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Game Design: Character Development 1 Tutorials

Maya Navigation & Customization / Most Used Tools & Menus pt. 2

Subtitles of the Movie

The append polygon tool allows us to fix and repair areas that might be cut out. If we have these two faces removed the append polygon tool will allow me to simply select on a niche and Maya will display purple arrows showing me the direction in which the next edge should be selected. Pressing the Y ends that tool but keeps the tool active and again I can now fix and repair that part of the object. If you have an open space or hole, you can simply select an edge on that open face and choose the fill hole and that will automatically fill the face in for you. If you were to fill the hole when we had both of these missing which you could very easily do, it would fill it in completely without adding the edge so you'll need to go into your split polygon tool and then manually snap in the additional edge that's required. The soft and hard buttons will allow you to make your edges either completely soft which is a game engine would look smooth or again back to being hard and you can select individual edges so you don't necessarily have to select the entire object. Center pivot will allow you to bring your pivot back to the center of the object. You'll notice here our pivot has moved, there's no reason to manually move the pivot, we can simply hit center pivot, you'll find this command comes in handy as you keep deleting half of your model and duplicating or mirroring the second half, you'll need to keep moving the center of the pivot back. As you work in Maya you'll continue to add more and more to the history within Maya's channel. History can be very damaging and can cause a corrupt file so it's important every now and then to clean house by simply selecting on Delete history on all objects and that removes everything, however in Maya by hitting the Z key you can undo and move back. The UV layout will display the layout of the UVs of your object, the map button will display the hypershade showing you the shaders that are applied within the scene. Face normals will help us to see which direction the faces are facing in. there will be times when you're modeling and a face will be acting funny, changes are the face is reversed. If that's the case it will display itself accordingly showing you that the face is now on the inside. You'll also notice because I have highlighted border edges turned On my borders are no longer connected properly until I go ahead and I fix the reverse of those faces and finally, the custom view button we've created allows us to snap into whichever direction we have our camera in so if I come closer to the top and I click view it now snaps to the top view, click again brings me back to my perspective, click again to my side. So you simply have to just move your model into the side that you're working in and then click on the view.

Tutorial Information

Course: Game Design: Character Development 1
Author: Michael Ingrassia
SKU: 34000
ISBN: 1-935320-48-3
Release Date: 2009-06-11
Duration: 8 hrs / 110 lessons
Work Files: Yes
Captions: Available on CD and Online University
Compatibility: Vista/XP/2000, OS X, Linux
QuickTime 7, Flash 8

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