Notes from Workshop 2: February 1, 2007
- General concepts:
CAD generates surfaces by bounding conditionsMAYA generates surfaces by bounding conditions but permit more inter-surface editing options with intuitive method of control comparable to tools used in modeling clayTHUS, Maya seems closer to actual process of working with physical materials2. SURFACE OF REVOLUTION
- Goto Front View
- Create/CP Curve tool
- Goto Perspective View
- Surfaces/Revolve – select control box, pick “Y” axis, and # degrees.
- CV Curve-Tool (control vertex NURBS curve) – perhaps more replicable due to less idiosyncratic control points. (higher degree is smoother --- largest exponent in polynomial equation used to represent the curve)
- EP Curve Tool (free-hand pencil NURBS curve – 1 degree creates polygon straight lines)
3. LOFTING A SURFACE [Note: History option needs to be on]
- Go to plan view
- Create two CV Curve in plan
- Goto Perspective view
- Move one curve along Y axis.
- Pre-select both curves
- Surfaces/loft – select control box – increase section spans to 5 – apply to curves
- De-select geometry
- Select curve
- Move curve (transforms surface associated with it)
- Right-click on curve and select control vertex
- Isolate control vertex with selection tool [note gravitational pull on curves]
- Move curve vertex with mouse and surface automatically updates.
4. MODIFYING A PLANAR SURFACE [use make surface live technique]
- Create/Nurbs Primitives/Plane
- Stretch the plane.
- Change the number of divisions in the channels box (30 x 30)
- Right-click on plan and select control-vertex
- Use selection tool to select a control-vertex or several of them.
- Use the move tool to move them thereby reshaping surface
- [Optional: Key frame Control Vertices directly in two locations]
5. PROJECTING CURVE ON A SURFACE
- Create a plane surface and displace vertices (or use one from part 3 above)
- Create a straight edge (DP Curve from two points)
- Move the curve so that it follows the contours of the surface
- Goto Plan View
- Edit Nurbs/Project Curve on Surface (- select control box, use View direction –
- Edit Nurbs/Trim Tool - select surface, select part to delete
- Select the last curve and move it to reset the edge of the surface
6. SCULPTING A SURFACE
- Create/NURBS PRIMITIVES/Plane
- Select Edit NURBS Sculpt tools with box.
- Hit “reset” button.
- Draw on Surface
- Hold “b” key to reset size
- Change maximum displacement option
7. LIGHTING SETUP
- Create NURBS sphere.
- Select #3 to increase density of mesh
- Add spot light
- Go into lighting mode by hitting #7 key (preceded by #5 & #6 key renderingmodes if necessary)
- Move spot light above and to the right of object
- Rotate spot light until it visibly impacts sphere
- In attributes dialog, Turn on ray-trace shadows for spot light.
- Add two point source lights without shadows for fill and back-fill light
- Use Show manipulator tool to reposition spot light (target and source)
8. INCREASE DENSITY OF SURFACETechnique 1.
- Select channels box for sphere.
- Increase “sections” and “spans” to increase number of CVs (under MakeNurbSphere1)
Technique 2
- Select Edit NURBS – Rebuild Surfaces []
- Set number of spans u – 30
- Set number of spans v – 30
- Click rebuild
- Do two panels side by side.
- Select blinn1 shader, change color to pink
- Apply pink color to sphere
- Set eccentricity to 0.1 to create strong highlight
- Space-bar on perspective window to revert back to single perspective view.
9. BEGIN SCULPTING SURFACE
- Select Edit NURBS Sculpt tools with box.
- Hit “reset” button.
- Under stamp profile: Set Radius(U) to 0.3
- Under Sculpt variables: Set Max Displacement to 0.8
- Mouse over surface, arrow indicates magnitude of displacement
- Click and drag mouse on surface to begin sculpting it.
- CHANGE DISPLAY
- Click display tab on Tool Settings Window: turn off show wireframe option.
- Do a second stroke and note simplicity of seeing result.
- SCULPTING TOOLS
- Select pull tool: pull on other side of ball
- Select smooth tool; chance Radius (U) to 0.6 : smooth areas of ball
- Select erase tool; erase some areas on ball
- Hit flood button: erases all changes
- Under stamp profile: Set Radius(U) to 0.5
- Under Sculpt variables: Set Max Displacement to 0.5
- Make two strokes over one another: each enhances effect
- Under sculpt parameters: turn off Update on each stroke -> only
- Maximum displacement will be reached.
10. <<< CONTINUING WITH SCULPTING HERE IF TIME: NOT DONE IN WORKSHOP >
- MAKING EYES [OPTIONAL]
- Turn reference update back on.
- Click on Stroke tab
- Under “Stylus Pressure”, click on Radius
- Under “Sculpt” tab, change Radius(U) to 0.7
- Change Radius(L) to 0.3 { implies stroke radius is between 0.3 and 0.7
- Change Opacity to 0.2 {means each stroke will only have 0.2 effect
- Change stamp to second icon, more feathering at brush edge
- Turn Reflection on {default reflection around U axis
- Click on y-direct for reflection; strokes visible on top and below on sphere
- Move mouse over surface and see reflection in wrong direction
- Click on x-direct for reflecting; strokes visible on two sides of face.
- In Operation select “push”; create eyes
- In “Sculpt Parameters” section; set Ref. vector to Normal
- In Operation section, select “pull”; create eyebrows
- In Operation section, select “smooth”; select flood (medias eyebrows with eye sockets
- Save scene
- MAKING NOSE
- Press “b” key and click-drag to make upper radius smaller.
- (note the “m” key give you maximum displacement)
- (the z key undoes an action)
- Flood smooth the shape to mediate distance between nose and head, do it twice
- MAKE LIPS
- Set reflection on to y, make lips with “pull” tool
- Turn reflection off, use “push” tool to push upper lip in.
- EYES
- Parent two primitive spheres to head.{use shading to help positon
- Rotate polar axis out from head
- Turm on hardware renderer, key #6.
- Use phone shader, ramp color, to make eyes, and appy to spheres
- [Use black to blue to white – u-ramp
11. CONSTRAINTS
- Make Nurbs sphere
- Right click on key, lock select {zscale
- Uniformly scale sphere – z-scale doesn’t change
- SKIP: Select “components” to on, and then “points” on and “lines” off
12. I. INSTANTIATED MOVEMENT [DRAGON FLY, BASE ON ON-LINE TUTORIAL]
- Create dragon fly from curves and surfaces of revolution or load dragonfly1.mb from classes folder.
- Create movement up and down over 24 frames
- Use graphical animation editor, and do a curves post infinity cycle
- Use Dynamics/particles/particle tool to create particles for instantiation of dragon fly
- Select source geometry/shift select particle shape Go to particles/instancer
- Establish wing movements keyframed at 1, 40,, 80, 120 frames (key frame wings only)
- Play and see instances mimic behavior.
- Move original dragon fly at different locations, key framed a 1,, 40, 80, 120 frames
- Move instances at different locations, key framed at 1, 40, 80, 120 frames
- Repeat for second set of particles, and move along different axis.
- Add large Nurbs plane
- Build blinn surface with water 2d texture map, with transparency and setting raytrace reflection to 2 bounces.
- add ambient, spot and directional lights.
- Setup project folder to render to images files
- Setup software options to render to numerical jpg sequence and with “Maya” rendering turn on raytrace at mid quality.
- Render
- Reset images directory to images2
- Render again
- Combine both renderings in quicktime pro.
- Camera creation (if time)
- For same scene, create a camera. Create/cameras/camera
- change panel view camera in one panel and manipulate it in perspective view of anther window.
- Key frame camera in two separate positions (getting camera movement)
- Record result. (images3)
- Link camara dragon fly (?)
- Record result. (images4)
- Combine results in quicktime pro