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8 ultra useful Maya tips for beginners in under 4 mins • Full Rotation – Design & Animation

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The Insert Edge Loop Tool lets you select and then split the polygon faces across either a full or partial edge ring on a polygonal mesh. The Insert Edge Loop Tool is useful when you want to add detail across a large area of a polygon mesh or when you want to insert edges along a user-defined path.

For a description of an edge ring, please refer to Select an edge ring. When you insert an edge loop, you are splitting the polygon faces associated with the selected edge ring.

The Insert Edge Loop Tool lets you insert one or more edge loops across a full, partial, or multidirectional edge ring. Possible workflow scenarios are as follows:. To insert an edge loop across a full edge ring on a polygonal mesh. The Insert Edge Loop Tool settings editor appears. A green dotted edge loop preview locator line appears within the edge ring that is selected perpendicular to the edge you clicked. The edge loop preview locator indicates where the new edge loop will be inserted across the mesh once you release the mouse button.

The new edge loop is inserted on the polygon faces associated with the selected edge ring. The new edge loop remains selected so that you can perform additional operations on the edges. To insert a partial edge loop across a polygonal mesh. When the Auto Complete option is turned off you can select a partial edge ring without the edge loop being automatically inserted after you release your mouse button.

The edge is selected and a green vertex appears on the edge you clicked to indicate the selection. All of the edges between the first and second edges you clicked become selected and a dotted green edge loop preview locator appears across the selected edge ring. The preview locator indicates where the new edge loop will be inserted across the mesh.

An edge loop is inserted at the location that was indicated by the edge loop locator on the polygonal mesh. The new edge loop remains selected so that you can perform additional operations on it. To insert a multidirectional edge loop. When the Auto Complete option is off you can select a partial edge ring that is multidirectional without the edge loop being automatically inserted after you release your mouse button.

All of the edges between the first and second edges you clicked become selected and a dotted green edge loop preview locator appears across the selected edge. You can change the direction of your edge ring selection path several times, but the path should not be constructed so that it crosses an existing area of selection. When the selection path intersects itself the edge insertion mode of the tool cannot determine where to insert an edge loop.

In these situations, you need to perform multiple edge split operations. An edge loop is inserted at the location that was indicated by the preview locator on the polygonal mesh. If the Edge Ring selections do not select the edges as you expect you may wish to refer to Edge ring and edge loop selection tips for additional information.

When the Auto Complete option is off, you can also insert a partial edge loop on faces that are not comprised exclusively of four-sided polygons by clicking two edges for any given face in sequence along the desired path.

This specifies the direction of the selected ring path. You can turn many of the Insert Edge Loop Tool options on or off while the tool is active using a marking menu. This assists your workflow by letting you continue your work without having to re-open the tool options window. To change the tool options when the Insert Edge Loop Tool is active.

You can continue to use the Insert Edge Loop Tool and the options you selected will be used. Show in Contents. Add to Favorites. Home: Maya User’s Guide. Split a face so that a vertex is added at its center. Split polygon components. Create edge loops that are offset from an edge. Insert an edge loop. Tip To quickly insert an edge loop with edge flow, temporarily activate Insert with edge flow by holding each time you click an edge where you want a set of new edges to be inserted across the mesh.

Note When the Auto Complete option is turned off you can select a partial edge ring without the edge loop being automatically inserted after you release your mouse button.

Note When the Auto Complete option is off you can select a partial edge ring that is multidirectional without the edge loop being automatically inserted after you release your mouse button.

Note You can change the direction of your edge ring selection path several times, but the path should not be constructed so that it crosses an existing area of selection.

Note If the Edge Ring selections do not select the edges as you expect you may wish to refer to Edge ring and edge loop selection tips for additional information. Note When the Auto Complete option is off, you can also insert a partial edge loop on faces that are not comprised exclusively of four-sided polygons by clicking two edges for any given face in sequence along the desired path.

Depending on your desired workflow you can select any of the options from the marking menu to either turn them on or off. Please send us your comment about this page.

 
 

Autodesk maya 2017 insert edge loop tool free. UV Editor overview

 

Perhaps its a defective copy of Maya or perhaps it’s an issue between Maya and your operating system or video card, etc. Might try and reinstall Maya and see if that fixes it. Could be anything really. I would contact Autodesk for help troubleshooting the issue.

Don’t be satisfied with what you can do but rather strive to do the things you can’t do! Exceed Expectations! And here i was just thinking i sucked at modeling.

I will try reinstalling, if it doesnt work i will contact autodesk. I played around with the insert edge loop tool settings. Try playing around with them and see if one of the settings makes it work better.

Specifically, try turning off ‘fix quads’. In the modeling tool kit try to set simmetry off. Posting Rules Forum Rules. Curve Rotation At Position? Modeling Operations. Moving Selected Objects. Painting Operations. Playback Control. Selecting Menus. Selecting Objects and Components.

Snapping Operations. Tool Operations. Tumble, Track or Dolly. Window and View Operations. Unpin All Unlocks all UVs. Back-Facing UVs that have a counter-clockwise winding order. Front-Facing UVs that have a clockwise winding order. Overlapping UVs whose faces occupy the same UV space as other faces on the mesh.

Unmapped UVs corresponding to unmapped faces. This aids in visually determining any areas where texture maps do not appear or appear incorrectly. Soft Selection Allows you to select and affect a range of UVs on a gradient around the current selection. Transform Use these options to move UVs more precisely than the standard transform tools. Pivot Allows you to set a custom pivot for use with the transform tools. Selection When active, the pivot buttons will move the pivot relative to the current selection.

Edit Pivot Click this and then move the manipulator to position the pivot manually. You can also toggle this on and off using the Insert key. Reset Resets the pivot to its default position. Move Allows you to translate selected UVs in set increments Move input field Specifies the increment that the selected UVs will move when one of the move buttons is pushed. You can save values for later use by right-clicking them saved values are available in the drop-down.

Move direction Click any of the seven buttons to move the selected UVs in the corresponding direction. Click the center button to change between moving components relative to their old positions and moving them absolutely in UV space.

Retain Component Spacing Maintains the relative distance between selected components when they’re moved. This is particularly useful when used with snapping turned on, since without it all selected UVs will snap to the same place causing overlap. Distribute Evenly spaces the adjacent selected UVs so that they are a set distance apart in the U or V direction.

Grab Selects and moves UVs within a brush-based region in the direction that you drag. Useful for making subtle adjustments. Pinch Pulls vertices in towards the center of the tool cursor. Useful for more sharply defining an existing crease.

Smear Moves UVs in a direction that is tangent to their original position on the surface in the direction you stroke. Symmetrize Mirrors painted UVs according their topologically symmetrical counterparts over a chosen axis. Rotate Allows you to rotate selected UVs by set increments. Rotate input field Specifies the increment that the selected UVs will rotate when one of the move buttons is pushed. This is tied to the Step Snap attribute in the Rotate Tool.

Scale Allows you to scale selected UVs in set increments. Scale input field Specifies the increment that the selected UVs will scale when one of the move buttons is pushed. Scale Click this button to scale the selected UVs by the amount specified in the input field. You can lock the scale to specific directions by activating the corresponding button. Scaling along each axis is limited to positive values. Flip Flips the positions of the selected UVs in the specified direction.

For more information, see Flip UV Options. Texel Density Allows you to quickly set the size of a UV shell by specifying the number of texels pixels per unit it should contain. Get Displays the current texel density for the selected UV shell. Set Scales the selected UV shell to fit the specified texel density.

Map Size Specifies the square map size of the overall texture. Unlike normal duplicate it allows you to add an incremental transform to each duplicate, you can add, a move in any direction, rotation and or scale TIP Texture to polys Video timecode: 2. TIP Focus the camera on a small area. Back to the video. TIP Snapping like a pro. The controls are:. Snap to Grid:. Snap to Vertex:. Snap to grid. You can click and hold then move around to your leisure whilst being constrained to that edge.

Snap to Vertex. This vertex you are snapping to can be on the same geometry or a completely different object. TIP Move multiple Keyframes with ease. You will see all the animation curves appear in the Curve Editor TIP — the curve editor is where you can really edit the timings and smoothness of any animation Select all the keyframes or just a section of keyframes.

You type this is the second input box next to the word “Stats”. Maya 1 year Recurring Help accelerate 3D animation and visual effects pipelines for film, video games and television with a highly extensible, advanced production platform. TIP Move the pivot point.

TIP Soft selection. Select a single or bunch of vertices on your model. You will see the selection change where yellow is the strongest and it falls off to Red which is the weakest, showing you how it well blend and smooth out the selection.

Now hit the W key for move if you not already in move mode and move the vertices out to see it. TIP Duplicate special. To really see its power move the pivot point of your object away. The first column is the X plane, the second the Y and third the Z. Try changing the Y rotation to 15 degrees and slide the number of copies up to approx 25 then hit APPLY Instantly you will see it makes a ring of your object Back to the video.

 

UV Editor overview | Maya | Autodesk Knowledge Network

 

TIP Duplicate special Video timecode: 1. Unlike normal duplicate it allows you to add an incremental transform to each duplicate, you can add, a move in any direction, rotation and or scale. TIP Texture to polys Video timecode: 2. Sometimes when moving the camera around a model it can jump around or the movement be too large, you just want to pinpoint the camera on a certain area and have the view rotate around this.

Let’s take this further like in the video. The camera jumps to that point and now when you dolly the camera around if stays focused on that area. Right mouse button click your model to bring up the options. Learning the different snapping modes is fundamental to working in 3d. Snapping is the process of aligning the position of an object or objects vertex to another location. Grid snapping. Each unit equals one unit of measurement which can be set as millimetres, centimetres or metres which are set in your preferences.

Snapping to the grid is very useful for modelling. Moving multiple keyframes in the time slider can get very tricky, let me show you a quick tip to move keys easily and quickly and by an exact amount. The next step involves typing a very short bit of mel script. Mel is the programming language that Maya runs on. There is a mel command for everything even when you simply move or rotate an object, that is converted to a mel command.

This also works the other way using the minus instead of plus symbol. This technique is so quick and useful, once you start using it you will rely on it daily! Help accelerate 3D animation and visual effects pipelines for film, video games and television with a highly extensible, advanced production platform. This is great for making quick hills in terrain, organic modelling, like pulling the cheeks or nose out further on a character etc. Duplicate special is a fun and very useful tool.

You can use this to create a grid of objects, make many duplicates evenly spread out, spiral staircases, fences, just play with it! This is a useful feature not widely know, it allows you to apply an image texture to a plane then simply convert that texture to actual geometry polygons, it can save on modelling complex shapes.

Very often when modelling you will need to combine two pieces of separate geometry. Here are the basics plus a great way of bridging to form perfect arches. You can click and set this manually but the more intuitive interactive way in Maya is to Middle mouse button click and drag in the divisions window to the right to increase.

Now you will see a perfect archway being formed. Please share this article with anyone who might find it useful or on your social media by clicking the icons for facebook, twitter etc. I’ve recently started a new YouTube channel offering completely FREE tutorials on a range of topics and skills, from 3d animation, modelling to motion design with Adobe after effects,.

And feel free to have a look round the rest of the site, thanks for visiting. Have a look at our animation work by watching our short showreel here or read about the services we offer ,. Very useful stuff. I wish I had seen this a year and a half ago. Thanks very much!

Yes I used Maya on a mac once years ago and found it more difficult to use, less user friendly, especially as middle mouse button is needed for maya, I use a wacom tablet and pen for all work now.

Many thanks again. Yeah hey beginner or not there is stuff here that many have overlooked. You should have a pdf download. Hi David, this is a great set of tips to speed up work. However, on 3 moving keyframes, that MEL expression should be in the first box to move the keyframes across the timeline, not the second as highlighted. Save my name, email, and website in this browser for the next time I comment. Which subscription to Maya is best for you? Get yours here. Maya LT version – 1 year.

Table of contents click any content below to jump to that tip. Unlike normal duplicate it allows you to add an incremental transform to each duplicate, you can add, a move in any direction, rotation and or scale TIP Texture to polys Video timecode: 2.

TIP Focus the camera on a small area. Back to the video. Transform Use these options to move UVs more precisely than the standard transform tools.

Pivot Allows you to set a custom pivot for use with the transform tools. Selection When active, the pivot buttons will move the pivot relative to the current selection. Edit Pivot Click this and then move the manipulator to position the pivot manually. You can also toggle this on and off using the Insert key. Reset Resets the pivot to its default position. Move Allows you to translate selected UVs in set increments Move input field Specifies the increment that the selected UVs will move when one of the move buttons is pushed.

You can save values for later use by right-clicking them saved values are available in the drop-down. Move direction Click any of the seven buttons to move the selected UVs in the corresponding direction. Click the center button to change between moving components relative to their old positions and moving them absolutely in UV space. Retain Component Spacing Maintains the relative distance between selected components when they’re moved.

This is particularly useful when used with snapping turned on, since without it all selected UVs will snap to the same place causing overlap. Distribute Evenly spaces the adjacent selected UVs so that they are a set distance apart in the U or V direction. Grab Selects and moves UVs within a brush-based region in the direction that you drag. Useful for making subtle adjustments. Pinch Pulls vertices in towards the center of the tool cursor.

Useful for more sharply defining an existing crease. Smear Moves UVs in a direction that is tangent to their original position on the surface in the direction you stroke. Symmetrize Mirrors painted UVs according their topologically symmetrical counterparts over a chosen axis. Rotate Allows you to rotate selected UVs by set increments. Rotate input field Specifies the increment that the selected UVs will rotate when one of the move buttons is pushed.

This is tied to the Step Snap attribute in the Rotate Tool. Scale Allows you to scale selected UVs in set increments. Scale input field Specifies the increment that the selected UVs will scale when one of the move buttons is pushed. Scale Click this button to scale the selected UVs by the amount specified in the input field. You can lock the scale to specific directions by activating the corresponding button. Scaling along each axis is limited to positive values. Flip Flips the positions of the selected UVs in the specified direction.

For more information, see Flip UV Options. Texel Density Allows you to quickly set the size of a UV shell by specifying the number of texels pixels per unit it should contain. Get Displays the current texel density for the selected UV shell. Set Scales the selected UV shell to fit the specified texel density. Map Size Specifies the square map size of the overall texture. Set this first, since it is used to calculate the texel density base value.

Create Use these options to create new UV Mappings for selected meshes. Automatic Attempts to find the best UV placement by automatically projecting multiple planes. Normal-Based Places UVs based on the normals of associated vertices. Cylindrical Places UVs by projecting them from a surrounding cylinder. Planar Places UVs by projecting them from a plane.

Spherical Places UVs by projecting them from a surrounding sphere. Best Plane Assigns UVs to the faces you select based on a plane computed from vertices you specify. Camera-Based Identical to a Planar projection, but using the current camera as the plane. Contour Stretch Analyzes a four-cornered selection to determine how best to stretch the polygons’ UV coordinates over the image.

Auto-Seams Attempts to find the best edges on the selected meshes or UV shells to act as a seam. Cut Separates UVs along the selected edges, creating borders. For more information, see Separate and attach UVs. Cut Tool Allows you to separate UVs by clicking on their adjacent edges.

Unfold Use these options to spread UVs out around a seam. Optimize Automatically moves UVs for better texture space resolution. Optimize Tool Untangle and relax the space between UVs by dragging over them. Unfold Tool Unwrap and eliminate overlapping UVs by dragging over them. For more information, see Straighten UVs. To use this tool properly, you must either select a set of internal or border UVs not a mix of both that are contained to one UV shell.

When using internal UVs, they must also fall along the same edge loop. Align Aligns all selected UVs so that they are co-planar in the specified direction. Alignments are done relative to the furthest selected UV in the specified direction.

Linear Align Aligns all selected UVs along a linear trend line running through them. You can also select multiple shells to match UVs within them. This is useful when you have two near-identical shells stacked on top of each other that you want to make fully identical. Distribute Distributes see above selected UV shells in the chosen direction while ensuring a set amount of units between them.

You can also use the Target button to distribute them evenly in the direction of the last selected shell aka: the target shell. You can also access this command by right-clicking the UV Set list. The selected UV set becomes the active UV set for those objects. Share instances Select the polygon to be shared followed by the instance to share. Select shared instances Select instances that share the UV set family with the selected instance. Auto-load Textures Loads the linked textures for the selected UV sets.

Save image file Exports an image file of the selected UV set. Related topics What are UVs? Parent topic: UVs. Parent topic: UVs Windows and Editors. Distortion Shader. Texture Borders. Color UV Shell Borders. Grid UVs. Isolate selected UVs. Save image.

Saves an image of the current UV layout to an external file. Checker shader. Channel display. Dim Image. Filtered Image.