-
The specific steps for Maya to scale down an object are as follows:
1. First of all, open the Maya software, create a new cube with segments of 10*10*10 in the scene, as shown in the figure below, and then enter the next step.
2. Secondly, after completing the above steps, select the object, then find the menu "Warp" option, and then click the nonlinear-bend button below to create a warp control, as shown in the image below, and then go to the next step.
3. Then, after completing the above steps, in the Outliner, you can see a handle object named twist1handle1. You can use the Move Rotate zoom tool to move the position of the handles, as shown in the following image, and then move on to the next step.
4. Then, after completing the above steps, enter, you can modify the start angle and end angle and other information, as shown in the figure below, and then enter the next step.
5. Finally, you can also modify the start and end angles, upper and lower limits of the deformer in the property maker, and then it is done, as shown in the figure below. In this way, the problem is solved.
-
1. First, open the software and create a new cube with segments of 10*10*10 in the scene.
2. Select the object and find the menu Deformation->Nonlinear->Distort to create a distortion handle.
3. In the Outliner, you can see a handle object named twist1handle1. You can use the Move Rotate zoom tool to move the position of the handles.
4. Input, you can modify the starting angle, end angle and other information.
5. You can also modify the start and end angles of the deformer, as well as the upper and lower limits in the property machine, and it is done.
-
Select the object and press the R key to switch to zoom mode, you will see four small squares of red, green, blue, and yellow, red, green, and blue, respectively, representing the three axes of x, y, and z to scale separately, and hold down the yellow square with the left mouse button, and drag it to scale the object as a whole.
-
Zoom mode, a small yellow square in the middle of the object.
-
Maybe you turned on the capture zoom, long press R and click the left button to cancel the capture zoom, and it's OK.
-
How to reduce the upper part of the cylinder and extrude the gear, the operation method is as follows.
Computer: Lenovo computer.
System: win7
Software: Maya 2018
1. First of all, in the open software, click on the icon pointed by the arrow to create a cylinder in the window.
2. Then click on the zoom tool pointed by the arrow.
3. Then hold down the left mouse button and drag the y axis in the opposite direction.
4. Then press and hold the cylinder with the right mouse button.
5. Then select Faces from the menu.
6. Hold down the shift of the keyboard and the left mouse button to select all the faces around the cylinder in turn.
7. Click on the extrusion tool indicated by the arrow.
8. Then hold down Ctrl+Shift on the keyboard, and hold down the cylinder with the right mouse button. Drag the z-square with the left mouse button pointing to the arrow.
9. At this time, the cylinder will be extruded into a gear shape, and the setting is completed.
-
Maya's way to zoom in on an object:
Method 1:
Select the object first, use the zoom tool, and the shortcut key.
r, and then you will see a small axis at the center point of the object.
Drag any of the small cubes in the axes.
It can correspond to the scale of the axis, and the small square of the origin of the small coordinate axis can be scaled as a whole.
Select the object, find the scale x y z in the properties panel, and type the number directly at the back, you can scale the corresponding axis upwards by multiple, the default is 1x, which is more accurate.
Method 2:
1. First turn on the computer, find the Maya software on the desktop or elsewhere, and open it with a double mouse click.
2. After opening the Maya software, click the polygon with the mouse.
The basic geometry below.
3. There are also other ways to create objects, such as clicking on the creation of the Caizi Object Split Single Column, and then clicking on the polygon primitive, you can also create objects.
4. After creating a basic geometric object, the next step is to modify its properties, click on the object you just created.
5. After clicking on it, see that there is a channel box on the right, and move it to polycube1 below with the mouse.
6. Then click on polycube1, and then pull down a property box Oak, enter the desired object size and it's done.
7. And then it's done.
-
1.First, open the software and create a cube with 10*10*10 parts in a complex scene.
2.Select the object, find the Morph > Nonlinear-> Morph menu, and create a Morph control handle.
3.A handle object named twist1handle1 can be seen in the outline view. You can use the Move Rotate zoom tool to move the position of the handle.
4.Input, you can modify the start angle and end angle and other information.
5.You can also modify the start and end angles, as well as the upper and lower limits of the shaper, in the property maker to complete the answer.
-
With the Zoom tool, simply drag the center point of the tool.
If you are scaling in a proportional plane, hold down Ctrl and drag the other remaining axis (if you scale the XY plane proportionally, hold down Ctrl and drag the Z axis).
-
Summary. All image files are two-dimensional and one-dimensional. The horizontal direction is U, the vertical direction is V, and through this plane, two-dimensional UV coordinate system.
We can locate any pixel on the image. But the question is how to attach this two-dimensional plane to a three-dimensional nurbs surface and polygon surface?
For the nurbus surface. Since it has a UV parameter, although this UV value is a parameter used to locate points on the surface, since it is also two-dimensional, it is easy to correspond the points on the surface to the pixels on the plane image by conversion. So it's very straightforward to stick the image onto the surface of the nurbus.
Why does the proportion become smaller when Maya.
My dear, I have seen your question!! No need to ask repeatedly! Don't ask!
No need to ask repeatedly! The time limit for replying to the platform is within 24 hours! I'll reply in a hurry!
00。Please remember not to send questions at other times that will affect the effectiveness of the consultation, and please understand that this will not change.
What I want to ask is why some of the pieces automatically become smaller after UV, and why the post-texture is not the same size as my original model.
All of the image limbs are two-dimensional with a flat lead starvation closed surface. The horizontal direction is U, the vertical direction is V, and through this plane, two-dimensional UV coordinate system. We can locate any pixel on the image.
But the question is how to attach this two-dimensional plane to a three-dimensional nurbs surface and polygon surface? For the nurbus surface. Since it has a UV parameter, although this UV value is a parameter used to locate points on the surface, since it is also two-dimensional, it is easy to correspond the points on the surface to the pixels on the plane locus crack image by conversion.
So it's very straightforward to stick the image onto the surface of the nurbus.
Equal difference series sn=na1+n(n-1)d 2 or sn=n(a1+an) 2. The sum formula for the first n terms of the proportional series is: sn=[a1(1-q n)] (1-q) and the relation between any two terms am, an is an=am·q (n-m).
The position axis is zeroed.
Maya doesn't have this feature. >>>More
If you want to learn systematically, you can consider signing up for a live online class, and recommend CGWANG's online class. The teacher speaks carefully, you can watch it back after the class, and there are also the same type of recorded classes that you can learn for free (give away lifelong VIP). >>>More
If you want to learn systematically, you can consider signing up for a live online class, and recommend CGWANG's online class. The teacher speaks carefully, you can watch it back after the class, and there are also the same type of recorded classes that you can learn for free (give away lifelong VIP). >>>More
In Maya's workflow, it is divided into modeling, materials, lighting, rendering, rigging, animation, and special effects. Any of them are easy to get started, but if you want to learn any of them, you have to work hard, and of course mastering any of them will allow you to find a satisfying job. As for the classification method of film and television and animation you said, it is really impossible, I think if you are an art major, it is recommended that you do the lighting and material part, and use both film and television and animation directions; If you are majoring in computer science, it is recommended that you learn special effects or bone rigging, because both parts require you to be interested in expressions, in fact, you don't need to have a strong program foundation, but you must have perseverance; If you are interested in sports, you can practice tuning animation, this job is the most headache, because you always want to tune up the best animation, and your boss always doesn't give you enough time, and the domestic rigger can't provide you with the best bone equipment, so you always helplessly look up to those animators abroad who are not necessarily too high than you.