Autodesk Maya 2016: A Comprehensive Guide
By Sham Tickoo
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About this ebook
Welcome to the world of Autodesk Maya 2016. Autodesk Maya 2016 is a powerful, integrated 3D modeling, animation, visual effects, and rendering software developed by Autodesk Inc. This integrated node based 3D software finds its application in the development of films, games, and design projects. A wide range of 3D visual effects, computer graphics, and character animation tools make it an ideal platform for 3D artists. The intuitive user interface and workflow tools of Maya 2016 have made the job of design visualization specialists a lot easier.
Autodesk Maya 2016: A Comprehensive Guide textbook covers all features of Autodesk Maya 2016 in a simple, lucid, and comprehensive manner. It aims at harnessing the power of Autodesk Maya 2016 for 3D and visual effects artists, and designers. This textbook will help you transform your imagination into reality with ease. Also, it will unleash your creativity, thus helping you create realistic 3D models, animation, and visual effects. It caters to the needs of both the novice and advanced users of Maya 2016 and is ideally suited for learning at your convenience and at your pace.
Sham Tickoo
Prof. Sham Tickoo is professor of Manufacturing Engineering at Purdue University Northwest, USA where he has taught design, drafting, CAD and other engineering courses for over nineteen years. Before joining Purdue University, Prof. Tickoo has worked as a machinist, quality control engineer, design engineer, engineering consultant, and software developer. He has received a US patent for his invention Self Adjusting Cargo Organizer for Vehicles. Professor Tickoo also leads the team of authors at CADCIM Technologies to develop world-class teaching and learning resources for Computer Aided Design and Manufacturing (CAD/CAM) and related technologies.
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Autodesk Maya 2016 - Sham Tickoo
Chapter 1
Exploring Maya
Interface
Learning Objectives
After completing this chapter, you will be able to:
• Start Autodesk Maya 2016
• Work with menusets in Autodesk Maya
• Understand various terms related to Maya interface
• Work with tools in Autodesk Maya 2016
Introduction to Autodesk Maya
Welcome to the world of Autodesk Maya 2016. Maya is a 3D software, developed by Autodesk Inc., which enables you to create realistic 3D models and visual effects with much ease. Although Maya is quite a vast software to deal with, yet all the major tools and features used in Autodesk Maya 2016 have been covered in this book.
Starting Autodesk Maya 2016
To start Autodesk Maya 2016, choose Start > All Programs > Autodesk > Autodesk Maya 2016 > Autodesk Maya 2016 from the taskbar, refer to Figure 1-1; the default interface of Maya will be displayed with its different components.
C01SC001.tifFigure 1-1 Starting Autodesk Maya 2016 using the taskbar
Alternatively, you can start Autodesk Maya 2016 by double-clicking on its shortcut icon displayed on the desktop of your computer. This icon is automatically created on installing Autodesk Maya 2016 on your computer. Double-click on the icon; four windows namely, the Output Window, the main Autodesk Maya 2016 interface window, the What’s New Highlight Settings window will be displayed on the screen. The Output Window, as shown in Figure 1-2, displays information regarding the version of the mental ray renderer that will be used in Autodesk Maya 2016. By default, all the new tools and icons are highlighted in green in Maya 2016. The What’s New Highlight Settings window, as shown in Figure 1-3, is used to toggle the visibility of highlights.
Autodesk Maya 2016 screen components
Autodesk Maya interface consists of viewports, title bar, menubar, Status Line, Shelf, Tool Box, and so on. All these components will be discussed later in this chapter. When you start Autodesk Maya 2016 for the first time, the persp viewport is displayed by default, refer to Figure 1-4.
C01SC002.tifFigure 1-2 The Output Window
C01SC067.tifFigure 1-3 The What’s New Highlight Settings window
Workspace is the part or the work area where you can create a 3D scene. Workspaces are also known as viewports or views. In this textbook, the workspaces will be referred to as viewports. Every viewport has a grid placed in the center. The grid acts as a reference that is used in aligning the 3D objects or 2D curves. A grid is a pattern of straight lines that intersect with each other to form squares. The center of the grid is intersected by two dark lines. The point of intersection of these two dark lines is known as the origin. The origin is an arbitrary point, which is used to determine the location of the objects. All the three coordinates, X, Y, and Z are set at 0 position on the origin. Note that in Maya, the X, Y, and Z axes are displayed in red, green, and blue colors, respectively.
Autodesk Maya 2016 is divided into four viewports: top, front, side, and persp. These viewports are classified into two categories, orthographic and isometric. The orthographic category comprises the top, front, and side viewports and the isometric category consists of the persp viewport. The orthographic viewport displays the 2-dimensional (2D) view of the objects created in it, whereas the isometric viewport displays the 3-dimensional (3D) view of the objects created. Every viewport can be recognized easily by its name, which is displayed at the bottom of each viewport. Figure 1-5 shows the screen displaying various components of the Maya interface.
C01SC004.tifFigure 1-4 The default screen of Autodesk Maya 2016
Every viewport has its own Panel menu that allows you to access the tools related to that specific viewport. The Axis Direction Indicator located at the lower left corner of each viewport indicates about the X, Y, and Z axes. Similarly, every viewport in Maya has a default camera applied to it through which the viewport scene is visible. The name of the camera is displayed at the bottom of each viewport. In other words, the name of the viewport is actually the name of the camera of that particular viewport.
The title bar, which lies at the top of the screen, displays the name and version of the software, the name of the file, and the location where the file is saved. A Maya file is saved with the .mb or .ma extension. The three buttons on the extreme right of title bar are used to minimize, maximize, and close the Autodesk Maya 2016 window, respectively. Various interface components of the Autodesk Maya 2016 interface are discussed next.
Tip: To toggle between single viewport and four viewport views, move the cursor over one of the viewports and press the SPACEBAR key.
Menubar
The menubar is available just below the title bar. The type of menubar displayed depends on menusets. In Maya, there are different menusets namely Modeling, Rigging, Animation, FX, and Rendering. These menusets are displayed in the Menuset drop-down list located on the extreme left of the Status Line. On selecting a particular menuset, the menus in the menubar change accordingly. However, there are nine common menus in Maya that remain constant irrespective of the menuset chosen. Figure 1-6 shows the menubar corresponding to the Modeling menuset.
C01SC005.tifFigure 1-5 Displaying various screen components of the Maya interface
C01SC068.tifFigure 1-6 Menubar displayed on choosing the Modeling menuset
On invoking a menu from the menubar, a pull-down menu is displayed. On the right of some of the options in these pull-down menus, there are two types of demarcations, arrows and option boxes. When you click on an option box, a dialog box will be displayed. You can use this dialog box to set the options for that particular tool or menu item. On clicking the arrow, the corresponding cascading menu will be displayed.
Tip: You can also select different menusets using the hotkeys that are assigned to them. The default hotkeys are F2 (Modeling), F3 (Rigging), F4 (Animation), F5 (FX), and F6 (Rendering).
Status Line
The Status Line is located below the menubar. The Menuset drop-down list is located at the left of the Status Line. You can select menusets from this drop-down list. The Status Line consists of different graphical icons. The graphical icons are further grouped and these groups are separated by black vertical lines with either a box or an arrow symbol in the middle. These vertical lines are known as Show/Hide buttons, refer to Figure 1-7. You can click on a Show/Hide button with a box symbol to hide particular icons on the Status Line. On doing so, the corresponding icons will hide and the box will change into an arrow symbol. Similarly, if you click on a Show/Hide button that has an arrow symbol in the middle, the icons of the corresponding group will be displayed. Various groups separated by Show/Hide button are discussed next.
C01SC007.tifFigure 1-7 The Status Line
Menuset
As mentioned earlier, the Menuset drop-down list in the Status Line has different menusets such as Modeling, Rigging, Animation, FX, and Rendering, as shown in Figure 1-8. The options displayed in the menubar depend upon the menuset selected from this drop-down list. For example, if you select the Rendering menuset from the Menuset drop-down list, all the commands related to it will be displayed in the menus of the menubar. You can add a custom menuset by selecting the Customize option. On selecting it, the Menu Set Editor window will be displayed as shown in Figure 1-9. To create a new menuset, choose the New Menu Set button from this dialog box; the Create New Menu Set dialog box will be displayed. Enter the menu name in Enter name edit box and then choose the Create button, the new menuset will be added in the Menu sets area of the dialog box. To add Menus in menu set area; select menu from the All menus area and right click on it and then choose Add to Menu Set from the shortcut menu displayed. The selected menu item will be added to the Menus in menu set area. Now, choose the Close Window button to close the dialog box.
C01SC008.tifFigure 1-8 The Menuset drop-down list
Snap34.tifFigure 1-9 The Menu Set Editor window
File buttons Group
The options in this group are used to perform different file related operations, refer to Figure 1-10. The tools in this group are discussed next.
Create a new scene
The Create a new scene button is used to create a new scene. To do so, choose the New scene button from the Status Line; the Warning: Scene Not Saved message box will be displayed with the Save changes to untitled scene? message, as shown in Figure 1-11. This warning message will only appear if the current scene is not saved. Choose the Save button to save the scene. Choose the Don’t Save button to create a new scene without saving the changes made in the current scene. Choose the Cancel button to cancel the saving procedure.
C01SC009.tifFigure 1-10 The File buttons group
C01SC010.tifFigure 1-11 The Warning: Scene Not Saved message box
Open a scene
The Open a scene button is used to open a file created earlier. To do so, choose this button from the Status Line; the Open dialog box will be displayed, as shown in Figure 1-12. In this dialog box, specify the location of the file that you want to open and then choose the Open button; the selected file will open in the Maya interface. This dialog box is divided into different sections and some of them are discussed next.
Folder Bookmarks
The bookmarks section is used to access the folders in your computer. You can also rearrange the default location of the folders in this section by dragging them up and down using the left mouse button.
C01SC011.tifFigure 1-12 The Open dialog box
Set project
This button is used to set a new project by replacing the current project. On choosing this button, a new window named Set Project is displayed. You will learn about this window later in this book.
Save the current scene
The Save the current scene button is used to save the current scene. On choosing the Save scene button, the Save As dialog box will be displayed. Enter a name for the file in the File name text box, specify the location to save the current scene, and then choose the Save As button to save the current scene. Maya provides you with various options that can be used while saving a file. These options are given on the right side of the dialog box in the Options section.
Undo the last action/Redo the last undone action
The Undo the last action button is used to remove the last applied action and the Redo the last undone action button is used to apply the last undone action again.
Selection set icons group
The Selection set icons group shown in Figure 1-13 is used to define the selection of objects or the components of objects from the viewport. This menu comprises of three buttons that are discussed next.
C01SC069.tifFigure 1-13 The Selection set icons group
Select by hierarchy and combinations
The Select by hierarchy and combinations button is used to select a group of objects in a scene in a hierarchical order. For example, if four objects are combined under a single group, clicking on a single object with this button chosen will select the entire group of objects.
Select by object type
The Select by object type button is used to select only a single object from a group of objects in a scene. For instance, if four objects are combined under a single group, this button will enable you to select only the desired object from the group, and not the entire group.
Select by component type
The Select by component type button is used to select the components of an object, such as vertices or faces. You can also select the control vertices of the NURBS surfaces using this button.
Tip: To switch between the object and the component modes of the selection type, press the F8 key.
Selection Mask Icons Group
The Selection Masks Icons group comprises of selection filters that help you in selecting objects or their components in the viewport. The selection mask helps you decide which filters/icons should be displayed in the viewport. The selection masks icons group depends on the selection mode button chosen. If the Select by hierarchy and combinations button is chosen, then the icons under this group will change, as shown in Figure 1-14.
Snap19.tifFigure 1-14 The Select by hierarchy and combinations group displayed on choosing the Select by hierarchy and combinations button
These icons represent the tools that enable you to select the objects based on their hierarchy. Similarly, on choosing the Select by component type button and the Select by object type button, the icons under these groups will change accordingly, and this will enable you to select either the entire object, or its components, refer to Figures 1-15 and 1-16. The most commonly used group is the icons group displayed on choosing the Select by object type button. Various buttons in this selection masks icons group are discussed next.
Snap20.tifFigure 1-15 The select by component type group displayed on choosing the Select by component type button
Snap21.tifFigure 1-16 The Select by object type group displayed on choosing the Select by object type button
Set the object selection mask
The Set the object selection mask button is used to switch all the selection icons on or off. To do so, choose the Set the object selection mask button from the Status Line; a flyout will be displayed, as shown in Figure 1-17. Choose the All objects on option from the flyout to make all selection icons on or select the All objects off option to switch off all selection icons from the menu.
C01SC016.tifFigure 1-17 Flyout displayed on choosing the Set the object selection mask button
Note
If the All objects off option is chosen, you cannot select any object in the viewport.
Select handle objects
The Select handle objects button allows you to select IK handles and selection handles. You will learn more about this tool in the later chapters.
Select joint objects
The Select joint objects button is used to select only the joints of the objects while animating or rigging them.
Select curve objects
The Select curve objects button is used to select the NURBS curves, curves on the surface, and paint effects strokes in the viewport.
Select surface objects
The Select surface objects button is used to select the NURBS surfaces, poly surfaces, planes, and GPU cache in the viewport.
Select deformations objects
The Select deformations objects button is used to select the lattices, clusters, nonlinear, and sculpt objects in the viewport.
Select dynamic objects
The Select dynamic objects button is used to select the dynamic objects in the viewport.
Select rendering objects
The Select rendering objects button is used to select the lights, cameras, and textures in the viewport.
Select miscellaneous objects
The Select miscellaneous objects button is used to select miscellaneous objects such as IK End Effectors, locators, and dimensions in the viewport.
Lock/Unlock current selection
The Lock/Unlock current selection button is used to lock the tool manipulators to the selected object. Select an object in the viewport and choose the Lock/Unlock current selection button from the Status Line; the tool manipulators will be locked to the object and no other object can be selected from the viewport.
Highlight Selection mode is on
The Highlight Selection mode is on button is used to turn off the automatic display of the components.
Snap buttons Group
The Snap buttons group comprises of different snap tools, as shown in Figure 1-18 The Snap buttons group are used to snap the selected objects to specific points in a scene. The tools in this group are discussed next.
C01SC125.tifFigure 1-18. The snap tools
Snap to grids
The Snap to grids tool is used to snap an object to the closest grid intersection point. For example, to snap a sphere to the closest grid intersection point, choose Create > Objects > NURBS Primitives > Sphere from the menubar and then click in the viewport; a sphere will be created. Choose the Snap to grids tool from the Status Line and invoke Move Tool from the Tool Box. Next, press the middle mouse button over the sphere and drag it; the sphere will be snapped to the closest grid intersection point, refer to Figure 1-19.
C01SC018.tifFigure 1-19 The sphere snapped to the closest grid intersection point
Snap to curves
The Snap to curves tool is used to snap an object to the curve in the viewport. For example, to snap a cube on a curve, choose Create > Objects > NURBS Primitives > Cube from the menubar and then click in the viewport; a cube will be created. Next, choose Create > Curve Tools > EP Curve Tool from the menubar and then create a curve in the top viewport. Press ENTER to exit the EP Curve Tool. Next, choose Move Tool from the Tool Box and align the cube over the curve. Choose the Snap to curves tool from the Status Line. Press the middle mouse button over the cube and drag it; the cube will move over the curve while remaining snapped to the curve, refer to Figure 1-20.
C01SC019.tifFigure 1-20 The cube snapped to the curve
Snap to points
The Snap to points tool is used to snap the selected objects to the closest control vertex or pivot point. For example, to snap a cube to the vertices of a polygonal plane, choose Create > Objects > Polygon Primitives > Plane > Option Box from the menubar; the Tool Settings (Polygon Plane Tool) window will be displayed. Now, set the Width divisions and Height divisions to 10, and then click in the viewport to make a plane. Next, create a cube in the viewport, as discussed earlier. Next, select the cube and choose the Snap to points tool from the Status Line and drag the cube with the middle mouse button; the cube will snap to the closest control vertex of the polygonal plane.
Snap to Projected Center
The Snap to Projected Center tool is used to snap an object (joint or locator) to the center of the other object. For example, to snap a locator to the center of a polygonal plane, choose Create > Objects > Polygon Primitives > Plane from the menubar and drag the cursor; a plane will be created. Next, choose Create > Construction Aids > Locator from the menubar; a locator will be created. Now, select the locator and choose the Snap to Projected Center tool from the Status Line; the locator will snap to the center of the polygonal plane.
Snap to view planes
The Snap to view planes tool is used to snap the selected object to the view plane of the viewport.
Tip You can also use the shortcut keys to perform a particular snap functions. For example, press X for Snap to grids,C for Snap to curves, and V for the Snap to points tools.
Make the selected object live
The Make the selected object live tool is used to make the selected surface a live object. A live object is used to create objects or curves directly on its surface. For example, to snap a cube on the surface of a polygonal sphere, choose Create > Objects > Polygon Primitives > Sphere from the menubar and drag the cursor; a sphere will be created. To create a cube on the surface of the sphere, choose the Make the selected object live tool from the Status Line; the sphere will appear in green wireframe. To do so, choose Create > Objects > Polygon Primitives > Cube from the menubar and drag the cursor; a cube will be created on the surface of the sphere.
History Buttons Group
This group in the Status Line helps you control various objects. The objects with input connections are affected or controlled by other objects, whereas the objects with output connections affect or control other objects.
Inputs to the selected object
The Inputs to the selected object tool is used to edit all input connections for the selected object such that the selected object gets influenced by another object.
Outputs from the selected object
The Outputs from the selected object tool is used to select and edit the output operations of an object.
Construction History on/off
The Construction History on/off tool is used to record the construction history. The construction history is used to track the changes made on an object at a later stage. Sometimes, the construction history may make a particular file size heavy. To decrease the file size, it is recommended to deactivate this tool.
Render Tools Group
This group in the Status Line is used to access all render controls in Maya. The tools in this group are discussed next.
Open Render View
The Open Render View tool is used to open the Render View window.
Render the current frame
The Render the current frame tool is used to render the selected viewport at the current frame using the Maya Software renderer. Choose the Render the current frame tool from the Status Line; the Render View window will be displayed. The Render View window shows the rendered view of the selected scene, refer to Figure 1-21, whereas the Output Window will display all the rendering calculations made for rendering the active scene, refer to Figure 1-22.
IPR render the current frame
The IPR render the current frame tool is used to perform an IPR render. Here, IPR stands for Interactive Photorealistic Rendering. This tool helps you to adjust the lighting or the shading attributes of the rendered scene and then update it as per the requirement. To render the current frame, choose this button from the Status Line; the Render View window will be displayed. Now, press the left mouse button and drag it in the Render View window to set the selection for IPR rendering. As a result, Maya will render the selected part only. In other words, it will help you visualize your scene dynamically. Now, if you make changes in the color or lightning attribute of the scene using the Attribute Editor, the selected part will be rendered automatically.
C01SC133.tifFigure 1-21 The Render View window
C01SC134.tifFigure 1-22 The Output Window
Display render settings
On choosing the Display Render Settings tool, the Render Settings window will be displayed, as shown in Figure 1-23. This window comprises of all controls needed for rendering. These controls help you adjust the render settings such as resolution, file options, ray tracing quality, and so on.
C01SC022.tifFigure 1-23 The Render Settings window
Display and edit connections in shading networks
On choosing this button, the Hypershade window will be displayed. Using this window, you can create shading networks. The Hypershde window is discussed in detail in the later chapters.
Input Line Operations Group
This group in the Status Line helps you quickly select, rename, and transform the objects that are created in the viewport. Some of the options in the Name Selection field are in hidden modes. To view them, move the cursor over the arrow on the left of the input field and then press and hold the left mouse button on it; a flyout will be displayed. Now, select the required option from the flyout; the corresponding mode will be displayed. By default, the Absolute transform mode is displayed in the Status Line. All these modes are discussed next.
Absolute transform
The Absolute transform area is used to move, rotate, or scale a selected object in the viewport. To do so, invoke the required transformation tool from the Tool Box and enter values in the X, Y and Z edit boxes in the Absolute transform area, as shown in Figure 1-24. Now, press ENTER; the selected object will be moved, rotated, and scaled according to the values entered in the edit boxes.
Note
The Absolute transform area takes the center of the viewport as a reference for transforming an object.
Relative transform
The Relative transform area is also used to scale, rotate, or move a selected object in the viewport, refer to Figure 1-25. This area is similar to the Absolute transform area with the only difference that the Relative transform area takes the current position of the object as a reference point for transforming an object.
C01SC023.tifFigure 1-24 The Absolute transform area
C01SC024.tifFigure 1-25 The Relative transform area
Rename
The Rename area is used to change the name of a selected object. To rename an object, select the object from the viewport whose name you want to change; the default name of the selected object will be displayed in the text box in the Rename area, refer to Figure 1-26. Enter a new name for the object in the edit box and press ENTER.
Select by name
You can select an object in the viewport by entering its name in the text box in the Select by name area, refer to Figure 1-27.
C01SC025.tifFigure 1-26 The Rename area
C01SC026.tifFigure 1-27 The Select by name area
Sidebar Buttons Group
This is the last part of the Status Line. The Sidebar buttons control the properties of the objects created in the viewport and the tools required for working with the objects. This group consists of four buttons that are discussed next.
Show or Hide the Modeling Toolkit
The Show or Hide the Modeling Toolkit button is used to open the Modeling Toolkit window, as shown in Figure 1-28. The Modeling Toolkit window is used to perform multiple modeling specific operations. The tools in the Modeling Toolkit window are discussed in the later chapters.
Show or Hide the Attribute Editor
The Show or Hide the Attribute Editor button is used to toggle the visibility of the Attribute Editor, refer to Figure 1-29. The Attribute Editor is used to control different properties of the selected object.
C01SC138.tifFigure 1-28 The Modeling Toolkit window
C01SC027.tifFigure 1-29 The Attribute Editor
Show or Hide the Tool Settings
The Show or Hide theTool Settings button is used to display the options for selected tool in the Tool Settings window. On choosing this button, the Tool Settings window of the selected tool will be displayed on the left of the viewport, adjacent to the Tool Box. For example, if you have chosen Move Tool from the Tool Box, then you can control its settings by using the Tool Settings (Move Tool) window, as shown in Figure 1-30.
Show or Hide the Channel Box
The Show or Hide the Channel Box button is used to toggle the visibility of the Channel Box / Layer Editor. This button is similar to the Show or hide the Attribute Editor button. On choosing this button, the Channel Box / Layer Editor will be displayed on the right of the viewport, as shown in Figure 1-31. The Channel Box is used to control the transformation and the geometrical structure of the selected object. The Layer Editor is used to organize the objects in a scene when there are many objects in the viewport. Multiple objects can be arranged in the layer editor to simplify the scene.
Note
By default, the keyable attributes of selected object(s) are displayed in the Channel Box. To add more attributes to it, choose Windows > Editors > General Editors > Channel Control from the menubar; the Channel Control window will be displayed. In this window, three areas will be displayed in the Keyable tab: Keyable, Nonkeyable Hidden, and Nonkeyable Displayed. To add attributes, select them from the Nonkeyable Hidden area and then choose the < Move button. Next, choose the Close button.
C01SC028.tifFigure 1-30 Partial view of the Tool Settings (Move Tool) window
C01SC029.tifFigure 1-31 The Channel Box /Layer Editor
Shelf
The Shelf is located below the Status Line, as shown in Figure 1-32. The Shelf is divided into two parts. The upper part in the Shelf consists of different Shelf tabs and lower part displays the icons of different tools. The icons displayed in this area depend on the tab chosen, refer to Figure 1-32.
C01SC030.tifFigure 1-32 The Shelf
You can also customize the Shelf as per your requirement. To do so, press and hold the left mouse button over the Menu of items to modify the Shelf button, refer to Figure 1-33; a flyout will be displayed, as shown in Figure 1-33. Various options in this flyout are discussed next.
C01SC031.tifFigure 1-33 Flyout displayed on choosing the Menu of items to modify the Shelf button
Shelf Tabs
The Shelf Tabs option is used to toggle the visibility of the Shelf tabs. On choosing this option, the Shelfs tabs will disappear, and only the tool icons corresponding to the selected tab will be visible.
Shelf Editor
The Shelf Editor option is used to create a Shelf and edit the properties of an existing Shelf. When this option is chosen, the Shelf Editor will be displayed in the viewport, as shown in Figure 1-34.
Alternatively, you can choose Windows > Editors > Settings/Preferences > Shelf Editor from the menubar to display the Shelf Editor. In the Shelf Editor, you can change the name and position of shelves and their contents. You can also create a new shelf and its contents using the Shelf Editor.
C01SC032.tifFigure 1-34 The Shelf Editor
Navigate Shelves
The Navigate Shelves option is used to choose the previous or next Shelf of the currently chosen Shelf. On choosing this option, a cascading menu will be displayed, as shown in Figure 1-35. The options in the cascading menu are discussed next.
C01SC141.tifFigure 1-35 Cascading menu displayed on choosing the Navigate Shelves option
Previous Shelf
The Previous Shelf option is used to choose the Shelf that comes before the currently chosen Shelf. For example, choose the Rendering tab; the rendering specific icons will be displayed. Next, press and hold the left mouse button over the Menu of items to modify the Shelf option; a flyout will be displayed. Choose Navigate Shelves from the flyout; a cascading menu is displayed. From the cascading menu, choose Previous Shelf; the Dynamics tab is chosen displaying the dynamic specific icons.
Next Shelf
The Next Shelf option is used to choose the shelf that comes after the currently chosen Shelf.
Jump to Shelf
The Jump to Shelf option is used to choose the specific Shelf by entering its name. On choosing this option, the Jump to Shelf dialog box will be displayed, as shown in Figure 1-36. Enter the name of the shelf in the Shelf Name text box and choose the OK button; the Shelf tab with icons specific to the corresponding shelf are displayed.
C01SC142.tifFigure 1-36 The Jump to Shelf dialog box
New Shelf
The New Shelf option is used to add a new Shelf tab to the existing Shelf. On choosing this option, the Create New Shelf dialog box will be displayed, as shown in Figure 1-37. Enter a name for the new Shelf and choose the OK button; a new Shelf will be created, as shown in Figure 1-38.For adding different tools in the tools area corresponding to the new Shelf created, press and hold CTRL+SHIFT and then select the desired tools from the pull-down menus.
C01SC159.tifFigure 1-37 The Create New Shelf dialog box
C01SC143.tifFigure 1-38 A new Shelf added
Delete Shelf
The Delete Shelf option is used to delete a shelf. On choosing this option, the Confirm message box will be displayed, as shown in Figure 1-39. Choose the OK button to delete the selected Shelf.
C01SC035.tifFigure 1-39 The Confirm message box
Load Shelf
The Load Shelf option is used to load the shelf that was saved previously. When this option is chosen, the Load Shelf dialog box will be displayed. You can choose the previously saved shelf from this dialog box; the desired Shelf tab will be displayed in the shelf.
Save all Shelves
The Save all Shelves option is used to save the shelves, so that you can use them later while working in Maya.
Tool Box
The Tool Box is located on the left side of the workspace. It comprises of the most commonly used tools in Maya. In addition to the commonly used tools, the Tool Box has several other options or commands that help you change the layout of the interface. Various tools in the Tool Box are discussed next.
Select Tool
The Select Tool is used to select the objects created in the viewport. To select an object, invoke the Select Tool from the Tool Box and click on an object in the viewport; the object will be selected. On invoking this tool, the manipulators will not be activated.
Lasso Tool
The Lasso Tool is used to select an object by using a free hand marquee selection. This tool is very much similar to the Select Tool. To select an object, invoke the Lasso Tool; the cursor will change to a rope knot. Next, press and hold the left mouse button and drag the cursor in the viewport to create a selection area around the object. Then, release the left mouse button; the object inside the selection area will be selected. To adjust the properties of the Lasso Tool, make sure that the Lasso Tool is invoked, and then choose the Show or Hide the Tool Settings button from the Status Line; the Tool Settings (Lasso Tool) window will be displayed. Adjust the Lasso Tool properties from the Tool Settings (Lasso Tool) window as per your requirement.
Paint Selection Tool
The Paint Selection Tool is used to select various components of an object. To select various components of an object, invoke the Select Tool from the Tool Box and select an object in the viewport. Next, press and hold the right mouse button over the selected object; a marking menu will be displayed. Choose Vertex from the marking menu to make the vertex selection mode active. Now, choose the Paint Selection Tool from the Tool Box; the cursor will change to the paint brush. Next, press and hold the left mouse button and drag the cursor over the object to select the desired vertices. To go back to the object mode, press and hold the right mouse button over the selected object; a marking menu will be displayed. Choose Object Mode from the marking menu to make the vertex selection mode inactive.
You can also increase the size of the Paint Selection Tool cursor. To do so, press and hold the B key on the keyboard. Next, press and hold the left mouse button in the viewport and drag the cursor to adjust the size of the brush.
Move Tool
The Move Tool is used to move an object from one place to another in the viewport. To do so, invoke Move Tool from the Tool Box; the cursor will change to an arrow with a box at its tip. Select the object in the workspace that you want to move. You can move the selected object in the X, Y, and Z directions by using the handles/manipulators over the object. You can also adjust the properties of the Move Tool by choosing the Show or Hide the Tool Settings button from the Status Line or by double-clicking on the Move Tool itself. To use the Move Tool, you need to create an object in the viewport. To do so, create a sphere by choosing Create > Objects > Polygon Primitives > Sphere from the menubar; the text ‘Drag on the grid’ will be displayed in the viewport.
Next, drag the cursor from one place to the other or click anywhere in the viewport; a sphere will be created. Now, invoke the Move Tool from the Tool Box and select the object created by clicking on it; the Move Tool manipulator will be displayed on the selected object with three color handles, as shown in Figure 1-40. These three color handles are used to move the object in the X, Y, or Z direction. The colors of the handles represent three axes; red represents the X-axis, green represents the Y-axis, and blue represents the Z-axis. At the intersection point of these handles, a box will be displayed that can be used to move the object proportionately in all the three directions. Press and hold the left mouse button over the box and drag the cursor to move the object freely in the viewport. To adjust the default settings of the Move Tool, double-click on it in the Tool Box; the Tool Settings (Move Tool) window will be displayed, as shown in Figure 1-41. Change the settings as per your requirement in this window.
C01SC036.tifFigure 1-40 The Move Tool manipulator
C01SC037.tifFigure 1-41 Partial view of the Tool Settings (Move Tool) window
If the manipulator is not displayed on the object, then you need to set the pivot point of that object. To do so, make sure that the Move Tool is invoked and then press the INSERT key; the pivot point will be displayed in the viewport, as shown in Figure 1-42. Move the pivot point to adjust its position. You can also put the pivot at the center of the object. To do so, choose Modify > Pivot > Center Pivot from the menubar; the pivot point will be adjusted to the center of the object. You can also adjust the pivot point by pressing and holding the D key and moving the manipulator.
C01SC038.tifFigure 1-42 The pivot point
Note
A pivot is a point in 3D space that is used as a reference point for the transformation of objects.
Rotate Tool
The Rotate Tool is used to rotate an object along the X, Y, or Z axis. To rotate an object in the viewport, select the object and invoke the Rotate Tool from the Tool Box; the Rotate Tool manipulator will be displayed on the object, as shown in Figure 1-43. The Rotate Toolmanipulator consists of three colored rings. The red ring represents the X axis, whereas the green and blue rings represent the Y and Z axes, respectively. Moreover, the yellow ring around the selected object helps you rotate the selected object in the view axis. On selecting a particular ring, its color changes to yellow. You can change the default settings of the Rotate Tool by double-clicking on it in the Tool Box. On doing so, the Tool Settings (Rotate Tool) window will be displayed, as shown in Figure 1-44. This window contains various options for rotation. You can change the settings in this window as required.
C01SC039.tifFigure 1-43 The Rotate Tool manipulator
C01SC146.tifFigure 1-44 Partial view of the Tool Settings (Rotate Tool) window
Scale Tool
The Scale Tool is used to scale an object along the X, Y, or Z-axis. To scale an object in the viewport, select the object and invoke Scale Tool from the Tool Box; Scale Tool manipulator will be displayed on the object, as shown in Figure 1-45.
The Scale Tool manipulator consists of three boxes. The red box represents the X axis, whereas the green and blue boxes represent the Y and Z axes, respectively. Moreover, the yellow colored box in the center lets you scale the selected object uniformly in all axes. On selectingany one of these colored scale boxes, the default color of the box changes to yellow. You can also adjust the default settings of Scale Tool by double-clicking on it in the Tool Box. On doing so, the Tool Settings (Scale Tool) window will be displayed, as shown in Figure 1-46. Make the required changes in the Tool Settings (Scale Tool) window to adjust the basic attributes of Scale Tool.
C01SC041.tifFigure 1-45 The Scale Tool manipulator
C01SC148.tifFigure 1-46 The partial view of the Tool Settings (Scale Tool) window
Note
While rotating, moving, or scaling an object, different colored handles are displayed. These handles indicate different axes. You can use this color scheme while working with three transform tools as well. The red, green, and blue colors represent the X, Y, and Z axes, respectively.
Last Tool Used
The Last Tool Used tool is used to invoke the last used or the currently selected tool. This tool displays the icon of the last used tool or currently active tool.
Quick Layout Buttons
Using the buttons in the Quick Layout buttons area, refer to Figure 1-5, you can the toggle the display of layouts as required. You can also change the display of layout buttons. To do so, right-click on one of the Quick Layout buttons; a shortcut menu with various layout options will be displayed, as shown in Figure 1-47. Next, choose any of the layout from the shortcut menu as per your need; the current layout will be replaced by the chosen layout. Using thesebuttons, you can also edit the current layout. To do so, right-click on the Quick Layout buttons; a shortcut menu will be displayed. Choose Edit Layouts from the shortcut menu; the Panels window will be displayed, as shown in Figure 1-48.
C01SC151.tifFigure 1-47 Shortcut menu displayed on right-clicking on the Quick Layout button
Time Slider and Range Slider
The Time Slider and the Range Slider, as shown in Figure 1-49, are located at the bottom of the viewport. These two sliders are used to control the frames in animation. The Time Slider comprises of the frames that are used for animation. There is an input box on the Time Slider called Set the current time, which indicates the current frame of animation. The keys in the Time Slider are displayed as red lines.
C01SC150.tifFigure 1-48 The Panels window
C01SC152.tifFigure 1-49 The Time Slider and the Range Slider
The Time Slider displays the range of frames available in your animation. In the Time Slider, the grey box, known as scrub bar, is used to move back and forth in the active range of frames available for animation. The Playback Controls at the extreme right of the current frame help you to play and stop the animation. The Range Slider located below the Time Slider is used to adjust the range of animation playback. The Range Slider shows the start and end time of the active animation. The edit boxes both on the left and right of the Range Slider direct you to the start and end frames of the selected range. The length of the Range Slider can be altered using these edit boxes. At the right of the Set the end time of the animation input box is the Set the active animation layer button. This feature gives you access to all the options needed to create and manipulate the animation layers. This option helps you to blend multiple animations in a scene.
The Set the current character set is located on the right of the Range Slider. It is used to gain automatic control over the character animated object. There are two buttons on the extreme right of the Range Slider: Auto keyframe toggle and Animation preferences. These buttons are discussed next.
Tip: You can also set the keys for animation by choosing Key > Set > Set key from the menubar or by pressing the ‘s’ key. Ensure that you have selected the Animation menuset.
Auto keyframe toggle
The Auto keyframe toggle button is used to set the keyframes. This button sets the keyframe automatically whenever an animated value is changed. Its color turns blue when it is activated.
Animation preferences button
The Animation preferences button is used to modify the animation controls. On choosing this button, the Preferences dialog box will be displayed, as shown in Figure 1-50. In the Preferences dialog box, the Time Slider option is selected by default in the Categories area. You can set the animation controls in the Time Slider and Playback area of the Preferences window. Choose the Save button to save the changes and close the dialog box.
Command Line
The Command Line is located below the Range Slider. It works in Maya interface by using the MEL script or the Python script. The MEL and Python are the scripting languages used in Maya. Choose the MEL button to switch between the two scripts. The MEL button is located above the Help Line.
The Command Line also displays messages from the program in a grey box on the right. At the extreme right of the Command Line, there is an icon for the Script Editor. The Script Editor is used to enter complex and complicated MEL and Python scripts into the scene.
Note
MEL stands for MAYA Embedded Language. The MEL command is a group of text strings that are used to perform various functions in Maya.
Help Line
The Help Line is located at the bottom of the Command Line. It provides a brief description about the selected tool or the active area in the Maya interface.
C01SC153.tifFigure 1-50 The Preferences dialog box
Panel Menu
The Panel menu is available in every viewport, as shown in Figure 1-51. The commands or options in the Panel menu controls all the actions performed in the workspace. The Panel menu comprises of six menus, which are discussed next.
C01SC154.tifFigure 1-51 The Panel menu
View
The View menu is used to view the object in the viewport from different angles using different camera views.
Shading
The Shading menu is used to view the object in various shading modes such as Wireframe, Smooth Shade All, Flat Shade All, X-Ray, and so on. You can also use the Wireframe on Shaded option in this menu for working comfortably in the shaded mode.
Lighting
The Lighting menu helps you use different presets of lights that help in illuminating objects in the viewport.
Show
The Show menu is used to hide or unhide a particular group of objects in the viewport.
Renderer
The Renderer menu is used to set the quality of rendering in the viewport. You can also set the color texture resolution and the bump texture resolution for high quality rendering using the options in this menu.
Panels
The Panels menu is used to switch the active viewport to a different view.
Panel Toolbar
The Panel toolbar, as shown in Figure 1-52, is located just below the Panel menu of all viewports. This toolbar consists of the most commonly used tools present in the Panel menu. These tools are discussed next.
C01SC155.tifFigure 1-52 The Panel toolbar
Select Camera
The Select camera tool is used to select the active camera in the selected viewport. You can also select the current camera in a scene by choosing View > Select Camera from the Panel menu. To switch between different camera views, right-click on the Select camera tool; a shortcut menu will be displayed, as shown in Figure 1-53. Now, you can switch to the desired camera views by choosing the corresponding option from the shortcut menu.
C01SC050.tifFigure 1-53 The shortcut menu displayed on right-clicking on the Select Camera tool
Camera attributes
The Camera attributes tool is used to display the attributes of the active camera in the Attribute Editor. The attributes are displayed on the right of the viewport in the Attribute Editor. You can also view the attributes by choosing View > Camera Attribute Editor from the Panel menu.
Bookmarks
The Bookmarks tool is used to set the current view as a bookmark. To set a bookmark, you can set a view in the viewport and then invoke the Bookmarks tool; the set view is bookmarked for further reference. You can also edit an existing bookmark. To do so, press and hold the right mouse button over the tool; a shortcut menu with a list of bookmarks created will be displayed. Choose the Edit 2D Bookmarks option from this shortcut menu. On doing so, the Bookmark Editor (persp) dialog box will be displayed, as shown in Figure 1-54. You can change the name and other attributes of the selected bookmark from this dialog box.
C01SC51.tifFigure 1-54 The Bookmark Editor (persp) dialog box
Image Plane
The Image Plane tool is used to import an image to the active viewport. On choosing the Image Plane tool, the Open dialog box will be displayed. In the Open dialog box, choose the image that you want to insert in the active viewport; the image plane will be inserted in the viewport. You can also set the image to the active viewport by choosing View > Image Plane > Import Image from the Panel menu.
2D Pan/Zoom
The 2D Pan/Zoom tool is used to toggle the 2D pan/zoom mode on or off.
Grease Pencil
The Grease Pencil tool is used to draw 2D sketches in the viewport. On invoking this tool,