfaces
Curves
• Create points and modify splines
• Move end points close to each other
– Surfaces: Edit Curves -> Open/Close Curves
• Can be converted to polygons
– Modify -> Convert -> NURBS to Polygon
Boolean Operations
Set theory – “carve out entire sections”
• Polygon -> Menu Bar -> Mesh -> Booleans
• Note: Order of object selection matters!
Boolean Operations
• Can be very useful!
– E.g. Water inside a bath tub
• Booleans = memory intensive operation!!
– Normally used as last resort
Boolean Operations
If Boolean operations don’t work as expected: • Avoid meshes that are non-manifold in nature.
– An edge does not connect to more than two faces.
• The normals on the meshes must consistently point outwards on the volumes. – View the normals on a mesh using Display > Polygons
> Face Normals. You reverse face normals using Normals > Reverse.
• The region of intersection should not contain border edges. – Display border edges by selecting Display > Polygons >
Border Edges.
Boolean Operations
If Boolean operations don’t work as expected: • Object must be enclosed.
– Fill any openings in the original objects (for example, use Mesh > Fill Hole), and then use the Merge feature (Edit Mesh > Merge) with a suitably small Threshold tolerance to merge vertices that are effectively coincident.
• Booleans operations do not work on meshes that have zero area (or very small) faces or zero length (or very short) edges. – Ensure the meshes involved do not have very small
faces and edges.
Editing Polygons
Component Selection Mode Menu
• Extrusion: Polygons: Mesh Edit -> Extrusion
• Smoothing: Polygons: Mesh -> Smoothing
• Averaging: Polygons: Mesh -> Average
• Cutting: Polygons: Mesh Edit -> Cut Faces Tool
– NOTE: Viewpoint dependent!
• Fill holes: Polygons: Mesh -> Fill Holes
– Append to polygon tool also possible!
Exercises
• Create a bridge from using primitive objects and boolean operations only. – Make the bridges as pretty as you can after that!
• Create a more complicated NURB object, then convert it to a polygon w/modifier box: Modify -> convert []
• Create a tunnel using vertex and face editing from mesh editing
• Create a landscape that has the tunnel and bridge in it
• Experiment with extrusion of faces, edges and vertices on a sphere object
Exercises
Maya Workshops
Class 3 14:00-15:30
Modelling your first project
Jassim Happa
Overview
Session 3: Modelling your first object
• What makes “good” geometry?
• Mirroring Objects
• Image planes
• Modelling a building from scratch
– Model a building
What makes “good” geometry?
What makes good geometry?
• Clean, easy to follow structure
– Every/most lines are needed
• Named meshes
• Structured history
• Non-manifold geometry
• Non zero length geometry
• Enclosed geometry
– No holes anywhere
• Correct Normals facing outwards
Mirroring Objects
Many objects are symmetric (or close to)
• Possible to copy along an axis
• Make sure extreme points are aligned
• Use “Snap to Grid” on vertices
• Polygons: Mesh -> Mirror Geometry
Image Planes
Image planes:
• Model 3D objects from 2D images
• Go to Orthographics viewport
• View -> Image Plane
https://dl.dropbox.com/u/24230520/wine.jpg
Image Planes
Surfaces: Surfaces -> Revolve
Use curves and revolving
Image Planes
• Why would revolving not work for both?
Modelling a House
Where to start? Some ideas:
• 2D top down plans – Find online, use curves to create
• Primitive objects – Create boxes, edit faces, extrude etc.
• Image planes
• Boolean objects
Remember:
• Not all sections need to be the same mesh!
Lecture Task
Using all skills taught today:
• Model a house
Maya Workshops
Class 4: 15:30-17:00
Common Modelling Conventions
Jassim Happa
Overview
Session 4: Common modelling conventions
• Mesh/object naming conventions
• X ray visualisation
• Model cleanup and optimising
• LOD reduction
• Grouping vs combining
• Exporting
Mesh/object naming conventions
????
Mesh/object naming conventions
Quick layout Buttons -> Outliner
• A list of mesh names
– Lets you organise your scene!
• Not only you may work on the model!
– Organise its structure!
– Name your objects sensibly!
– Give descriptive names!
X ray visualisation
See more of the scene.
Clean up
• Sometimes models get messy
– And it’s not your fault!
Cleanup of models:
• Mesh -> Cleanup
Means: Fix by triangulation
Optimisation
Minimise the resources you use to create your model.
Removes unused:
• Geometry
• Rendering nodes
• Textures
File -> Optimize Scene Size
Level of Detail Reduction
Useful when memory becomes an issue.
Reducing model level of detail:
• Mesh -> Reduce
Grouping vs. Combining
• Group = Put lots of objects in bag – Useful for mental structuring of objects
• Combine = Two separate meshes become one – Last thing you do to two meshes.
– No turning back!
• Always ungroup and combine objects before starting a render: – Otherwise slows down rendering times
substantially!
Exporting
• Polygons are normally the data structure exported
• File -> Export All or Export Selection – Allows you to chose aspects of scene to export
• Format to export – depends on need • OBJ, FBX and DWG are popular • Always (before exporting):
– Clean mesh – Optimise – Triangulate – Check your normals!
Lecture Task
Continue on your house and populate it with:
• Furniture
• Ornaments
• Windows
• Doors
Lunch time videos
Jafar – timelapse • http://www.youtube.com/watch?v=NdwMNNrVod8
Fable 2 style house – timelapse (3DS Max) • http://www.youtube.com/watch?v=1LeRjTvwIi4
Ipad – timelapse • http://www.youtube.com/watch?v=CQwNfbtQc_g
Old Building - timelapse • http://www.youtube.com/watch?v=DAmFMWz-zzE
Robot - timelapse • http://www.youtube.com/watch?v=TTJ0tzZQaVs