vuracu.blogg.se

Maya basics
Maya basics




maya basics maya basics maya basics

I have imported a image of a tap as a reference and made it a new layer, which can not be moved and only visible in front view. I have set up my user interface for my project. I have created a new project file for my tap challenge and saved it into my Maya project folder. I have been set the task to create a 3D model of a tap in Maya, by following the steps shown in the videos. This video taught me how to set the grid to match Unreal, and set a shape to the middle of the grid. Watching this video I learned about the differences between nurbs and polygons, and learnt how to how to convert nurbs into polygons. 04_Maya Project Window & Set Projectįollowing this video I learned how to create and set a project. Watching this video I learned how to us hotbox and marking menus. 02_Maya Navigation & Basic Toolsįollowing the steps in this video I was able to use the navigation and basic tools to create, move, rotate, move the camera, and view a model in different angles. Watching this video I learned how to operate the user interface, using the different tool bars to create and edit an object. I am watching a series of video tutorials and following the steps on Maya. The last task is to upload that model onto SketchFab. The third task is to create a 3D model of an object of my choosing. The second task is to create a 3D model of a tap. My first task is to follow a video tutorial series, to learn how to use Maya. getFocalLength.I have been given tasks to help develop my knowledge and skills of using Maya for 3D modeling. And query=True, focalLength=True becomes. So, in our case query=True, aspectRatio=True becomes. If a query does not have a corresponding edit, it may not have a ‘get’ prefix.

maya basics

query methods are typically prefixed with ‘get’ and edit methods are prefixed with ‘set’.instead of flags – focalLength and aspectRatio we use methods, which are attached to right of the object with a period.the argument to the command – in this case cam – becomes the operating object on the left.There is not a hard-fast rule for converting from a procedural style to an object-oriented one, but here are some general guidelines: Once we have our list of nodes, we can begin to work in an object-oriented fashion. This is how we get our raw material to work with, in this case our node objects. setFocalLength ( 20 ) The two examples start out the same way: with the ls function.






Maya basics