Getting Around / Geometric Building Blocks
Subtitles of the Movie
Now it's time to build some objects using primitives, which are the geometric building blocks of your scene. In the Polygon menu set, we can head up to Create Polygon Primitives, and we have a few choices of objects. We also have nurbs and subdivision surface primitives. We'll worry about the differences between these more later. For now, I'm going to just use this shelf, and the first one in the polygon's shelf is a Polygon Sphere. We'll click on that and you see the instruction on screen, drag on the grid; this is in Interactive Creation mode. Okay. I can build a sphere and now I'm going to use the W key, drag that up on Y and out on Z a little bit. I'm going to make a cylinder now, and this one has a two-part creation. Drag the base on the grid; that sets the radius, and set the height by dragging up. I'll switch to shaded mode by pressing 5. Now I'll take my cylinder, and I'm going to rotate it and use the Scale tool, scale its size a little bit and translate this up into position. Now I'm going to create a polygon cone. Again, we have a two-part creation: drag the base on the grid and then drag up for height. I'm going to make a little sort of primitive building block, bumble bee here, so use these cones as wings by scaling them on the X-axis, flatten them out a little bit, and then rotate and move this into position on the body. Create another one using Scale to flatten it, rotate and translate, and lastly, I'll, I should say the last cone here, I'll use to create a stinger. You can see I'm just repeating the use of these Translate, Rotate, and Scale tools to place things. Use of the Alt and left mouse button to tumble the view. Create some eyes with some small spheres, and this is very loose; I'm not really worrying about exact values. If you do want to create exact sizes on either side you can pay attention to the Channel Box as pick one of the eyes, for example. I can take a look at some of the values in here for where it's been translated or rotated or scaled and then use the same or similar values to position both of them. I'll take a look at that in wire frame by pressing four. I'll use some cylinders now to create some antenna. Okay, one more. This one is a little bit thick compared to the other one, so I'm going to switch over to the Scale tool and you can see that the Scale tool has a set of three axes for non-proportional scaling, which means I can pull it just out on Z or just out on X or just out on Y. When you first that tool, there's a yellow box at the center, which represent proportional scaling, so this is an easy way to scale down all three axes at the same time. Get this guy to be a little bit closer to the first antenna. I'm going to rotate that and translate it. Okay. So there's my crude little bumble bee using primitive objects, but it's worth just playing with these kinds of building blocks of the primitives to start getting a feel for the transform tools and the camera tools.
Tutorial Information
| Course: | Maya 8.5 Fundamentals |
| Author: | John Park |
| SKU: | 33819 |
| ISBN: | 1-934743-26-7 |
| Release Date: | 2007-11-09 |
| Duration: | 7.5 hrs / 86 lessons |
| Work Files: |
Yes |
| Captions: | For Online University members only |
| Compatibility: |
Vista/XP/2000, OS X, Linux QuickTime 7, Flash 8 |
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