This chapter takes you on a guided tour of all the elements visible on the screen for the Autodesk® Maya® 2015 program as you build a simple model of a decorative box. The chapter draws from the experience you had in Chapter 2, “Jumping into Basic Animation Headfirst,” with the solar system exercise. You’ll visit the menus, icons, and shelves to become familiar with the interface basics as you build a model.
This chapter also serves as a good reference when you’re wondering about the purpose of a particular icon.
The key to being a good digital artist or animator isn’t knowing where to find all the tools and buttons but knowing how to find the features you need. The purpose of this chapter is to help you get to know Maya and how it operates, building on your experience so far.
Explore the interface. Using your mouse, check out the menus and the tools. Just be careful not to change any settings; the rest of this book and its projects assume your Maya settings are all at their defaults. If you do change some settings inadvertently, reverting to the defaults is easy. Choose Window ⇒ Settings/Preferences ⇒ Preferences. In the Preferences window, choose Edit ⇒ Restore Default Settings. Now all the settings and interface elements are restored to their default states.
Let’s take another look at the initial Maya screen in Figure 3-1—this time with the Full Perspective window and not the four-panel layout you saw in the previous chapter.
The main menu bar, Status line, and Shelf all run across the top of the screen. The Tool Box runs vertically on the left side of the screen. It contains icons for your transform tools (such as Move, Rotate, and Scale) as well as quick-view selections to allow you to customize your panel layouts quickly. The Attribute Editor, Channel Box/Layer Editor, and Modeling Toolkit (the Attribute Editor is currently displayed in Figure 3-1) run down the right side of the screen. Finally, listed from the top down, the Time slider, the Range slider, the Character Set menu, the Auto Keyframe button, and the Animation Preferences button, some of which you’ve already used, run across the bottom of the screen.
In Maya, menu choices are context sensitive; they depend on what you’re doing. The main menu bar is shown in Figure 3-2. By switching menu sets, you change your menu choices and hence your available tool set. The menu sets in Maya are Animation, Polygons, Surfaces, Dynamics, Rendering, and nDynamics.
The Menu Set drop-down is the first thing on the Status line, as shown in Figure 3-3.
No matter which menu set you’re working in, the first six menu items are constant: File, Edit, Modify, Create, Display, and Window, as is the last menu entry, Help.
Some plug-ins can also add menu items to the main menu bar. If the plug-in is turned off, that menu item is removed. So, don’t panic if you don’t see the same main menu bar pictured throughout this book.
You’ll notice two different demarcations to the right of some menu items (Figure 3-4): arrows and boxes (called option boxes). Clicking an arrow opens a submenu that contains more specific commands. Clicking an option box () opens a dialog box in which you can set the options for that particular tool.
Marking menus are a fast UI workflow to allow you to select commands and options without accessing the main menu bar, as you did in the Hypershade in Chapter 2’s solar system exercise. For example, right-clicking any object in your scene gives you the marking menu shown in Figure 3-5. With this particular marking menu you can select vertices on that object by moving your mouse to the vertex marking box, as shown in Figure 3-6.
The main focus of Maya is its work windows (called panels)—the perspective and orthographic views. You use these windows to create, manipulate, and view 3D objects, particles, and animations.
The default Maya layout begins with a full-screen perspective view, as shown in Figure 3-7.
By pressing and releasing the spacebar, you can switch your view from the full-screen perspective to the four-panel layout shown in Figure 3-8. Pressing the spacebar again returns your active view panel to Full-Screen mode.
Orthographic views (top, front, and side) are most commonly used for modeling, because they’re best at conveying exact dimensions and size relationships.
You can also easily change from perspective to any of the orthographic views in the current panel by clicking the ViewCube () in the upper-right corner of any active panel, though by default the ViewCube is not visible. First you must exit Viewport 2.0 as your viewpanel’s renderer by choosing Renderer in the view panel’s menu bar, and then switching to Legacy Default Viewport or Legacy High Quality Viewport. Once you are in a legacy view, you can see the ViewCube. To enable/disable the ViewCube when in the legacy viewpanel renderer, in the main menu bar, select Display ⇒ Heads Up Display ⇒ ViewCube.
When you’re working in the windows, you can view your 3D objects either as wireframe models (as in Figure 3-9) or as solid, hardware-rendered models called Shaded mode (see Figure 3-10). When you press 4 or 5, notice that a text helper opens to tell you your current viewing mode. These messages are called in-view messages and can be helpful as you learn the Maya workflow. You can toggle them on or off by choosing, in the main menu bar, Display ⇒ Heads Up Display ⇒ In-view Messages.
You can cycle through the modes of display by pressing 4, 5, 6, and 7. Wireframe mode is 4, Shaded mode is 5 and shows you a solid view of the objects, Texture Shaded mode is 6 and shows any textures that are applied to the objects, and Lighted mode is 7 and shows a hardware preview of the objects as they’re lit in the scene. Table 3-1 gives a quick reference for toggling display levels.
Table 3-1: Levels of display detail
Key | Function |
4 | Toggles into Wireframe mode |
5 | Toggles into Shaded mode |
6 | Toggles into Textured mode |
7 | Toggles into Lighted mode |
Pressing 5 for Shaded mode lets you see your objects as solid forms and volumes. Pressing 6 for Texture mode is good for the rudimentary alignment of textures. Pressing 7 for Lighted mode (Figure 3-11) is useful for spotting proper lighting direction and object highlights when you first begin lighting a scene.
Other display commands you’ll find useful while working in the Modeling windows are found under the panel’s View menu. Look At Selection centers on the selected object or objects: Frame All (hotkey = A) moves the view in or out to display all the objects in the scene, and Frame Selection (hotkey = F) centers on and moves the view in or out to fully frame the selected object or objects in the panel.
Manipulators are onscreen handles that you use to manipulate the selected object with tools such as Move or Rotate, as you saw in the solar system exercise. Figure 3-12 shows three distinct and common manipulators for all objects in Maya: Move, Rotate, and Scale. In addition, the fourth manipulator shown in Figure 3-12 is the Universal Manipulator, which allows you to move, rotate, or scale an object all within one manipulator.
You can access the manipulators using either the icons from the Tool Box on the left of the UI or the hotkeys shown in Table 3-2.
Table 3-2: Manipulator hotkeys
Key | Function |
W | Activates the Move tool |
E | Activates the Rotate tool |
R | Activates the Scale tool |
Q | Select tool; also deselects any Translation tools |
The Universal Manipulator interactively shows you the movement, rotation, or scale as you manipulate the sphere. Notice the coordinates that come up and change as you move the sphere. When you rotate using this manipulator, you see the degree of change. Notice the scale values in dark gray on the three outside edges of the manipulator box; they change when you scale the sphere.
Soft selection is a way to select part of an object (like a vertex) and manipulate it so that neighboring vertices are affected as well, but in decreasing amounts. Soft selection is best described by seeing it in action.
Using soft selection on a transform tool such as Move allows you to make organic changes to your mesh easily.
Using the Symmetry transformation option makes symmetrical edits to a mesh. Follow these steps to experience Symmetry with the Move tool:
Let’s get back to making things and explore the interface as we go along. In this exercise, you’ll build a decorative box, shown in Figure 3-21. You will learn to use reference images for modeling, model polygons with Bevel and Extrude tools, and then add edges with Edge Loop and Interactive Split. Through the process, the Layer Editor helps you stay organized, and you can hide objects from view. This box will be a fairly simple model to make, but you’ll use it extensively in Chapters 7, 10, and 11 when working with texture, light, and rendering.
Notice that the box has intricately carved grooves and surface features. You’ll build the box to fit the reference and then rely on texture maps created in Chapter 7, “Autodesk® Maya® Shading and Texturing” to create the details on the surface of the box. You’ll begin by creating reference planes in the next section.
You can use image references from photos or drawings to model your objects in Maya quite easily. These references are basically photos or drawings of your intended model, usually from three different image views of the model (front, side, and top).
The image reference views of the decorative box have already been created and proportioned properly. (You will see a more thorough review of this process for an exercise in Chapter 6, “Practical Experience.”) You can find the images for the box in the Sourceimages folder of the Decorative_Box project. Table 3-3 lists their names, along with their statistics.
Table 3-3: Reference views and image sizes
Filename | View | Image size | Aspect ratio |
boxFrontRef.tif |
Front | 1749 x 2023 | 0.865:1 |
boxSideRef.tif |
Side | 1862 x 2046 | 0.910:1 |
boxTopRef.tif |
Top | 1782 x 1791 | 1.005:1 |
The idea here is to map these photos to planes created in Maya. First, press Ctrl+A to toggle off the Attribute Editor if it currently appears to the right of the UI. Toggling off the Attribute Editor displays the Channel Box. Next, be sure Interactive Creation is turned off under Create ⇒ Polygon Primitives (Figure 3-22), and then create the reference planes in steps 1 through 3 with the ratios shown in Table 3-4.
Table 3-4: Reference planes and sizes
Reference plane | Width | Height |
Front | 0.865 | 1 |
Side | 0.910 | 1 |
Top | 1.005 | 1 |
Table 3-5: Reference planes: scale and position
Reference plane | XYZ scale | XYZ position |
Front | 4.711, 4.711, 4.711 | 0.134, 0.017, –2.167 |
Side | 4.856, 4.856, 4.856 | –1.979, 0, 0 |
Top | 4.28, 4.28, 4.28 | 0, 0, 0.133 |
You can compare your progress to boxModel01.mb
in the Scenes folder of
the Decorative_Box project on the book’s web page, www.sybex.com/go/introducingmaya2015.
To the right of the panels is the Attribute Editor/Channel Box. This is where you’ll find (and edit) most of the information, or attributes, about a selected object. Pressing Ctrl+A toggles between the Attribute Editor and the Channel Box.
The Channel Box lists an object’s channels—that is, the attributes of an object that are most commonly animated. When an object is selected in one of the main views, its name appears at the top of the Channel Box, and its channels are listed. You can edit all the channel values and rename the object itself here.
Toggle on the Attribute Editor by pressing Ctrl+A. This window gives you access to all of a selected object’s attributes, whereas the Channel Box displays only the most commonly animated attributes.
Tabs running across the top of the Attribute Editor give you access to the other nodes related to that object, as shown in Figure 3-26.
You can click and drag the top of the Attribute Editor to undock it from the main UI. Once you have it in its own window, pressing Ctrl+A will open the Attribute Editor in its own window from then on. However, you can dock the Attribute Editor to the main UI by dragging it back over to the Channel Box area. After that, pressing Ctrl+A will toggle between the Channel Box and Attribute Editor again.
Now you’ll import the three reference JPEG images from the Sourceimages folder into
Maya through the Hypershade window. Click Window ⇒ Rendering Editors ⇒
Hypershade to open this highly powerful texturing window. In a file browser (Windows
Explorer in Windows or the Finder in Mac OS X) window, navigate to the Sourceimages
folder of the Decorative_Box project from the companion web page. One by one, select
boxFrontRef.tif
, boxLeftRef.tif
, and
boxTopRef.tif
and drag them individually into the bottom Work Area
section of the Hypershade window, as shown in Figure 3-27.
Once you have imported the JPEG images, the Hypershade displays them in the Work Area. The Hypershade window has tabs along the top. Click the Textures tab, and you will see the three JPEGs there as well. Return to the Materials tab to display your scene’s materials, a.k.a. shaders. The bottom Work Area is just that: a work area for you to create and edit materials for your scene. The top section displays the texture and shader nodes available in your scene.
Now you need to create three new shaders to assign to the reference plane objects.
You can load the scene file to boxModel01.mb
in the Scenes folder of
the Decorative_Box project from the companion web page or continue with your own
scene.
You can compare your progress to boxModel02.mb
in the Scenes folder of
the Decorative_Box project at the companion web page.
Just as the Outliner window lists the objects in your scene, the Hypershade window lists the textures and shaders. Shaders are assigned to objects to give them their visual appearance—their look and feel.
The Hypershade (Window ⇒ Rendering Editors ⇒ Hypershade) displays shaders and textures in a graphical flowchart layout (see Figure 3-31). The Hypershade window has three main areas: the Create/Bins panel, the render node display, and the Work Area. The three icons at the upper right let you easily switch views.
Now that you have the reference planes set up and mapped, you’ll create display
layers to help organize the scene before you actually start modeling. You
can load the scene file boxModel02.mb
in the Scenes folder of the
Decorative_Box project from the companion web page or continue with your own
scene.
boxModel03.mb
in the Scenes folder of the Decorative_Box
project.Display layers allow you to easily turn on and off the display of the reference planes as you model the decorative box. Become familiar with this feature early because it will be a valuable asset when you animate complicated scenes.
To add items to an already created layer, select the objects; then right-click the desired layer and choose Add Selected Objects. You can also use the layers to select groups of objects by choosing Layers ⇒ Select Objects In Selected Layers or by right-clicking the layer and choosing Select Objects. To change the name and color of a layer, double-click the layer to open the Edit Layer window, as shown earlier in Figure 3-34.
Make sure you are in Texture mode (press 6) so you can see the reference plane and the images on them in the persp view panel. Also be sure to toggle on visibility of the references’ display layer. In Chapter 4, I’ll cover in more detail the modeling tools you’ll use.
You can load the scene file boxModel03.mb
in the Scenes folder of the
Decorative_Box project from the companion web page or continue with your own scene.
To model the box to fit the references, follow these steps:
boxModel04.mb
in the Scenes folder of the Decorative_Box
project from the companion web page.When you rendered your work in step 12, the Render view opened to show you a gray shaded box with the reference planes barely showing, as you can see in Figure 3-45.
The Status line (see Figure 3-46) contains a number of important and often used icons.
The Status line begins with a drop-down menu that gives you access to the menu sets in Maya. You’ll notice that intermittently throughout the Status line are white vertical line breaks with either a box or an arrow in the middle. Clicking a break opens or closes sections of the Status line.
Some of the most often used icons are identified here.
The tools in the first section of the Status line deal with file operations; they are Start A New Scene (), Open An Existing Scene (), or Save Your Current Scene ().
Selection modes allow you to select different levels of an object’s hierarchy (see Table 3-6). For example, using a selection mode, you can select an entire group of objects, only one of the objects in that group, or even components (vertices, faces, and so on) on the surface of that object, depending on the selection mode you’re in.
Table 3-6: Selection modes
Icon | Name | Description |
Hierarchy and Combinations mode | Lets you select groups of objects | |
Object mode | Lets you select objects such as geometry, cameras, lights, and so on | |
Component mode | Lets you select an object’s components, such as vertices, faces, UVs, and so on |
You’ll work with these selection mask filters throughout the book, but you will likely access them through marking menus as you have already done to select vertices and edges of a polygonal object. For a quick preview, hover your cursor over each of the icons to see a tooltip that gives the icon’s name and describes its function.
The icons with the magnets are called snaps. They allow you to snap your cursor or object to specific points in the scene, as you saw in the solar system exercise. You can snap to other objects, to CVs or vertices (), and to grid intersections () and other locations by toggling these icons. Table 3-7 shows the various snaps.
These last four buttons on the Status line (Figure 3-47) toggle between the Attribute Editor, Channel Box, and Modeling Toolkit view on the right side of the UI. Clicking the first icon () shows or toggles the Modeling Toolkit. The second icon () toggles the Attribute Editor, much the same as pressing Ctrl+A. The third icon () displays or hides the Tool Settings window along the left side of the UI, as you’ve seen with soft selections. The fourth icon here () toggles the display of the Channel Box, again much the same as pressing Ctrl+A.
Table 3-7: Snap icons
Icon | Name | Description |
Snap To Points | Lets you snap objects to object points such as CVs or vertices. | |
Snap To Grids | Lets you snap objects to intersections of the view’s grid. | |
Snap To Curves | Lets you snap objects along a curve. | |
Snap to Projected Center | Lets you snap to the center of a selected object. | |
Snap To View Planes | Lets you snap objects to view planes. | |
Make The Selected Object Live | This icon has nothing to do with snapping but is grouped with the Snap To icons. It lets you create objects such as curves directly on a surface. |
Back to work on the box model. You will use the Shelf in the UI to access some of the commands for the next series of steps as you continue working on the box. The Shelf runs directly under the Status line and contains an assortment of tools and commands in separate tabs, as shown in Figure 3-48.
You can load the scene file boxModel04.mb
in the Scenes folder of the
Decorative_Box project from the companion web page or continue with your own scene.
In the following steps, you have to add surface detail to the model so you can more adequately adjust its shape:
boxModel05.mb
in the Scenes folder of the Decorative_Box
project.Here is a brief explanation of the tools and icons in the Shelf and Tool Box.
The Shelf, shown earlier in Figure 3-48, is an area where you keep icons for tools. It’s divided into tabs that define functions for the tool icons in the Shelf. Don’t worry too much about the Shelf right now; it may be better to use the commands from the menus first before turning to icons and shelves.
The Tool Box, shown in Figure 3-59, displays the most commonly used tools. Table 3-8 lists the icons and their functions.
In addition to the common commands, the Tool Box displays several choices for screen layouts that let you change the interface with a single click. Experiment with the layouts by clicking any of the six presets in the Tool Box.
Table 3-8: Tool Box icons
Icon | Name | Description |
Select | Lets you select objects | |
Lasso Select | Allows for a free-form selection using a lasso marquee | |
Paint Selection Tool | Enables the Paint Selection tool | |
Translate (Move) | Moves the selection | |
Rotate | Rotates the selection | |
Scale | Scales the selection | |
Last Tool Used | Shows the last tool that was used (shown as Split Polygon Tool here, sometimes shown blank) |
Back to work! You’ll be spending more time getting the box in shape. You can load the
scene file boxModel05.mb
in the Scenes folder of the Decorative_Box
project or continue with your own scene. In the following steps, you will add more
faces and edges to the model surface (a.k.a. mesh) so you can add detail to the
shape:
boxModel06.mb
in the Scenes folder of the Decorative_Box
project.In this section, you will examine the bottom part of the UI where the Help line and Time slider live.
Running horizontally across the bottom of the screen are the Time slider and the Range slider, as shown in Figure 3-64. The Time slider displays the range of frames available in your animation and gives you a gray bar, known as the Current Time indicator. You can click it and then drag it back and forth in a scrubbing motion to move through time in your sequence. (When instructed in this book to scrub to a certain point in your animation, use this indicator to do so.)
The text box to the right of the Time slider gives you your current frame, but you can also use the text box to enter the frame you want to access. Immediately next to the current time readout is a set of DVD/DVR-type playback controls that you can use to play back your animation.
Below the Time slider is the Range slider, which you use to adjust the range of animation playback for your Time slider. The text boxes on either side of this slider give you readouts for the start and end frames of the scene and of the range selected.
You can adjust any of these settings by typing in these text boxes or by lengthening or shortening the slider with the handles on either end of the bar. When you change the range, you change only the viewable frame range of the scene; you don’t adjust any of the animation. Adjusting the Range Slider lets you zoom into sections of the timeline, which makes adjusting keyframes and timing much easier, especially in long animations.
Maya Embedded Language (MEL) is the user-accessible programming language of Maya. Use the Command line (see Figure 3-65) to enter single MEL commands directly from the keyboard in the white text box portion of the bar.
Below the Command line is the Help line. This bar provides a quick reference for almost everything on the screen. It also prompts you for the next step in a particular function or the next required input for a task’s completion. The Help line is useful when you’re not really sure about the next step in a command, such as which object to select next. You’ll be surprised by how much you’ll learn about tool functions by reading the prompts displayed here.
Now that you have the overall shape of the box finished, you need to add a few
finishing details to the box. You will round out the edges of the box so they are
not sharp, as well as add a line around the top of the box for the lid’s seam and
hinges. You can load the scene file boxModel06.mb
in the Scenes folder
of the Decorative_Box project or continue with your own scene.
To make a model more dynamic, you can round or bevel the edges to heighten the realism of the model when it is lit and rendered.
You’re finished with the modeling portion of this decorative box, and you’ve gotten
to know the interface much better. In later chapters, you’ll texture, light, and
render the box with photorealism in mind. You can load boxModel07.mb
from the Scenes folder in the Decorative_Box project to compare your work.
You have worked with the Attribute Editor and Outliner several times already. Here’s a brief overview of these all-important windows in the workflow in Maya.
To use the Attribute Editor, select Window ⇒ Attribute Editor (Ctrl+A). The Attribute Editor window is arguably the most important window in Maya. As you’ve already seen, objects are defined by a series of attributes, and you edit and even set keyframes for these attributes using the Attribute Editor. Some attributes listed in the Attribute Editor are also shown in the Channel Box. These attributes, despite being shown in two places, are the same.
The Attribute Editor has tabs that correspond to the object’s node structure. You learned a little about the Maya object structure in the previous chapter.
You’ll see an area for writing notes at the bottom of the Attribute Editor. This is handy because you can put reminders here of important events, such as how you set up an object or even a birthday or an anniversary. If you drag the horizontal bar, you can adjust the size of the notes space, as shown in Figure 3-75.
The Outliner is perfect for organizing, grouping objects, renaming nodes, and so forth, as you’ve already seen.
To use the Outliner, select Window ⇒ Outliner (see Figure 3-76). It displays all the objects in your scene as an outline. You can select any object in a scene by clicking its name.
The objects are listed by order of creation within the scene, but you can easily reorganize them by MMB+clicking and dragging an object to a new location in the window. This is a fantastic way to keep your scene organized. Additionally, you can easily rename an object by double-clicking its Outliner entry and typing a new name.
A separator bar in the Outliner lets you split the display into two separate outline views. By clicking and dragging this bar up or down, you can see either end of a long list, with both ends having independent scrolling control.
As you’ve seen in the interface, alongside the right of the UI where the Attribute Editor and Channel Box reside is a third tab called Modeling Toolkit, shown in Figure 3-77. This suite of tools makes polygon modeling more efficient since the most often used tools are centralized into one place. In addition, the Modeling Toolkit, when activated, allows for faster and easier component selection and editing.
In the Modeling Toolkit, the top half centers around making selections, while the bottom half lists important polygon workflow tools such as Bevel and Extrude. All of the Modeling Toolkit tools work slightly differently than the standard Maya tools of the same name; however, the results of the executed tool are identical. This tool set is explored in depth and put to good use in Chapter 4.
In this chapter, you learned more about the user interface and the primary windows used in Maya as you worked on modeling the decorative box. The user interface combines mouse and keyboard input as well as plenty of menu and tool icons that you can select and use to accomplish your tasks.
You’ll be quizzed in 10 minutes. Do you have it all memorized? Don’t worry if you haven’t absorbed all the information in this chapter. Now that you’ve had some exposure to the Maya user interface, you’ll be familiar with the various windows when you really get to work. You can always come back to this chapter to refresh your memory. Remember, you should learn the Maya program using its default settings. When in doubt, remember to access the Maya Help system (F1 keyboard shortcut or the Help menu in the main menu bar).