Maya 2020 Notes
Maya 2020 Notes
Ui & Workflow -
02_interfaceOverview.mp4
- You won't use most areas of the UI. Keep it simple and focus on what you
need to work.
- The magic happens in the 3D Viewport
- Left: Selection and UI elements
- Top - Change mode - menus change (F2-F6)
- The Shelf contains frequently used tools under different categories
- Right: Attribute Editor/ Channel Box
- Expert Mode - Ctrl Spacebar
- Ortho views - Spacebar - Click on ‘Maya’
Navigation
03_navigation.mp4
- Rotate - Alt LMB
- Zoom - Mouse wheel or Alt RMB
- Pan - Alt MMB
- Frame - F
- Camera Undo - Alt Z
- Camera Redo - Alt Y
- Gizmo bottom left
Saving
04_saving.mp4
- File - Save
- Save as either .ma or .mb
- Save incremental: File - Save Incremental
- Autosave: Windows - Settings/Preferences - Preferences - Settings -
Files/Projects - Autosave
- Changing default file browser: Autosave: Windows - Settings/Preferences -
Preferences - Settings - Files/Projects - File Dialog - OS Native
Outliner
05_outliner.mp4
- Complete view of everything in your scene
- Search on the top
- Hiding - H
- Grouping - Ctrl G
- Moving up and down - MMB Drag
- Renaming - Double Click
- Parent - MMB drag one onto another
- Unparent - Shift P
- Secret double outliner
- Bonus: Display - DAG Objects Only
Nodes Explained
06_mayaIsNodebased.mp4
Maya scenes are visual representations of a node network. The best way to visualize
this is to model while the Node Editor is open (Windows - Node Editor)
Customizing the UI
08_customizingMaya.mp4
- Top Right - Workspaces
- Revert to Default - Workspace - Reset Current Workspace
- Open UI elements - dock them
- Panels - Saved Layouts
Customizing shelves
09_customShelf.mp4
- Cog icon - New Shelf
- Go to the menu item you want to add to the shelf - Ctrl Shift Click
- MMB Drag to move them around
- Add primitives and modeling tools
- RMB - Edit - Shelves
Custom Hotkeys
10_customHotkeys.mp4
- Windows - Settings/Preferences - Hotkey Editor
- ‘Center Pivot’ - Ctrl Alt Q
Modeling
Marking menus
11_markingMenus.mp4
The marking menus are context based, meaning they are different based on the
mode you're in.
- Properties - RMB
- Modeling Tools Shift RMB
- Selection tools - Ctrl RMB
Hotbox
12_hotbox.mp4
Hold the Spacebar to get the hotbox. Collection of the most used tools in Maya.
Adding Primitives
13_creatingPrimitives.mp4
Three ways of making primitives:
- Shelf
- Create - Polygon Primitives
- Marking Menus.
Marking menus is the fastest, but takes some time to get used to. Hold down Shift
RMB with nothing selected to make primitives with the marking menus.
Selection
16_selection.mp4
- Vert, edge, poly
- Select - LMB click
- Remove from selection - Ctrl click
- Invert - Shift LMB drag
- Invert - Shirt Shift I
- Select connected - Double Click on poly
- Loop - Double Click on the loop
- Ring - Double click on the ring
- Range select - Select start, double click end point
- Selection Marking Menu - Ctrl RMB
- Deselect All - Alt D
- Grow Selection - Shift >
- Shrink Selection - Shift <
- Grow/Shrink Marking Menu - Ctrl RMB
Hiding/Unhiding
17_hiding_isolation.mp4
- Isolate selected
- Hide - H
- Unhide - Shift H
- Hide polygons - H
History
18_understandingHistory
- All the nodes created will be connected to the model. Once the history gets
big, Maya gets very unstable. Delete history often.
- Deleting History - Shift Alt D
- Deleting Non-Deformer History deletes everything but the deformers.
Modeling Tools
19_modelingTools.mp4
- Extrude - Shift Drag on Gizmo
- Repeat Last - G
- Hold Ctrl for smaller increments
- Merge
- Multi Cut
- Average Verts
- Target weld
- Fill Holes
- Bridge
- Append Polygons Tool
- Combine (why does weird stuff happen here)
- Separate
- Extract
- Smooth
- Edit Edge Flow
- Bevel - Ctrl B
- Slide Edges
- Circularize components (top third)
- Connect
- Delete Edge
- Insert Edge Loop Tool
Subdivision
20_subdivision.mp4
- Polygons - 1
- Cage - 2
- Subdivisions - 3
Sculpting
21_sculpting.mp4
- Object Mode - Shift RMB - Sculpt Tool
- Sculpt Brushes - Ctrl RMB
- Sculpting Settings - RMB
- Brush Size - B
- Reverse stroke - Ctrl while sculpting
- Size Units: World/Screen Pixels
- Strength:
- Sculpt - Ctrl 1
- Smooth - Shift, Ctrl 2
- Relax Ctrl 3
- Wax
- Grab - Hold Ctrl to move verts on their normal
Soft selection
22_softSelection.mp4
- Activate Soft Selection - B
- Grow/Shrink - B Drag
- Change falloff under Tool Settings
Curves
23_curves.mp4
- Non renderable
- CV Curve tool
- CV - Control Vertex
- Select Polygon - Select Curve - Extrude along curve. In the Attribute Editor,
play with the curve settings.
Manipulator and Pivots
24_pivots.mp4
- The point where the rotation, translation or scaling happens from
- Align Pivot - Hold D - or Insert
- Click on verts, edges or polys
- Rotate off the pivot like a hinge
- Center Pivot: Modify - Center Pivot
Snapping
25_snapping.mp4
- Grid Snap - X
- Vert Snap - V
Deformers
26_deformers.mp4
- Animation - Deform - Nonlinear
- Bend
- Lattice
- Texture - set to World/Normal in textureDeformHandle
- Twist - Envelope to 1, change End Angle
- Wave
- Edit - Delete by Type - Non-Deformer History
Blend Shapes
27_blendshape.mp4
- Rigging Menu (F3) - Deform - Blend Shape
- Allows you to modify one model with another identical model.
- Used a lot of facial expressions.
- Selection Order: Master - Slave.
- “I want this to control that”
Booleans
28_booleans.mp4
- Selection Order: Master -> Slave (I want this to be affected by that)
- Move transform in the outliner
Instances and duplication
29_duplication.mp4
- Duplicate - Ctrl D
- Duplicate - Shift Drag
- Duplicate Special: Edit - Duplicate Special
Image Planes
30_imageplanes.mp4
- Select the ortho camera in the Outliner you want to use (front, side, top)
- Attribute Editor - Environment - Create - Image Name - Select your image
-
- Modeling Toolkit - Quad draw
- Add points - LMB
- Make Quad from Points - Shift LMB
- Extrude Edge - TAB LMB
- Extrude Loop - TAB MMB
- Insert Loop - Ctrl LMB
- Delete Polys - Ctrl Shift LMB
- Relax - Shift LMB
UV Mapping Basics
33_uvMappingBasics.mp4
- Assign uv shader
-
- Planar Mapping
- Cylindrical Mapping
- Cut - Shift X
- Sew - Shift S
- Move and Sew - Shift RMB Up
- Selection - Double click/ UV shell
- Unfold
- Optimize - Relaxes UVs
- Texture Borders :
-
- Convert to shell
- Merge Uvs
- Flip
- Layout: Pre shell rotation, scaling
- Straighten out uvs
- Orient to edges - Arrange and Layout - Orient to Edges
- Texel Density: Transform - Get/Set
- Symmetrize: Tool - Symmetrize
- UDIM move: Transform - Arrow Keys
Transfer UVs
35_transferUVs
- Mesh - Transfer Attributes
-
- Selection Order: Master -> Slave
Uv mapping a head
34_uvMappingHead.mp4
- Think of the seams as if you’re making a 2D version of your model which you need to
flatten. (Morbid version is to make a carpet out of your model)
- Overall workflow: Select Seams - Cut - Unfold - Layout UVs - Place them as you see
fit
Importing, Exporting
38_importingExporting.mp4
- File - Export (selection)
- File - Import
- Drag and drop files from Windows Explorer
- Copy paste from one Maya scene to another
- Load OBJ Plugin: Windows - Settings/Preferences - Plug-In Manager -
Search for ‘obj’ - set to Load and Auto-Load - Hit ‘Refresh’
Display layers
39_displayLayers.mp4
- Select Objects - Create Layer from selected objects
-
- Assign Color
- Reference button
UI Scene Management
41_uiSceneManagement.mp4
- Panel Menu - View - Camera Settings
- Panel Menu - Shading
- Panel Menu - Show
- Below Panel Menu:
- Select Camera
- Lock camera
- Grid
- Wireframe
- Smooth Shade All
- Default Material
- Wireframe on Shaded
- Textured
- Use All Lights
- Ambient Occlusion
- Motion Blur
- AA
- Xray
- Display - Heads Up Display - Polycount
Xgen
42_xgen.mp4
- Xgen is extremely picky
- Set the project first - it needs to save out maps and data
- Grooms aren't stored in the scene, but in the project
- Hair comes from the polygons selected. UV map it, Select more than you
need
- Put original model - not hair - on a layer
- Collection: The project. Description: Part of the groom e.g eyelashes, hair etc
- Name everything
- Assign ‘lambert1’
- Make new Collection: Splines - Randomly - Guides
- Click on the Eye to see your groom
- Two parts: Grooming and Modifiers
- Try to get the shape with the least amount of guides possible
- Set density
- Taper
- Width : rand(0.01,0.05)
- Region maps:
- Artisan Paint Tool: Brush icon next to Region Map
- Use only a hard brush
- Premade colors
- Save the map
- Save Ptex
- Density Maps
- Controls where the groom is and the density
- Modifiers
- Clumping
- Setup Maps: Density, Generate, Guide
- Click to make a clump guide, Ctrl click to remove
- Clump Noise: Frequency: The waves
- Noise Effect: Noise, Frequency
- Preview/Output
- Percent: Viewport display amount
- Assign shader to the DESC
- Assign aiStandardHair1
- Preview/Output - Output Settings - Renderer: Arnold
Animation basics
43_animationBasics.mp4
- Workspace - Animation
- Graph Editor - Tangents
- Set Key - RMB on Channel - Set Key
- Delete Key - RMB - Delete Key / Select Key - Delete
- Change hor/vert view graph editor Shift Alt RMB
Rigging
Parenting
45_parenting.mp4
One object will control another
- Parenting: Slave -> Master - P
- MMB Drag in outliner
Constraints
46_constraints.mp4
- Rigging Menu (F3) Constraints
- Selection Order: Master - Slave
- “I want this to control that”
- Parent: Controls rotation and translation
- Orient: Controls Orientation
- Point: Controls translation
- Scale: Controls scale
- Aim: Used to control eyes, turrets etc
- In the Constraint Options - Enable ‘Maintain Offset’
Joints
47_joints.mp4
- Rigging - Skeleton - Create Joints
- Panel Menu - Xray Joints
- Move joints - Hold down D
- Joint Size: Display - Animation - Joint Size
- Skeleton - Mirror Joints - YZ
- Snap - Snap to Projected Center
Weight painting
48_weightPainting.mp4
- Skin - Bind Skin
- Skin - Paint Weight maps
- RMB on top of a Joint - Select influence
- Mirror Skin Weights - YZ
- Smooth Skin Weights
- Deform - Delta mush
Rendering
Rendering Basics
49_renderingBasics.mp4
- Scene consists of models, shaders/materials, lights
- It’s like a real world photo set.
- Render settings:
- Common - Frame Range
- Frame Range
- Renderable cameras
- Image Size
- Arnold Renderer
- Where all render settings live
- Panels - Perspective - Render Cam
Assigning Materials
50_assigningShaders.mp4
- A Shading Group connects to the model. Surface and Displacement port
- Assigning files - RMB - Assign New Material - Arnold - aiStandardSurface
- Adding to Favorites: RMB - Add to Favorites
- Name the shader/node
- ‘aiStandardSurface’ is the default Arnold material
Arnold RenderView
53_renderView.mp4
- Arnold - Open Arnold Render View
- Navigation: Pan - MMB, Zoom - Scroll
- File - Save Image
- Change render camera
- Change AOVs
- R G B and L
- Render region - Shift Drag (shift click to disable)
- Click on objects to select them
- Status and render settings on the bottom
- View - Store Snapshot (icon bottom right)
- Isolate selected - Also works with nodes!
- Render - Debug shading
- File Types: Save as EXR or PNG
Node Editor/Hypershade
54_hypershade.mp4
- Overview of everything in your scene
- Tab to make new nodes
- Input/Output connections
- MMB drag into graph
- Make new ‘standardSurface’ - Select object, RMB - Assign Material
- Make tabs
- Edit - Delete Unused Nodes
- Clearing the graph does not delete nodes
- Drag and drop textures from explorer
- Cut Node Connection - Shift Alt Drag
Essential Nodes
55_essentialNodes.mp4
You want to use nodes with ‘ai’ in front
Procedural Nodes:
- aiCurvature (dont use for disp)
- aiAmbientOcclusion - Enable ‘Self Only’
- aiCellNoise - Change ‘pattern’
- aiNoise - like CellNoise, but simpler
- aiTriPlanar,
gradingNodes:
- aiColorCorrect
- aiRange
LayerNodes:
- aiLayerRGBA,
- aiLayerShader / aiMixShader
AOVs
56_AOVs.mp4
- Fancy name for Render Passes
- Diffuse
- Direct
- Indirect
- Specular
- N
- SSS
- Transmission
- Make custom: AOVs - Add Custom - Custom AOVs - Shader
Lighting
58_lighting.mp4
- Area lights
- Exposure: Exponential
- Samples: Light samples - how much noise each light will have
- Visibility: Can change whats affected
- Directional Lights - All light rays are parallel. Similar to sunlight
- Spot - Like a spotlight used on stages
- Point - Similar to a light bulb
- Light Linking: Windows - Relationship Editors - Light Linking - Light Centric.
Click on the object you want to be associated or not with the specific light
HDRI
59_hdri.mp4
- Great resource for HDRIs:
https://hdrihaven.com/
- Arnold - Lights - Skydome Lights
- Provides incredibly rich lighting which works particularly well with reflections.
Camera
60_camera.mp4
- Focal Length
- Camera settings: Shape Node - Arnold:
- Camera Type: Perspective, fisheye
- Exposure
- Enable DOF
- Aperture Size
- Display - Heads Up Display - Object Details - Distance from Camera
- Change size: Shape Node - Object Display - Locator Scale