Early Maya Work
First time playing with Maya
Maya – Basic how to use
To the left hand corner there is a list, pick ‘Animation’.
Photoshop has a similar toolbar along the top.
However Maya can be adapted for example you can take a menu ‘off’ from the top toolbar and move it to a different parts of the screen.
The small box symbol on the drop down menu means that more options are
- available; the ‘settings box’
To get the full use of Maya you need to be very task aware.
- Top left menu indicates your work.
- Top left, switch to polygon then headings change.
Maya – Coordinates
In Maya we use not just y and x coordinates but x y z coordinates.
- Z is pronounced ‘zee’.
- Z is depth
- Y is up
To remember that y is up think of ‘yes up’
A point for example a corner is called a vertex together they are called
- vertices (plural).
These are the building blocks to animation.
3 is a surface or face. Direction out of that face is called ‘normal’.
However every time we use a triangle a puppy dies…
So we use quad polygons which has 4 vertices connected.
Put shade on doughNut_geo
Section Radius: 0.2
Subdivision Axis: 3
Subdivision Height: 3
Translate Y: 0.395
Translate Z: 0145
Dah! Dah! A triangle.
Hold space bar for menus to appear: Right click one selection of options and left click you get a whole new set of options.
Maya – Keys
- Pressing ‘F’ selects the object/frames the object.
- Use left click on mouse and alt to orbit around the object.
- Use right click on mouse and alt to zoom in and out.
- Use middle mouse and alt to pan left and right.
- Space bar = toolset, means you can work on full screen.
- ‘5’ = ball shaded
- ‘1’ = bar at bottom of screen which is a feedback bar
- ‘2’ = rough ball, 2 wires
- ‘3’ = smooth ball aka square change to ball
- DONT HIT 8!! If you do… ‘space bar, click middle, pull up’ goes back to normal.
- There are a number of buttons on the left hand side these change
- Orthographic view does not show distance/its not reality.
- Go and explore these buttons!
- ‘W’ = manipulator appears
- ‘Z’ and command moves object
- Click bottom left hand side icon then…
- Click on the “z” coordinate arrow moves object left.
- Click on the “y” coordinate arrow move object up.
- Click on “x” coordinates arrow move object right.
- Click on the little white box in middle of object moves object anywhere in
- the camera pan.
- Ctrl + red arrow move the object in “y”and “z” but not “x”
- ‘E’ = rotate/scale
- Control box at side shows volume of object
- Select sphere ‘f’ rotate around sphere
- Select cube ‘f’ rotate about cube
- ‘A’ = frames everything and rotates around it
- Right click on object more menus
- Pull left = vertex mode
- Pull up = edges
- Pull right = UV
- Pull down = faces
- Pull 2pm direction = full object
- Ctrl and right click = different menu
- Shift and right click = another different menu
- For the view of the 4 screens if you want to work on a particular screen
- right click and make sure there’s a light coloured box around that screen this meaning the window is active.
Transforming a cube into a cuboid.
Strange shape statue/sculpture
Organising documents and saving
- Create a file for the whole project e.g.
- Maya -> projects -> default (the folders)
- ‘Project window’ under ‘File’ drop down menu at top
- ‘Filename_ma’ – never use spaces!
- Maya ASCI = use characters we can read, use this method if saving
- Maya Binary = don’t use this (for now)
Compressing the ball/sphere
A half eaten apple/a deflated ball.
I made a kitty cat.
Thought I would do something fun; and practice Maya by creating a 3D scale Mickey Mouse head.
Below are some references I found: these Mickey and Friends models are created by ANDREA BLASICH; an amazing 3d model sculpture.
“One small step for man, one giant leap for man-kind.” – Neil Armstrong
Spaceship piece inspirited by Tintin Spaceship.
Just some practice pieces.
Ball Bounce Animation
Jonas Jump Take 1
Managed to create a wine glass using CV Curves Tools; I have noticed that there are still some corrections to be made. There is a hole in the middle of the handle, I will have to fix that.
Jonas Jump Take 2
Today, I embark the journey of Arnold Rendering.
What is Arnold?
* Arnold is an advanced Monte Carlo ray tracing rendering built for the demands of feature-length animated and visual effects film. Originally, co-developed with Sony Pictures Imageworks, Arnold is now used at over 250 studios world wide.
- FRAME STORE
- THE MILL
- DIGIC PICTURES
Arnold was the primary renderer on dozens of films from Monster House andCloudy with a Chance of Meatballs to Pacific Rim and Award-Winner Gravity.
This is an example of Diffuse Noise produced in Arnold Renderer.
In an example from Solid Angle, this example is labelled as sample 3: (it reads as follows) Increasing this value gives cleaner GI (which basically means:Global Illumination) diffuses the results.
To understand where noise comes from: We trace a light ray into a specified location, from this is what the diffused shader ‘sees’. To find the light that is reflected from this surface, we need to find the average colour from all of these pixels.
Here is a very detailed example of how to effectively understand diffused lighting. This method is not just used in Arnold, diffused light has been experimented throughout the history of photography.
This image above shows that process of diffused lighting. (Pretty sweet!)
Here is an example of how to produce this method using a DSRL camera. Arranging the light source, and adding light sources plays off on, creating a effectively stimulating image.
Glossy controls the number of rays fired when computing the reflected indirect-radiance integrated over the hemisphere weighted by a specular BRDF (which basically mean: Birdirectional Reflectance Distribution Function).
Walt Disney Animation have their own BRDF Explorer; it can load and plot analytic BRDF functions (coded as functions in OpenGL’s GLSL shader language), measured material data from the MERL database, and anisotropic measured material data from MIT CSAIL. Graphs and visualizations update in realtime as parameters are changed, making it a useful tool for evaluating and understanding different BRDFs (and other component functions).
To explain further of what glossary can do here is an image below to demonstrate this effect.
SSS (Sub-Surface Scattering)
This value controls the number of lighting samples (direct and indirect) that will be taken to estimate lighting within a radius of the point being shaded. Higher values produce a cleaner solution, but will take longer to render.
(above is 2 samples of this method, found on the Solid Angle website)
Volume Indirect controls the number of sample rays that get fired to compute indirect lighting of the volume. Like the other sampling rate controls (Camera, light samples, Diffuse samples, etc), the number of actual samples is squared, so a setting of 3 fires 3×3=9 rays. Setting it to 0 turns off indirect lighting of the volume (which is the default). Note that indirect volume lighting is tied to the ‘Diffuse’ render option and therefore there must be at least 1 Diffuse bounce for indirect lighting to be computed.
Sample 1: Volume Indirect Sample 0 – No Indirect volume lighting
Sample 2: Volume Indirect Samples 1 – volume has indirect lighting but needs more samples.
Sample 3: Volume Indirect Samples 4 – Increasing the samples reduces the noise.
(above are 3 samples of the method, found on Solid Angle website)
Maya Class: Arnold Render Attempt 1
Here is an example of my very first attempt at tackling Arnold. Once I got into it, I soon discovered how beautifully this software renders. I had previously tried mental ray – Arnold is way better and I will enjoy playing with it further.
Martini Glass rendered in Arnold. This was a project that we were given to do in class, on week 12. It involved the placement of lights and using ramp for the red colour of the glass. I do feel that this was a good attempt, however, there could be some improvements that could give the piece a much more professional look. I think I need to go back over with my lights and rearrange their settings, to see what works. What I don’t want in this image is the pixel/fussy effect.
Playing With Maya: Inspirations
Shapes Brushes in Maya
Photoshop 3D Printing
Arnold Rendering: Skydome Light Tutorial
Aaron Production – Visionlore CGI, 3D Animation, Rendering
Playing With Maya: Squishy Eye Rig Tutorial
Animation Basics Revealed