Maya How To's by Alias Wavefront - HTML preview

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Assistant Online - Maya/How Tos/Dynamics/Balloon

Alias|Wavefront / Assistant Online / Maya / How Tos / Dynamics / Balloon

HOW TO CREATE AN

by Bob Gundu

INFLATING BALLOON

MAYA Complete

Particle Dynamics

In this lesson, you will

learn how to use particle

dynamics and lattice

deformers to animate a

balloon being inflated.

This will be

accomplished by

converting a lattice into a

Play Movie [~189kb]

soft body and emitting it

from a particle emitter.

STEP ONE

Create a profile curve for

the balloon off the Y-axis.

Revolve the curve to

create the surface.

STEP TWO

With the balloon selected,

select Deform -> Create

Lattice -> Options. Set

the Divisions to the

following:

S = 3,

T = 3,

U = 3

Set Grouping to on. Press Create.

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STEP THREE

You will now make the

lattice a soft body.

Select

ffd1Lattice.

Select

Bodies ->

Create Soft Body

-Options, and set

the following:

Hide Non-Soft Object to On

Make Non-Soft a Goal to On

Weight to .6

Press

Create.

Open the Attribute Editor for

ffd1LatticeParticleShape and

expand the Soft Body Attributes section.

Set Enforce Count from History to Off.

STEP FOUR

The particles are emitted

in a systematic order

corresponding to the

numbering of the lattice

points or CV's. The

current orientation of the

lattice will result in the

balloon being inflated

from left to right. You

would rather have it inflate from the bottom to top. It is for this

reason you will rotate the lattice 90° around the X-axis.

Select

ffd1Base, copyOfffd1Lattice, ffd1Base1, and

fd1Lattice.

Rotate

X to 90 degrees.

Ensure the balloon is fully enclosed within the lattice. Scale the

selected nodes if needed.

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STEP FIVE

You are now going to

create an emitter and

connect it to the soft

body.

Select

Particles ->

Create Emitter.

Move the emitter to

the base of the

balloon.

In the Outliner

delete the particle

shape node that is

created by default

with the emitter.

Open the

Dynamic

Relationships

editor and set

Modes to Emitters.

Select

ffd1LatticeParticle

and connect it to

emitter1.

STEP SIX

Select the

ffd1LatticeParticle.

In the Attribute

Editor, add a Per

Object Lifespan

attribute.

Select the emitter

and set the Rate

to 0.

Set the

Playback

Range to 70 and

play the animation

until the balloon

disappears.

Select

Solvers ->

Initial State ->

Set For All

Dynamic.

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STEP SEVEN

Set the emitter

Rate

to 100 and the

ffd1LatticeParticle

Lifespan to 5.

Go back to frame

1

and playback the

animation.

CONCLUSION

You now have a balloon being inflated from a point. The main

concept here is that when an object is converted to a soft

body, the CV's or lattice points are converted to particles, and

therefore are able to be emitted from a particle emitter.

Tips:

Increasing the density of the lattice requires a higher

emitter rate.

Decreasing the Goal Weight will require a smaller emitter

rate

You can emit the same object from more than one

emitter.

You can attach several deformers to the same object.

Quick Clips:

Two Lattices [~158k]

An example of using two lattices on the same object. Simply

select half the CV's on the balloon and apply the lattice. Do the

same for the other half and rotate direction of lattice.

Two Emitters [~158k]

This example uses two emitters to emit geometry. One is

placed at the bottom and the other in the center of the balloon.

Experiment with having different emitter rates for each emitter.

Emitting Geometry [~158k]

This example is shows geometry instead of a lattice being

emitted. Experiment with changing the surface direction of the

object for different effects.

Default Lattice [~158k]

This is to demonstrate the order of emission of the lattice

points when using default position of the lattice. For clarity, the

lattice is much denser than in the tutorial. In the tutorial the

lattice was rotated 90 degrees to emit from the bottom up.

balloon.ma [~68k]

This is the final project file you may download for comparison.

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Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Dynamics/Chain Link

Alias|Wavefront / Assistant Online / Maya / How Tos / Dynamics / Chain Link

HOW TO ANIMATE A CHAIN LINK

By Robert Magee

MAYA Complete

Rigid Body Dynamics

In this lesson, you will

learn how to use Rigid

Dynamics to animate a

chain of links. To

animate the chain link,

you will use a nail

constrain and a gravity

field.

Play Movie [~704 Kb]

STEP ONE

Create a polygonal

Torus primitive. Edit the

polyTorus input node in

the channel box. Be

sure to set the

Subdivisions so that the

Subdivisions in the X

direction are about 40

and in the Y direction

15. Scale XYZ to 2, and

the Section Radius to

0.1.

STEP TWO

Make five duplicates of

the link. Move and

Rotate the links to form

a chain. Move all of the

links so that the edge of

the first link is at the

origin.

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STEP THREE

Select all of the chains

then select Fields ->

Create Gravity. This

turns all the links into

rigid bodies and

connects them to a

gravity field. Next select

the first link then select

Bodies -> Create

Constraint. This places

a nail dynamics

constraint at the origin.

STEP FOUR

Set your playback

range to 300 frames

then play back the

simulation.

Play Movie [~704 Kb]

CONCLUSION

This was a very simple example of how to use rigid body

dynamics. If the objects had been more complex, these high

resolution links could be parented to new low resolutions

links. These low resolution models would be used in the

dynamic simulation to increase interactive performance.

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Dynamics/Ring of Fire

Alias|Wavefront / Assistant Online / Maya / How Tos / Dynamics / Ring of Fire

HOW TO CREATE A RING OF FIRE

by Paul Anand

MAYA Complete

Particles

This lesson teaches

you how to create a

ring of fire using a

particle runtime

expression. This

expression, combined

with some keyframes,

will help define the

emission of the

Play movie [~483kb]

particles into a ring

shape.

At the end of the lesson, you will apply a particle cloud shading

group to define the look of the ring.

STEP ONE

Select Particles ->

Create Emitter. In either

the Attribute editor or the

Channel box, change

the Emitter Type to

Omni.

Playback the simulation

then stop after a few

frames. Select the particles.

Select Window -> Attribute Editor. In the Per Particle (Array) Attributes section, click on the velocity field with your right mouse button. Choose RunTime Expression from the pop-up

menu.

Enter the following in the expression box:

/* Put Velocity before manipulation in $getVel */

vector $getVel = velocity;

/* Zero out the Y velocity and put the resulting Vector in $newVel */

vector $newVel = <<$getVel.x,0,$getVel.z>>;

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/* Get the magnitude of the original velocity */

float $initMag = mag($getVel);

/* Get the magnitude of the new velocity */

float $aftMag = mag($newVel);

/* Set the new velocity to have same magnitude as original */

$newVel = ($newVel / $aftMag) * $initMag;

/* Apply our new velocity to the particles */

velocity = $newVel;

Click Create.

Playback to see the results. The particles are emitted along the

X and Z axes but not along Y.

STEP TWO

You will now set keys on

the rate of emission to

form the inner and outer

surface of the ring.

Go to frame 1.

Select the Emitter. In the

Channel box, set the

Speed to 2 and the Rate

to 1000. Now select the Rate attribute then click with your right mouse button and select Key Selected.

Go to frame 30. Set the Rate to 100. Set another key.

Go to frame 31. Set the Rate to 0. Set another key.

Playback the results. Now the emission is defined by the keys

and the particles form a ring.

STEP THREE

Now that you have the

motion, you can set the

render type. You will use

a pre-built particle cloud

shading network to

create the effect.

Shift-click to download

FireCloud.ma into your

current project's

Textures directory, or use the 'Show Me' button on the

FireCloud shader page.

Select the particles. In the Attribute editor, go to the Render

Attributes section and change the Render Type to Cloud.

Select File -> Import and load the file called FireCloud.ma.

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Open the Hypershade.

With the particles selected, select FireCloud.ma in the

Hypershade with the Right Mouse Button select Assign

Material to Selection.

STEP FOUR

Add a light to the scene

to illuminate the

particles. You can now

add other objects to the

scene such as the water

surface shown here.

Use the batch render to

render the scene with

Animation set to On.

Play movie [~483kb]

CONCLUSION

Particle runtime expressions let you control various particle

attributes to help you control their emission.

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Dynamics/Fireball

Alias|Wavefront / Assistant Online / Maya / How Tos / Dynamics / Fireball

HOW TO CREATE AN EXPLODING FIREBALL by Chris Ford

MAYA Complete

Particles

This lesson teaches you

how to create the fireball

from an explosion. The

lesson also talks about

techniques for the

Hardware and Software

rendering of fire effects.

You will start by

generating all the

Play Hardware movie [~240kb]

particles used in the

Play Software movie [~240kb]

explosion in the first 30

frames of the animation. These particles will be exploded at

high speed into the surrounding atmosphere, which you will

simulate using a Drag field. A Turbulence field is used to

create eddies and swirls in the expanding fireball, and a

reversed Gravity field is used to give the explosion particles

buoyancy.

To complete this lesson, you should be familiar with the

Hardware Render buffer, and basic Software particle rendering.

STEP ONE

Select Particles ->

Create Emitter. In either

the Attribute editor or the

Channel box, change the

Emitter Type to Omni

and the Speed to 25.

Playback the simulation

then stop after a few

frames. Select the particles. In the Attribute editor, change the

Render Type to MultiStreak.

Again playback the scene. You now have a few particles

emitting at a constant rate. You want the particles to explode

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then fade. You will need to animate the emitter's Rate attribute.

STEP TWO

Make your playback

range go from frame 1 to

frame 50

Select the emiitter. Go to

frame 1. Set the Rate to

0 and select Key

selected from the

Channel box menu. Go

to frame 30 and set a second key.

Go to frame 3. Set the Rate to a high value such as 10000 and select Key selected from the Channel box menu.

Playback the scene. The particles are now exploding but they

are not reacting in a natural manner. You now need to add

some fields to give the explosion a more complex motion.

STEP THREE

Select the particles then

select Fields -> Create

Turbulence. This will

shake up the particles as

they emit.

Set the field's

Magnitude to 100,

Frequency to 100, and

Attenuation to 0.

Again, select the particles then select Fields -> Create Drag.

Set the drag's Magnitude to 5 and Use Max Distance to Off.

The drag will be used to simulate the reaction of the explosion

to the atmosphere.

Again, select the particles then select Fields -> Create Gravity.

Set the Magnitude to 20 and the Direction to 0,1,0. This field is aiming away from the ground so that it will pull the particles

up in a gaseous manner.

Playback the scene. The motion of the particles is more

interesting but they need some color. Over the next few steps,

you will apply lifespan, opacity, and color attributes to the

explosion particles, and take a look at them animating with

Hardware shading turned on.

Tip: By making sure that the particles are selected when you create a field, they will be automatically connected to the field.

Tip: When creating Fields, always assume that the Attenuation attribute should be 0.

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STEP FOUR

Select particles and

open the Attribute Editor.

Go to the Add Dynamic

Attributes tab, and click

on Lifespan, Opacity

and Color.

Choose Add PerParticle

attributes for all of the

options.

Click with your RMB on the lifespanPP field, and select

Runtime Expression... . This will open the expression editor

where you will the following expression:

particleShape1.lifespanPP = rand(.5,4);

This expression makes the particles disappear or "die" at

different rates by randomly assigning each particle a lifespan

somewhere between .5 (min. value) and 4 (max. value).

Playback the simulation. If the particles die too soon, click with

your RMB on the lifespanPP field and select Runtime

Expression... . Adjust the expression's min. and max. values to

set the desired range for how long the particles will "live" before they "die". Click the Edit button, then click the Close button and playback the results.

STEP FIVE

Click with your RMB on

the rgbPP field, and

select Create Ramp.

Edit Ramp with three

colors: a flame yellow,

flame Red, and Black.

Click with your RMB on

the OpacityPP field, and

select Create Ramp.

Press 6 on the keyboard to hardware shade the particles, and

Playback. Now you see the particles start out yellow then turn

red and black. You can edit the parts of the ramp to control

when the different colors kick in.

If you are happy with the motion and the look of the particles,

you can now choose to complete the rendering as a hardware

rendering or use software rendering. Both options are outlined

below:

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Hardware render

The hardware render

buffer can be used to

render out your explosion

using the following steps:

In the Attribute

Editor, in the

Render Attributes

section, set the

Depth Sort to On.

Play Hardware movie [~240kb]

Click on Add

Attributes for:

Current Render

Type. This adds

new attributes to

the particle.

Increase the

Line

Width to 2, Multi

Count to 25, and

Multi Radius to

0.75.

Select Window -> Rendering Editors -> Hardware Render Buffer to test a sequence. Use a Multi Pass Rendering setting of 5 to get a softer effect.

Use the Hardware render Buffer flipbooks to preview the

dynamics of the scene. You can now composite the explosion

into other scenes using a compositing package like Maya

Composer or Maya Fusion.

Tip: Do not use any Color Accumulation, since this attribute tends to burn out the center of an explosion effect.

Software render

You can generate very

realistic rendered

fireballs with software

particle rendering using

the Particle Cloud

Shader. The following

items tell you how to

create an explosion

shader.

Select the

Play Software movie [~240kb]

explosion particles

and, in the Attribute

Editor, change

Render Type to

Cloud (s/w). Turn

Depth Sort to On.

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Go to the

Add

Dynamic

Attributes section,

and click the

General Tab.

Open the Particle

tab and select and

add radiusPP from

the list of Particle

attributes.

Click with your

RMB on radiusPP

and create this

Creation

Expression:

radiusPP = rand(0.1,

0.75);

This will randomise within the specified random number limits,

the radius of each particle cloud shader on a per-particle basis.

If you do not do this, then the fireball will render in a very

regular manner.

Select Window -> Hypershade. Select Create -> Create Render Node... , and under Volumetric Materials, choose a

Particle Cloud material. You will notice that the Color ramps

you made for rgbPP are already in the Hypershade.

Double-click on the new Particle Cloud material node. Drag

and drop the rgb color ramp onto the Map... button opposite

Life Color .

Connected to the ramp in the Hypershade Utilities section, is

the Particle Age Mapper. You can increase this to speed up

the rate with which the particles change color as they age.

Map a 3D texture SolidFractal into the transparency of the

Particle Cloud shader. Select the explosion particles in the

modeling view and assign the particle shader.

Add a light to illuminate the fireball.

Select Render -> Render into New Window.

CONCLUSION

You now have two particle effects to help you explore the

differences between hardware and software rendered

particles.

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Dynamics/Flag

Alias|Wavefront / Assistant Online / Maya / How Tos / Dynamics / Flag

HOW TO CREATE A FLAG USING SOFT

by Steve Christov

BODIES

Maya Complete

Soft Body particles

In this lesson you will learn

how to create a flag by

turning a NURBS plane into

a soft body.

You will then use the Artisan

tools to paint Goal weights to

on the soft body particles to

allow the cloth to react to

Play Movie[~480kb]

forces such as wind and turbulence.

STEP ONE

Create a simple sphere and

a cylinder and scale these

out to become your flagpole.

In the menu bar select

Create-NURBS Primitives >

Plane-Options. Change the

U and V patches to 12.

Scale the plane to get a shape of a rectangle. Set Rotate X to 90 and Move it to resemble a flag hanging off a flag pole.

Press F8 to go into Component Mode. In your top view select

every other CV and move them up slightly. Now select the other

CVs and move them down slightly to create a ripple surface.

Press F8 to return to Object Mode.

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STEP TWO

You will now convert your

Plane to a soft body.

Select the surface and in

your dynamics menu click on

Click here to view larger image

Bodies > Create Soft

Body-Options.

In the option box set the following:

Creation Options

to Duplicate,

Make Copy Soft

to On

Hide Non-Soft Object

to On

Make Non-Soft a Goal

to On.

Goal weight

to 1.0.

STEP THREE

With nothing selected, select

Dynamics > Fields >

Gravity , Turbulence and

Air

Select and Move the Air

Field to an area behind the

flag.

Click here to view larger image

Select and Move the

Turbulence Field up to the middle of the flag.

Select Window > Relationship Editor > Dynamic

Relationships. Scroll down to select copyOfnurbsPlane,

highlight the fields in the right hand window.

With the copyOfnurbsPlane still selected, Click on the Bodies >

Create Springs > Options.

Set the Max distance to 1.0, and set the Wire Walk Length to 3. Click on Create.

Playback your scene. While these forces are connected and

acting on the softbody, you are not getting any results. This is

because of the fact that when you created the soft body you

assigned a goal weight of 1, which results in the soft body

always achieving its goal of maintaining it's original shape. You

will need to adjust goal weights of the individual particles so

that the soft body will not always achieve its goal. For this you

will use the Artisan brushes to tweak the goal weights of the

soft body to get a realistic flag.

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STEP FOUR

With your mouse over the

surface of the flag click with

your right mouse button, and

scroll down to Paint >

copyOfnurbsPlaneParticle

Shape > goalPP. Your

surface should turn white

Click here to view larger image

and your cursor should

become an Artisan brush.

Note: Make sure you have shading turned on by pressing 5 on

the keyboard.

STEP FIVE

Select the tool settings for

the brush, by double

clicking on its icon in the

tool bar shelf.

Click on the Display tab

and click to disable lighting.

Click on the Attr. Paint tab to bring up the brush attributes. Set

the value to 0.1.

Paint over all of the CVs except for the area near the pole. The

surface should give feedback on the changes you are making

to the goalweights by turning darker.

STEP SIX

Select the Air Field and show

the manipulator by pressing

the t key on your keyboard .

Using the blue circle beside

the icon, scale out the one

marked Magnitude to about

60.

Press on the blue circle and

change the direction of the

Click here to view larger image

air flow towards the flag. In

your channel box set Max Distance to Off, and Set

Attenuation to 0. This will ensure that the force does not

diminish with an increase in distance from the actual position of

the field.

Select the Turbulence field, and set the following.

Magnitude to around 100

Attenuation

to 0.

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Playback the animation.

STEP SEVEN

If you playback the animation

at this point you will see that

the "shape" of the turbulence

seems to cycle over and

over and as a result you

don't quite get random

ripples. You can fix this by

animating the Phase

attribute over time.

Select the Phase attribute

and with your right mouse

button select expressions

from the pop-up menu.

Click here to view larger image

In the expression editor enter:

phase = frame * 10.

When you playback the animation at this point you will see that

the flag is now fluttering in the wind. Go to a frame where the

forces have evened out and in the menu go to Solvers > Initial

State > Set for all dynamic. You now avoid the first couple

frames where the forces need to start up.

CONCLUSION

This animation is the result of converting a simple plane into

a soft body which is then animated using forces such as wind

and turbulence. By adjusting the goal weights and tweaking

the dynamic forces you are able to create a realistic looking

flag. In the final animation the wind direction and magnitude

have been animated.

Download a finished scene file:

flag.ma[~144kb]

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Dynamics/Footprints

Alias|Wavefront / Assistant Online / Maya / How Tos / Dynamics / Footprints

HOW TO CREATE FOOTPRINTS

Alias|Wavefront

MAYA Complete

Particle Dynamics

In this lesson, you will

learn how to make

footprints in a wet mud

surface. It is a good

example of the

integration of character

animation and

dynamics working

together. There are at

least two ways to

approach this problem.

One method is to make

Play Movie [~521K]

the boots rigid bodies,

and use rigid body/particle collision to make impressions in the

mud. The problem with this method is that rigid bodies cannot

bend as the sole of a boot does when walking. The second

method involves using fields attached to the boots to displace

mud made out of a softbody mesh. This lesson will use the

later method.

STEP ONE

Open the scene file footprints.ma.

This scene file contains a pair of animated boots walking on a

flat mud surface. If you playback the scene, the mud is not

interacting with the boots. You will begin by turning the mud

surface into a soft body. Before beginning, set your view to

persp/outliner.

Select the

mud surface.

Select

Bodies -> Create Soft Body - Option, and set

the following:

Creation Options

to Make Soft

Press

Create.

Select

mudParticles in the Outliner .

In the Channel Box, set the

Conserve to 0.

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STEP TWO

There still is no deformation in the mud because there are no

fields effecting it. You will be adding air fields to the sole and

the heel of each boot to achieve this effect.

In the Outliner, for the left boot, select

bootLsole, and

heelL.

Select

Fields -> Add Air - Options, and set the following:

Magnitude

to 100

Attenuation

to .5

Max Distance

to 0.2

Direction

to 0,-1,0

Press

Add.

Repeat this process for the right boot.

In the outliner you will notice that the boot pieces have air fields

parented to them.

STEP THREE

You will now use the

Dynamics Relationship

Editor to connect the mud

to the fields.

Select

Window ->

Relationship

Editors -> Dynamic

Relationships...

In the left column

select mud.

In the right column

select all of the

fields.

The fields are now connected. Playback the scene to see the

effect.

Note: Must you have the animation Playback Speed

preference set to Free.

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STEP FOUR

The movement of the mud

can look more realistic by

having the mud bulge

upward in front of the

boots.

This can be achieved by

parenting another field to

the boot that is pointing in

the upward direction. You

will also be creating an

expression on the

Magnitude attribute of the field to control for when the field is

active. In other words, the expression will limit the magnitude of

the field to operate only when the boot is at ground level and

have no influence when the boot rises above the ground.

Go back to frame

1.

Select

Fields -> Create Air - Options, press Reset, and set the following:

Air Name to pushUpAirL

Attenuation

to 0.5

Direction

to 0,1,0

Speed

to 1.0

Max Distance

to 1.0

Press

Create.

Position

pushUpAirL just under the left toe of the boot .

In the Outliner,

MMB-drag pushUpAirL on top of bootL.

The airField pushUpAirL is now parented to bootL.

● Repeat the steps for the right boot and name the new

airField pushUpAirR.

Open the

Dynamic Relationships... editor and connect

both the pushUpAir fields to the mud surface .

STEP FIVE

You will now be adding the expression to the Magnitude

attribute of the pushUpAir airFields.

Select

pushUpAirL.

In the Channel Box, highlight the

Magnitude attribute.

With the

RMB over the Magnitude field, select

Expressions... from the pop-up menu.

Enter the following expression:

if (bootL.translateY > -3.0) {

pushUpAirL.magnitude = 0;

}

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else {

pushUpAirL.magnitude = 50;

}

Press

Create.

Repeat these steps for

pushUpAirR.

Playback the scene

.

Depending on your placements of pushUpAir fields , the

bootL.translateY value in the expression may have to be adjusted

accordingly.

CONCLUSION

You now have

footprints that are

created using

softbodies and fields.

There are a couple of

things to note about this

workflow.

You may have noticed

that when you turned

the mud into a softbody,

Play Movie [~521K]

you did not create a goal for it. This is because the mud is not

returning to its original shape. It is also important to note that

the sole and the heel surfaces were rebuilt with even

parameterization to get an even distribution of the air field.

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Dynamics/Melting Object

Alias|Wavefront / Assistant Online / Maya / How Tos / Dynamics / Melting Object

HOW TO ANIMATE A

by Bob Gundu

MELTING OBJECT

Updated! [09.28.99]

MAYA Complete

Particle Dynamics

In this lesson, you will

learn how to use particle

dynamics and lattice

deformers to animate a

melting vase.

This will be accomplished

by converting a lattice

Play Movie [~284kb]

into a soft body and

adding collisions to the table surface. Other attributes will be

added to lattice for further control.

STEP ONE

Create a profile curve for

the vase off the Y-axis.

Revolve the curve to

create the surface.

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STEP TWO

With the vase selected,

select Deform -> Create

Lattice -> Options. Set

the Divisions to the

following:

S = 6,

T = 6,

U = 6

Press Create.

STEP THREE

You will now make the lattice a soft body.

Select ffd1Lattice. Select Bodies -> Create Soft Body

-options.

Reset all the settings.

Press Create.

STEP FOUR

Create a NURBS plane

underneath the vase.

Scale up the plane and

increase the subdivisions

to U 10, V 10.

Move the plane slightly

below the lattice soft body.

This is to make sure the

lattice deformer is not

penetrating through the plane surface before simulation.

STEP FIVE

You are now going to add a gravity field to the soft object and

particle collisions to the plane surface.

Select ffd1Lattice. Select Fields > Create Gravity. To add collisions, select ffd1Lattice then the plane surface. Select Particles -> Make Collide.

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STEP SIX

You will notice an obvious problem

when you playback the animation

[inProgress.mpg]. The vase is

bouncing up and down and not

spreading outward. This can be

corrected with a simple expression

controlled by adding two attributes to

the ffd1LatticeParticleShape node.

In the Outliner, have Display >

Shape turned on. Select

ffd1LatticeParticleShape. Select

Modify -> Add Attribute... and set

the following:

Attribute Name to spread;

Data Type

to Float;

Attribute Type

to Scalar

Press Add and repeat with another attribute:

Attribute Name to thickness

Press OK.

STEP SEVEN

With the new attributes on

the soft body, you will

now create an expression

to spread out the bottom

of the vase as it melts.

Select

ffd1LatticeParticleShape.

Open Window ->

Expression Editor.

Enter the following in the expression box:

vector $melt = ffd1LatticeParticleShape.worldPosition;

float $spread = ffd1LatticeParticleShape.spread;

float $thickness = ffd1LatticeParticleShape.thickness;

if ($melt.y < $thickness) ffd1LatticeParticleShape.velocity = unit

(ffd1LatticeParticleShape.worldPosition - <<0,0,0>>) * $spread; Press Create.

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STEP EIGHT

It is now easy to control

the quality of the melt

with the spread and

thickness attribute.

Select the

ffd1LatticeParticle. In the

channel box, change the

spread to .4, and the

thickness to 1.

Play Movie [~284kb]

Playback the animation.

CONCLUSION

You now have a vase melting on a surface. Keep in mind

that you have several parameters that can be animated to

add more life:

to slow down the melting, decrease the

gravity

magnitude;

try experimenting with the

spread and thickness

attributes;

or even add a turbulence field to add more randomness to

the effect.

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Dynamics/Particle Gears

Alias|Wavefront / Assistant Online / Maya / How Tos / Dynamics / Particle Gears

HOW TO USE PARTICLES

by Nancy Hosken

TO DRIVE RIGID BODIES

MAYA Complete

Particle Dynamics

In this lesson, you will

learn how to use particle

dynamics to animate the

motion of a gear that in

turn animates a second

gear. Both gears use rigid

body dynamics and a

hinge dynamic constraint.

Play Movie [~576kb]

To animate the gears,

you will create two polygonal gears. By creating a hinge

constraint on the gears, they will rotate when acted on by a

force.

You will then add an emitter and make the first gear a collision

object so that it is influenced by the force of the falling

particles.

STEP ONE

Create a polygonal gear

using the steps outlined

in the How to build a

polygonal gear lesson.

Rotate the gear by 90

degrees around the X

axis so that it is sitting

upright.

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STEP TWO

Duplicate the gear.

Place the second gear so

that the cogs are linked

together. Make sure that

the surfaces are not

touching.

STEP THREE

You are now going to

create hinge constraints.

Select the first gear.

In the Dynamics menu

set, select Bodies >

Create Constraint -

options. Change the

Constraint type to

Hinge. Press Create.

Place this hinge at the center of the corresponding gear.

Select the second gear and again select Bodies > Create

constraint. Place this hinge at the center of the corresponding

gear.

Note that the gears automatically become rigid bodies when

you add a hinge to them. This will help you use them in the

particle simulation.

STEP FOUR

Select Particles > Create

Emitter, and place the

emitter above the gears.

In the Channel Box, hold

down your left mouse

button over the Emitter

Type attribute field and

select Directional. Make

sure that Direction X is set to 1 and increase the Spread to 0.5. This will point the emission towards the gears in a

spray-like form.

Play the simulation for a few frames. You can see the particles

but they are not falling to the ground. You need to add gravity.

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STEP FIVE

Select the particles.

Select Fields > Create

Gravity. This creates a

gravity field and connects

it to the particles.

Play the simulation. Now

the particles are falling

but they may not be

hitting the gears. Reselect the emitter and adjust the Speed

attribute until the particles are landing on the gear as shown.

As the particles reach the gears, you will notice that they are

not animating. You need to make the first gear a particle

collision object.

STEP SIX

Select the first gear, excluding its

hinge. In the Channel Box, set the

Particle Collision attribute field to

on. A new collision node is created.

If you were to playback the

simulation you would see that the

particles are still not colliding with the

gear. This is because the particles

need to be connected by hand to the first gear. Setting Particle

Collision to On made collisions possible but didn't connect the particles.

STEP SEVEN

Select the particles, then the first gear. Select Particles->Make

collide.

The particles will now collide with the gear.

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STEP EIGHT

Playback the simulation

and watch the gears turn.

To tweak the results, you

can make adjustments

such as decreasing the

Resilience or increasing

the Friction of the gears.

These attributes are

found in the

ParticleShape input nodes.

You can adjust the emitter by increasing or decreasing the rate

of emission. You can also change the mass and bounciness

attributes of the gear.

CONCLUSION

You now have particles that are driving a gear using

dynamics. That gear is in turn driving a second gear. The

hinge constraints on the two gears make sure that the gears

are rotating during the simulation. Now you can add shaders

to the various parts to put together a complete scene.

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Dynamics/Pendulum

Alias|Wavefront / Assistant Online / Maya / How Tos / Dynamics / Pendulum

HOW TO CREATE A

by Steve Christov

NEWTON'S PENDULUM

MAYA: Complete

Rigid Bodies

In this lesson, you will

learn how to set up rigid

bodies to create a

Newton's Pendulum.

You will use nail

constraints on a series

of spheres and apply

gravity fields to the

constraints.

Play Movie [~789kb]

STEP ONE

Create a simple base

for the frame of the

pendulum.

To get the same results

as this how-to make the

base 10 units high and

14 units long.

Or if you like download

the file base.ma.[~85kb]

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STEP TWO

Create a sphere.

Move the sphere 3

units in the Y axis.

Select Create -> CV

Curve Tool -> options.

Set the curve to be a 1

degree linear curve.

In the side view, while

holding down the x key, place a CV in the center of the sphere

and another CV at the top corner of the crossbar. Press Enter

to create the curve.

Press y to reinvoke the CV Curve tool. Create another curve

from the center of the sphere to the opposite crossbar.

Select Create -> NURBS Primitives -> Circle. Scale it down to 0.1. Using the x key, snap it to the center of the sphere.

Select the circle and while holding down the Ctrl key, select one of the curves. Select Surfaces -> Extrude -> options. In

the option box, set Result Position to At Path.

Press Extrude. Using the same circle, repeat for the other

curve.

In the Hypergraph window, delete the NURBS circle, and the

two curves.

STEP THREE

Select the Sphere

and Group it to itself.

Select and Group the

two extrudes.

Rename the group for

the extrudes to

threads and the group

for the sphere ball.

Select the two groups and set the Translate X to -4.

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STEP FOUR

Select the threads

and ball group nodes

and select Edit ->

Duplicate ->

options.

Change Translate X

to 2. Set the Number

of Copies to 4.

Press Duplicate and close the duplicate window.

STEP FIVE

You are now ready to

add nail constraints to

the spheres.

Select one of the

spheres.

Select Bodies ->

Create Constraint ->

options.

In the dialogue box select nail as the constraint type. This will

create a nail in the center of the sphere. With the nail still active

switch to the side view.

Select the Move tool and while pressing the x key, Move the nail so that it is positioned directly on the crossbar to the left of

the sphere. Keep in mind that the nail constraints should follow

the same path as the extrudes.

Create a Second Nail constraint for the same sphere and move it so that it is positioned on the crossbar to the right of the

sphere.

Repeat the same procedure for the remaining spheres making

sure that there are two nail constraints for each sphere.

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STEP SIX

You will now parent the

threads to each ball.

In the Hypergraph

window, Click and

Drag with the middle

mouse button the node

threads on to the

nurbsSphere1 icon.

Repeat for each thread

node to parent the groups to the appropriate spheres.

STEP SEVEN

Select the ball group

node.

Select the Rotate tool

and press Insert to

relocate the pivot

point. While pressing x

move the pivot point

up to the level of the

crossbar. Press Insert to return to the rotate tool.

Rotate along the Z axis to bring the sphere up and away from the others.

STEP EIGHT

You are now ready to

add gravity to the

spheres.

Select each sphere,

making sure that the

nail constraints are not

picked. With all five

spheres selected,

Click on Fields -> Create Gravity.

NOTE: To increase the speed of the pendulum, increase the

magnitude of gravity.

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STEP NINE

With the spheres still

selected, set the following

values in the channel box.

Mass

= 10

Bounciness

= 1.0

Static Friction

= 0.1

Dynamic Friction

=

1

Set your time slider to 200

and press play.

CONCLUSION

You have used some basic dynamic features to re-create

Newton's pendulum. By creating nail constraints on each

sphere you automatically turn them into rigid bodies - you can

then add gravity to create Newton's Toy!

Download the completed pendulum.ma.[~157kb]

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Fur/Comb Fur

Alias|Wavefront / Assistant Online / Maya / How Tos / Fur / Comb Fur

HOW TO COMB FUR

by Robert Magee

Maya Unlimited

Fur, Artisan

In this lesson you will

learn how to comb fur

using the Artisan

brushes.

You will paint several fur

attributes such as length

and baldness to add

some hair to the bouncing ball from Learning Maya. You will

also use the brush to set the direction of the hair. With Artisan

this will work just like combing your own hair.

STEP ONE

Create a NURBS primitive

Sphere and Scale it to

look like a bouncing ball.

Create and apply the

face.iff texture from project

one of Learning Maya.

Select the sphere and

select Fur > Attach Fur Description > New. Now you can see

fur indicators all over the sphere.

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STEP TWO

Select the fur. In the

Channel box, select the

nurbSphere_Feedback

Shape node and set the

following:

U

and V samples to

50

Fur Accuracy

to 1

Color Feedback

enabled to On.

Now the display is denser and will give more visual feedback.

With larger models these settings might be too high and

interactive feedback would be compromised but for the ball it is

fine.

STEP THREE

Reselect the sphere.

Select Fur > Paint Fur

Attributes Tool - options.

This opens two windows.

From the Paint Fur Tool

Settings window, set Fur

Attribute to Baldness.

In the Tool Settings window, set the stamp profile's Value to 0

and its Opacity to 1. Click on the Flood button next to Value.

Now the sphere is totally bald.

Set the stamp profile's Value to 1 and its Opacity to 0.5. Create a Radius [u] for your brush that suits the top of the sphere then

paint the hair back onto the sphere. You are reversing the

baldness where you want the hair to be visible.

STEP FOUR

To comb the hair, you will

paint the Direction.

From the Paint Fur Tool

Settings window, set Fur

Attribute to Direction.

Zoom in and brush the

hair.

Oops! Nothing is happening. This is because the hair is

standing straight up. Therefore any changes to its direction are

not noticeable. You need to set the Fur's inclination so that the

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hair is not standing up straight.

From the Paint Fur Tool Settings window, set Fur Attribute to

Inclination.

In the Tool Settings window, set the stamp profile's Value to .25

and its Opacity to 1. Click on the Flood button next to Value.

Now the fur is tilted down. You can even see some changes in

direction based on your original direction brushing.

STEP FIVE

From the Paint Fur Tool

Settings window, set Fur

Attribute to Direction.

In the Tool Settings

window, set the stamp

profile's Value to 1 and its

Opacity to 0.5.

Zoom in and brush the

hair.

STEP SIX

You will notice that it is

easy to brush the hair on

the sides but the top of the

head is difficult. This is

because the isoparm lines

meet at the top and the

direction is more sensitive.

Tip: It might be better if the isoparm "poles" were not at the top of the head. To fix this you could create a second sphere that

sits just inside the first one that holds the hair. This surface

would put the isoparm poles at the ear so that the top of the

head is easier to control.

You can now set other fur values such as length, using either

the Attribute editor or the Artisan brush. You can also set up

color for the base and tip of the hair.

CONCLUSION

This lesson introduces you to the use of Artisan tools for

combing and editing fur in Maya. You can get more in-depth

information about using fur from the Using Maya Fur manual.

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Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Modeling/bevelCaps.mel

Alias|Wavefront / Assistant Online / Maya / How Tos / Modeling / bevelCaps.mel

HOW TO USE THE "bevelCaps"

by Bob Gundu

MEL SCRIPT

Maya Complete

In this lesson you will

learn how to use the

bevelCaps.mel script.

This script will add planar

surfaces to the top and

bottom of the selected

bevelled surfaces. It will

also set the planar

surfaces to a high quality of tessellation to get good quality

results when rendered.

INSTALLATION

Copy the bevelCaps.mel into your scripts directory (typically $Maya/scripts). For general instructions on installing mel

scripts, see How to Use an Assistant Online mel Script .

STEP ONE

Select Create > Text

-Options, and set the

following:

Text to Maya

Font to

Helvetica-Bold

Type to Curves

Press Create.

Scale X,Y,Z to 4.

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STEP TWO

With the type active,

select Surfaces > Bevel

- Options, and press

Reset, then Bevel.

STEP THREE

You will now execute

the bevelCaps script.

Type bevelCaps into the

command line and

press Enter.

There should be

surfaces on the front

and back of the bevelled surfaces.

CONCLUSION

You should have a

good understanding of

how to use the

bevelCaps script. You

should note that

construction history on

the bevels will not

update the planar

surfaces. You will

need to reapply the script. Also, the script creates one planar

surface for the front and one for the back. The workaround for

creating a seperate face for each letter is to apply the script to

each letter seperately.

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Modeling/Gear

Alias|Wavefront / Assistant Online / Maya / How Tos / Modeling / Gear

HOW TO BUILD A

by Robert Magee

POLYGONAL GEAR

MAYA Complete

Polygon Modeling

In this lesson, you will

learn how to build a gear

by starting with a

polygonal cylinder then

pulling vertices to create

the final shape. You will

also learn how to

constrain grid snap

along one axis to refine

some of the points.

Play Instructional movie [~8.6 MB]

STEP ONE

Create a primitive

POLYGON cylinder.

Scale the cylinder along

the Y axis to flatten the

cylinder.

Click on the cylinder's

polyCylinder input node.

Change the number of

subdivisions to 32.

This will give us enough vertices to create 8 spokes for the

gear.

Select the cylinder and then choose Edit > Delete by Type >

History. This is very important for later when you want to

harden the edges of the polyset.

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STEP TWO

Press F8 to go into

component mode and

make sure that the select

by Points pick mask has

been picked.

In a top view, select two

CVs then skip two CVs.

Repeat this all round the

edge of the cylinder.

STEP THREE

Select the Scale tool

then click drag on the

middle of the scale

manipulator to scale in all

directions.

Scale the vertices out

until you get the look that

you want.

STEP FOUR

Since you scaled in all

directions, the vertices at

the top and bottom of

your gear are no longer

aligned.

In a side view, select all

the vertices belonging to

the top of the gear.

STEP FIVE

Press the X key to

temporarily turn on Grid

snapping then click on

the Y axis manipulator

handle and drag the

points up. They will be all

snapped to the nearest

grid line.

Now without grid

snapping, drag the points down using the Y axis manipulator

handle to bring the points back down closer to the origin.

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STEP SIX

Repeat the steps

outlined above to flatten

the vertices on the

bottom of the gear.

STEP SEVEN

You now want to harden

the edges of the

polymesh. Turn the

Select by Points mask

button off and turn the

Select by Lines button

on.

Click drag over the whole

gear to select all of the

poly edges. To harden the edges, select the Edit Polygons >

Normals > Soften/Harden options. Click on the All Hard

button then click on the Soft/Hard button. Now the edges will

be hard when rendered later.

CONCLUSION

You now have a poygonal gear. You have learned how to

edit vertice positions by scaling and by grid snapping while

constrained along one axis.

If you have Maya FX, you can now use this gear as part of a

particle simulation involving particle collisions and dynamic

constraints in the How to use particles to drive rigid bodies

lesson.

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Modeling/Nurbs Booleans

Alias|Wavefront / Assistant Online / Maya / How Tos / Modeling / Nurbs Booleans

HOW TO WORK WITH NURBS BOOLEANS

by Robert Magee

Maya Unlimited

Advanced Modeling

In this lesson you will

learn how to create

shapes using NURBS

booleans.

A NURBS boolean

operation treats two or

more surfaces like solids

then performs an

intersection and trim on the participating surfaces.

When working with booleans, the three main operations are

Subtract which removes one surface volume from another,

Intersect that creates a new shape where the two volumes

share the same space and Union which adds the two shapes

into a larger volume.

Booleans have history and can be switched from Subtract to

Intersect to Union. You can also update history by repositioning the original surfaces used to generate the boolean.

To effectively use booleans, you will also explore how the

surface's normals affects the results of the boolean.

STEP ONE

Create a NURBS Sphere

and a NURBS Cylinder.

Place the two shapes so

that they are intersecting.

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STEP TWO

Select Edit Surfaces >

Booleans > Subtract

Tool.

Click on the sphere then

press the Enter key to

select it as the first

object.

Click on the cylinder

then press the Enter key to select it as the second object. The

shapes are subtracted and the sphere now has the cylinder

removed from its surface.

Note: If you added color in Step One to the two parts, you will

notice that the color disappears. In fact the boolean operation

has produced two new surfaces that will need to have shaders

reapplied. In some cases more than two new surfaces may be

produced.

STEP THREE

The boolean does use

history which can be

updated. The first

method for updating

history is to choose

another boolean

operation from the

Channel box.

Click on the boolean input node in the Channel box. Set

Operation to Intersect.

Now the resulting shape shows the volume that is shared by

the cylinder and the sphere.

STEP FOUR

Select one of the boolean surfaces then click on the boolean

input node in the Channel Box.

In the Hypergraph, select the hidden nurbs sphere node. Move

the sphere to update the history on the shape. You can even

animate these hidden shape nodes although they will slow

down interactive feedback when you playback the scene.

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STEP FIVE

Another issue that

affects how booleans

operate is the surface's

normals. By using a

plane, you can see how

Maya treats any surface

as if it is a volume when

performing booleans.

Start a new scene.

Create a NURBS Primitive plane. Go into component mode

and pull the middle two rows of CVs up to add curvature to the

surface.

STEP SIX

Create a NURBS

sphere that intersects

the plane.

Duplicate both the

sphere and the plane

and move them to the

side.

STEP SEVEN

Select both of the plane

surfaces and select

Display > NURBS

Components >

Normals. Be sure that

you are in shaded mode.

Lines protrude out from

the surface to indicate

the surface's normal

direction.

Select one of the surfaces and select Edit Surfaces > Reverse Surface Direction. Now this surface's normals are going in the

opposite direction.

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STEP EIGHT

Select Edit Surfaces >

Booleans > Subtract

Tool.

Click on one of the

spheres then press the

Enter key to select it as

the first object.

Click on the corresponding plane then press the Enter key to select it as the second object. The shapes are subtracted and

the sphere now has the cylinder removed from its surface.

Repeat these steps for the other sphere/plane combination.

You will notice that in the results are the opposite. This is

because the side of the surface that shows the normals is seen

as the "outside" of the surface volume while the opposite side is the "inside". Therefore the "inside" of the surface volume is subtracted from the sphere in both cases.

CONCLUSION

Booleans are a great tool for quickly bringing together NURBS

shapes into a series of trimmed surfaces. Make sure that trims

are what you need for your model since they can break apart if

the surfaces are deformed.

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Modeling/Spiral Staircase

Alias|Wavefront / Assistant Online / Maya / How Tos / Modeling / Spiral Staircase

HOW TO BUILD A SPIRAL STAIRCASE

by Robert Magee

Maya Complete

Modeling

In this lesson, you will learn

how to build a spiral

staircase using polygon

booleans and a bend

deformer.

This lesson highlights how

deformers can be used to

enhance the modeling

Play Movie [~132kb]

process.

STEP ONE

Select Create > Polygons

Primitives > Cube.

In the Channel box, set the

cube's width to 5 and its

subdivisionsZ to 10.

Move the cube so that it is

sitting on the ground plane.

This cube will act as the first tread of the staircase. The

subdivisions will help ensure a smooth bending later.

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STEP TWO

Select Edit > Duplicate >

options.

Set Smart Transform to

On. This option will allow

you easily create multiple

duplications. Click the

Duplicate button.

In the side view, Move the duplicated cube up and to the right.

This will be the second tread.

Note: Do not de-select the cube. If you do, Smart Transform

will lose the offset information it needs to produce the

duplicates created in the next step.

STEP THREE

Press Ctrl - d. This will

create another duplicate

that is offset by the same

amount as the second

tread.

Press Ctrl - d eight more

times to create the treads

of the stair.

You now have several cubes that are all separate shapes. You

will need to use polygonal booleans to create a single surface

for the stair.

STEP FOUR

Select the first two treads.

Select Polygons >

Booleans > Union. They

are now one shape.

Note: you can only join two

polysets at a time. Now

you have to add the other

treads.

Press the shift key then add the third tread to the selection.

Press the g key to repeat the boolean union. Repeat these

steps until all the treads are combined into a single polyset.

The various booleans have added history to the staircase that

is not needed. Select the polyset then select Edit > Delete by Type > History to remove the extra input nodes.

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STEP FIVE

Select Create > EP Curve

Tool. In the side view,

draw a single span curve

where you would want to

place a handrail.

Select Edit Curves >

Rebuild Curves -

options. Set Number of Spans to 20. Click Rebuild. This will add enough CVs to ensure a good bending when you add the

deformer later.

In the top view, place one curve at one side of the stair and

then duplicate the curve to create a second handrail at the

other side of the stair.

Note: You have built a curve for the handrail so that you can

extrude a profile after the bending. Building the handrail as a

surface would add too much distortion after bending.

STEP SIX

Select the curves and the

stair polyset.

Select Deform > Create

Nonlinear > Bend -

options. Set Curvature to

4 then click on the Create

button. This gives you a

sideways bend that doesn't look like a staircase.

STEP SEVEN

In the Channel box, set the

bendHandle's rotateX to

90. This reorients the

deformer to create more of

a stair shape.

With the Move tool, move

the bendHandle along the

X axis to widen the bend. Now the handrail curves and the

treads are bending nicely into a spiral stair.

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STEP EIGHT

In the Channel box, click

on the bend Input node.

Now select the Show

Manipulator tool. You can

drag on the curvature

handle to adjust the

amount of curve in the

bend.

Play Movie [~160kb]

Note: You can also

animate the bending of the stair by setting keys on the

curvature attribute.

STEP NINE

To create the handrail

surfaces, create a

primitive circle and scale it

to a reasonable radius.

Select the circle and then

one of the handrail curves.

The path curve for an

Extrusion must be picked last.

Select Surfaces > Extrude - options. Set Result Position to At Path and Pivot to Component. Click Extrude and the handrail will be placed on the handrail curve. Repeat for the

other handrail.

Tip: If history is maintained as you extrude then you can later

select the circle and scale it. The two handrail surfaces will

update to show the new profile radius. This lets you evaluate

the profile size after extruding to see it in context.

CONCLUSION

The bend deformer has made it easy to build a spiral staircase

with handrails. You can now delete history or choose to keep it

around in case you want to update some part of the model.

Download a finished scene file:

Staircase.ma[~188kb]

Your use of this file confirms your agreement to the

Terms and Conditions set out in the Terms and Conditions page.

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Assistant Online - Maya/How Tos/Modeling/Square Surfaces

Alias|Wavefront / Assistant Online / Maya / How Tos / Modeling /Square Surfaces

HOW TO WORK WITH SQUARE

by Robert Magee

SURFACES

Maya Unlimited

Advanced Modeling

In this lesson, you will

build two surfaces using

the Square tool. You will

learn how to create a

square surface using four

boundary curves, and a

square surface that

maintains continuity with a

neighboring surface.

STEP ONE

Select Create > EP (Edit

Point) Curve Tool. Draw

a single span curve along

the Z axis.

Duplicate the curve and

Move it forward along the

X axis.

STEP TWO

Select Create > EP (Edit

Point) Curve Tool. Press

the c key to use curve

snapping and click drag on

the first curve until you

place a point at the end of

the curve. Use this

snapping to place a

second point at the end of

the other curve.

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Press the Enter key.

Repeat to add a single span curve to the other end of the initial

curves. Be sure to use curve snapping to place all the points

since the Square tool requires intersecting curves to work

properly.

STEP THREE

Select the front curve and

the two side curves. Press

F8 to go into component

mode.

Select all the CVs on the

front curve and the two

end CVs of the side

curves.

Move the CVs down along the Y axis. This will add some

curvature to the shape you are creating.

By moving the end CVs of the side curves, you make sure that

they are still intersecting the front curve.

STEP FOUR

Press F8 to go back to

object mode. Click in

space to deselect the

curves.

Select the four curves in

either a clockwise or

counterclockwise

direction. They must be

selected in some order for the Square tool to work properly.

Select Surfaces > Square. Press the 3 key to increase the surface's display smoothness.

The surface is created so that it touches all the boundary

curves. You are now going to build a second square surface

that uses the first surface for one of its edges.

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STEP FIVE

Duplicate the front curve

that was used to build the

surface. Move it forward

and down in front of the

first surface.

Create two more single

span edit point curves to

create a boundary for a

new surface. Use curve snapping to help you.

STEP SIX

Click on the first surface

with your right mouse

button and select Isoparm

from the marking menu.

Click on the edge isoparm

that makes up the top

edge of the new boundary.

It will highlight in yellow

when it is selected.

Press the shift key and select the other three curves in

clockwise or counter clockwise order.

Select Surfaces > Square. Press the 3 key to increase the surface's display smoothness.

You can now see a surface but the surface is not created with a

clean topology. You will try and find out why this is happening.

STEP SEVEN

With the new surface

selected and its squareSrf

input node highlighted in

the Channel box, select

the Show Manipulator

tool.

Manipulators appear that

show the continuity

condition at the edges which are numbered in the order you

picked them.

Fixed means that the surface is meant to match the

neighboring curve or surface based on the edge position.

Tangent means that the surface will match the neighboring

surface based on its tangency. This will make the surfaces

appear to flow together.

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The original single span curves should produce single span

surfaces but the new surface has extra isoparm spans. If you

zoom in closer, the surface is also not conforming to the two

side curves. This is because the side curves were not tangent

to the first surface. Therefore the new surface had to add

isoparm spans and break away from the side curves in order to

meet the tangency requirement at Edge 1.

STEP EIGHT

Select the first surface

and one of the side

curves.

Select Edit Curves >

Project Tangent. Now the

curve should be tangent to

the surface. Construction

history on the second

square surface will update it's topology as the curve is fixed.

Note: You may have to change the projectTangent node's

Tangent Direction in the Channel box from U to V depending

on the order in which you chose the curves to build the first

surface.

Repeat for the other side curve. Now if you select the second

square surface, you will see that it is a single span in both

directions. Also it is not breaking away from the side curves

since they now all follow the same rules of tangency.

CONCLUSION

By using the edge of one or more surfaces to help build another

surface, the Square tool's tangent continuity capabilities can

come into play. By building clean curves as boundary curves

then making sure that those curves also maintain tangency with

related surfaces, you can build up a patchwork of surfaces that

all appear to work as a single surface.

Use of this file confirms your agreement to the Terms and Conditions

set out on the Terms and Conditions page.

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