September 2, 2010 Workshop 3 Notes

POLYGON EXTRUSION AND EDITING/RENDERING TO QUICKTIME PRO EDITOR

*Note images and sequence excerpted from Maya Help Documentation

PART I. POLYGONS WITH EXTRUSION

I.A EXTRUDE A FACE

1. Create/Polygon Primitives/Plane (use the menu “box”)

2. Set subdivisions to 10 along width and 10 along height/Apply

3. Scale the surface

4. Right-click on the surface and select "face".

5. Use the select arrow to grab a face.

6. With the surface face still selected/pull out the Edit Polygons Menu

7. Select Edit Mesh/Extrude (use the menu “box”)

8. Put all settings to “0” except scale

9. Note: World coordinate space option is alternative to local object  coordinate space (see Local/World switch toggle icon, round target, that appears when selecting face).

( See also online help documentation  for tool)      

10. On Object select faces.

11. Apply individual extrude tool: extrude with arrow, scale face with box

 

I.B EXTRUDE A FACE ALONG A PATH CURVE

1. Select the edges/or faces you want to extrude and the curve you want to extrude along.

 2. To extrude along a curve:

PART II. SUBDIVIDE FACE

[Also, You can also select the polySubd node and change the subdivision values and modes in the channel box or attribute editor.]

PART III: CREATE SIMPLE ANIMATION

  1. Add simple rgb color and transparency to objects.
  2. Introduce shaders/applying Phong shader to object with primary colors.
  3. Setup spheres with dynamics falling on deformed surface with gravity - dynamics module/Soft/Rigid Bodies/Create Active Rigid Body
  4. Use animation module/create deformers/non-linear/bend on base surface for bending in xy plane and zy plane. Add pyramid object from shelf. Apply resistence to both - dynamics module/Soft/Rigid Bodies/Create Passive Rigid Body
  5. Rendering a Key Frame Animation.

PART IV:  COMPILE FRAMES FROM ANIMATION IN QUICKTIME PRO

  1. Open quicktime Pro.

  2.    Add a second sequence in Quicktime Pro {for adding a second compiled movie file to the first one, we will cover this in the next workshop.