Beruflich Dokumente
Kultur Dokumente
Transform Tools
in Maya
After completing this chapter, you will be able to:
Use transform tools
Use manipulators
Use marking menus
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INTRODUCTION
In this chapter, you will learn about the transform tools. These tools are used to position,
rotate, and scale objects in Maya. These transforms take place along the X, Y, and Z axes.
Additionally, you will learn about changing the pivot points of an object and setting its world
space, object space, and local space coordinate axis.
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TRANSFORM TOOLS
Maya creates models by transforming various components of
an object using the transform tools (you will learn more about
the components of an object in Chapter 3). The transformation
process comprises of rotating, scaling, or moving an object.
The transforms in Maya are governed by certain tools located in
the toolbox, as shown in Figure 2-3. The toolbox is located
on the left of the viewport. Various transform tools and their
functions are discussed next.
Select Tool
Lasso Tool
Paint Selection Tool
Move Tool
Rotate Tool
Scale Tool
Move Tool
Universal Manipulator
Tool
Soft Modification Tool
Show Manipulator Tool
Y-Handie
Cyan Box
X-Handle
Z-Handle
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Figure 2-5 Partial view of the Tool Settings (Move Tool) window
Note
A pivot is a point in 3D space that is used as a reference point for the transformation of
objects.
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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 toolbox; the
Rotate Tool manipulator will be displayed on the object, as shown in Figure 2-7. The
Rotate Tool manipulator 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 toolbox. On doing so, the Tool Settings
(Rotate Tool) window will be displayed, as shown in Figure 2-8. This window contains various
tools for rotation. You can change the settings in this window as per your requirement.
Note
The view axis is the view that you see through your computer screen.
Scale Tool
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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
selecting any one of these colored scale boxes, the default color of the box changes to yellow.
You can also adjust the default settings of the Scale Tool by double-clicking on it in the
toolbox. On doing so, the Tool Settings (Scale Tool) window will be displayed, as shown in
Figure 2-10. Make the required changes in the Tool Settings (Scale Tool) window to adjust the
basic parameters of the Scale Tool.
Function
Helps pan the viewport.
Helps dolly in and out of the viewport. Dolly is similar
to zooming in and out.
Helps tumble around in the viewport to see the object
from various angles.
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deformation will be maximum at the center and it gradually decreases as you move outward.
The yellow color indicates the greatest amount of deformation. As the color gets darker, the
deformation strength decreases.
You can use the manipulators to deform an object. To do so, select an object by using the
Soft Modification Tool; an "S" symbol will be created at the point of selection. Here "S"
symbolizes a special manipulator that can be used to move, rotate, or scale the soft selection.
You can also use the Move tool to deform the object later by selecting the "S" symbol created
on the surface.
To adjust the settings of this tool, choose the Show or hide the Tool Settings button from the
status line; the Tool Settings window will be displayed on the right of the toolbox, as shown in
Figure 2-12. Alternatively, double-click on the Soft Modification Tool icon in the toolbox.
Falloff radius
The Falloff radius option helps you control the area affecting the deformation in the
object.
Falloff curve
The Falloff curve option controls the amount of deformation within the area defined by the
falloff radius. In other words, the falloff curve helps in determining where the deformation will
be more and where it will be less. To apply the deformation, adjust the graph of the Falloff
curve by clicking over the graph area.
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Falloff mode
The Falloff mode option is used to determine the deformation type for a selected area of an
object. The Falloff mode drop-down list has two options, Volume and Surface. By default,
the Volume option is selected. As a result, the deformation will be based on the 3D volume
of sphere. Here, 3D volume of sphere means the selection area set for the deformation.
When you set the Falloff mode to Surface, the deformation will be based on the profile of
the surface. For example, you can separate the upper lip of a character from the lower lip by
using the Surface option.
Color feedback
The Color feedback check box is used to show the deformation on an object through colors.
By default, this check box is selected.
Preserve history
The Preserve history check box is used to preserve all nodes that were drawn by using the
Soft Modification Tool.
Mask unselected
The Mask unselected check box is used to deform only the selected components. If this check
box is cleared, then all components will be deformed.
Around selection
The Around selection check box is used to create the radial falloff around each selected vertex.
It provides more realistic falloff effect.
Falloff based on
In the Falloff based on area, the X, Y, and Z check boxes are selected by default. Therefore,
a falloff effect is created in all the three axes. You can clear any check box to view the falloff
effect in a specific direction.
The Show Manipulator Tool is applied on the selected nodes and attributes. This tool
is mainly used to modify the objects using special manipulators.
ATTRIBUTE EDITOR
The Attribute Editor provides information about various attributes of a selected object, tool,
or the material applied to that particular object. The Attribute Editor is used to make changes
in the attributes of the selected object. Choose Display > UI Elements > Attribute Editor
from the main menubar; the Attribute Editor window will be displayed on the right of the
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viewport, as shown in Figure 2-13. The attribute editor comprises of a number of attribute
tabs that help you modify an object.
Geometry type
The Geometry type attribute allows you to specify the geometry of the object that will be
duplicated. Select the Copy radio button to make a copy of the selected object. Select the
Instance radio button to create an instance of the selected object. All changes made to the
object are automatically reflected in the instanced object but there are some limitations that
are given next:
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Group under
The Group under attribute is used to specify the category under which the selected objects can
be grouped. On selecting the Parent radio button, the selected objects will be grouped under
the lowest common parent in the hierarchy. On selecting the World radio button, the selected
objects are grouped under the world which is the top level of the hierarchy. On selecting the
New group radio button, the duplicated objects will create a new group.
Number of copies
You can create n number of duplicates of the selected
object by entering the required value in the Number
of copies edit box or moving the slider next to it. The
default value in this edit box is 1.
-Text Filter
Box
OUTLINER
The Outliner is used to display all objects of a scene
in a hierarchical manner, as shown in Figure 2-15. The Figure 2-15 Objects displayed in the
Outliner is also known as the scene management editor as Outliner
it manages all objects in the viewport. An object in the
scene can be selected by simply clicking on its name in the Outliner. In Outliner, the objects
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are placed in the order of their creation in the viewport. For example, if you create a cube
in the viewport, followed by a sphere and then a cylinder, all these objects will be placed in
a hierarchical manner in the Outliner, which means the object (cube) created first will be
placed first and the object created last (cylinder) will be placed last. To organize the hierarchy
manually, choose the MMB and drag and drop one object below another object. To rename
an object, double-click on the name of the object. At the top of the Outliner, there is an input
box known as the Text Filter Box. You can use this box to select objects with a particular name.
For example, enter *front* in the box and press ENTER; all objects with the name 'front' will
be selected in the viewport. By default, there are four cameras in Outliner to display four
views in Maya. As discussed in the previous chapter, everything that you see in the viewport
is seen through the camera view. These cameras are visible in the Outliner by default. Each
object in the Outliner has an icon of its own. When you double-click on any of these icons, the
attribute editor will be displayed, where you can change the properties of various objects.
MARKING MENUS
Marking menus are similar to shortcut menus
that consist of almost all tools related to an
object. There are three different types of
marking menus in Maya. The first type of
marking menu is used to create default objects
in the viewport. To create a default object, press
and hold the SHIFT key and then right-click
anywhere in the viewport; a marking menu will
be displayed, as shown in Figure 2-16. Next,
select the object that you want to create from
the marking menu.
The second type of marking menu is used
to switch among various components of an
object such as vertex, faces, edges, and so Figure 2-16 Marking menu showing the default
on. To display this marking menu, select an objects to be created
object and right-click; a marking menu will
be displayed, as shown in Figure 2-17. Now,
select the components of the selected object. This marking menu also allows you to add texture
to an object. To do so, choose the Assign New Material option from this marking menu; the
Material Name window will be displayed. Choose the required material; the material will be
applied to the selected object. This method will be discussed in detail in later chapters.
The third type of marking menu is used to modify a selected object. To do so, select an object,
press and hold the SHIFT key and then right-click on the selected object; a marking menu
will be displayed, as shown in Figure 2-18.
After invoking the marking menu, drag your cursor to the option that you want to choose;
the movement of the cursor will be depicted by a thick grey line trailing behind the cursor,
with its one end still attached to the center of the marking menu.
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Self-Evaluation
2-13
Test
Answer the following questions and then compare them to those given at the end of this
chapter:
1. Which of the following tools govern the position transform?
(a) Move Tool
2. Which of the following keyboard shortcuts is used to display the Attribute Editor?
(a) CTRL + a
(c) CTRL + A
3. The Outliner is also known as
4.
Press the
(b) CTRL + a + a
(d) CTRL + A + A
.
5. The
6. The
are shortcut menus that consist of almost all tools related to an object.
7. The manipulators or the handles of the transform tools are colored to make them look
more attractive. (T/F)
8. The view axis rotates an object taking the base of the selected view as the reference for
rotation. (T/F)
9. The red ring of the Rotate Tool manipulator represents the X-axis. (T/F)
10. You can adjust the default settings of the Scale Tool by invoking the Attribute Editor window.
(T/F)
(b) Four
(d) Three
If you deform a surface by using the Soft Modification Tool, the amount of deformation
will be maximum at
.
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3. The
4.
Choose the
axes.
5. The
6. The
7. The dark color in the Soft Modification Tool indicates that the deformation is greatest
at that point. (T/F)
8. When you use the Duplicate Special tool on an object, a new object is created in the
viewport irrespective of the original object. (T/F)
9.
Create the model of the cartoon shown in Figure 2-19 by using the Sphere and transform tools.
You can view the hnal rendered image of this model by downloading the c02_maya_2012_render.zip
file from http://www.cadcim.com. The path to download file is as follows:
Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2012: A Comprehensive Guide
(Expected time: 15 min)