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mimo8
11-10-2003, 01:08 PM
hi everybody!

perhaps someone can give me answere to some questions that I could not solve in that last days

thnx a lot:

selection:
is there only the dragbox/dragline selector and the paint selection. is it just that Im not used to it or is selecting in maya very slow. when I want to choose several vertexes on a mesh it is realy odd to drag a box over them one after the other, taking care not to get the faces of the other side7bacfaces involved, and the paint selection is such a highpiched slow tool (allways have to trigger the radius first).
is there no simple arrow that selets everything you grag it over. no simple point (etc) selector with a backface on/off function

navigation:
the standart perspective rotates around itself - is there no way to rotate arround the selected object/face/vertex/edge.

subds:
subds can not be cut like polys - only selected and refined

selction:
switching from one modelling mode to another and back
vertex-face-vertex the former vertexselection is lost if not a new selection-set is created

instances:
when I duplicate an object chicking the instance option - how can I rak this original/instance connection so that both can act individual afterwards


extrude polys:
where the heck do I find the keep faces together option - am I blind or isntīit in the extrude poly menu ???

http://www.xdv.org/mmm/download/data/Picture-1.jpg

as u can see it are more questions of a user coming from another app (c4D) wondering how this or that worx in maya
thnks a lot for help :thumbsup:

zachgrachan
11-10-2003, 02:17 PM
alright, I'll try to go one at time here>

selection: I have the same problems with selection, but it's getting better as I go - so I guess its just a matter of getting used to it.

navigation: select object, 'f' hotkey by default. frames the camera to the object, center of focus snapped to the pivot.

subds: not really a question, but true in a sense. You can use any poly tool on a subd object that is in poly proxy mode. When directly working with the subd object you are pretty limited, mostly just refine and push and pull verts or whatever they're called.

selection: you can create quick select sets under create>sets>quick select. access them through edit>quick selection sets. or under the edit polys>selection menu there are selection conversion tools.

instances: not sure where but I know theres a button for it.

extrude polys: under polys (not edit polys)> tool options> keep faces together. You'd think it would be in the edit polys, but that would be too easy.

wow.... lots of questions.... hope these answers help

mimo8
11-10-2003, 09:47 PM
yes it helped a lot

thnx zachgrachan (sorry but what a strange name)

I wil save this post and bring it up aggain when I collected some more questions

reading them together with your (good) answeres the seem quite basic, but nbot totaly stoopid

zachgrachan :You'd think it would be in the edit polys, but that would be too easy.

:D
maya-humor

mimo8
11-10-2003, 09:48 PM
stupid - sorry but this mistake was too much, even for me!

zachgrachan
11-11-2003, 12:40 AM
no question is stupid... and maya's got lots of "funny" stuff in it. Just try weighting a smooth bind with more than 4 joints per vert. tons of funs.

btw, grachan is americanized croatian, and zach is just plain spelled funny :) silly parents

Goon
11-11-2003, 01:05 AM
If you come from a wings background and want the auto convert selection based on a hotkey method:

In the hotkey editor in the User section make a new function for each of these and bind them to hotkeys:

Faces mode:

PolySelectConvert 1;
setSelectMode components Components;
selectType -smp 0 -sme 0 -smf 1 -smu 0 -pv 0 -pe 0 -pf 1 -puv 0;

Edges mode:

PolySelectConvert 2;
setSelectMode components Components;
selectType -smp 0 -sme 1 -smf 0 -smu 0 -pv 0 -pe 1 -pf 0 -puv 0;

Vertice mode:

PolySelectConvert 3;
setSelectMode components Components;
selectType -smp 1 -sme 0 -smf 0 -smu 0 -pv 1 -pe 0 -pf 0 -puv 0;

And object mode:

setSelectMode("objects", "Objects");


And for increased selection power download MJ Poly Tools. This will give you edge loop, edge ring, and outline selection.

Marcel
11-11-2003, 07:46 AM
I'm not sure, but I think the default CTRL+RMB does the same selection conversion. It's a real timesaver for me.

I know the Bonus Tools have a function that converts instances to unique objects. You might try binding this to a keyboard shortcut, it might work without having the Bonus Tools installed:

convertInstanceToReal;

mimo8
11-17-2003, 09:55 AM
thnks for all the help to the first collected question post: here is my second attack!

starting with a problem:

the objects displayed do not life update changes anymore. in detail: I have a cube selected; open the channel box and turn up or down the subdivision number by selecting and MMB moves. I just see the effect when I releas the mousebutton but not while doing so. I should life-update this things while doing so? did I change any preferences by coincidence?

here some other questions:

animation:
in the timeline u can zoom in and out _ is it also possible to scale (the view) of just one aspect
... for example just make the time shorter but keep the height/intensity/amplitude of the curves at the same level

selection:
when I have a group, better said a main objekt with children and I want to asign a material without affecting the kids - how do a select only the mama?!?


hypershade:
(getting back to a plain collor)
once attached a file to a channel (lets say loaded it into the color channel instead of a color) is there an easier way than graphing the network in hypershade and delete it there to get rid of it aggain ?

windos:
this could be mac specific, but if some checkboxes are cut off cause the menu is too small - what is this, a redraw error, graphiccard - can I edit it?

http://www.xdv.org/mmm/cut_screen.jpg



and taking up a question of my first block!
!!! is it really not possible to select just the frontfaces of an object. this is not posssible with high end maya - i stilll canīt belive; this is the basic selsction trick in cinema4d. cmon guys how do you ever want to get into a fast modelling workflow if you have to select avery poligon click by click not beeing able to drag over a whole row without selecting unwanted backfaces...


In deep appreciation to all your helping answeres

sincerely
Mr. Mimo

rebo
11-17-2003, 10:23 AM
navigation: select object, 'f' hotkey by default. frames the camera to the object, center of focus snapped to the pivot.

I prefer to swap the 'f' and 'F' (shift-f) hotkeys. i.e. bind lookatselection to f rather than frameselection. This gives the default wings component aiming behaviour and so doesnt suffer from the extreme zooming of frame selection.


the objects displayed do not life update changes anymore. in detail: I have a cube selected; open the channel box and turn up or down the subdivision number by selecting and MMB moves. I just see the effect when I releas the mousebutton but not while doing so. I should life-update this things while doing so? did I change any preferences by coincidence?


Looks like you turned Dependancy Graph Evaluation (DG) to release instead of drag. This is to help performance in heavy scenes but for your case default (drag) is fine.

Goto windows >Settings/prefs>Performance settngs.

Then in first section change "Refresh on" to Drag.


animation:
in the timeline u can zoom in and out _ is it also possible to scale (the view) of just one aspect
... for example just make the time shorter but keep the height/intensity/amplitude of the curves at the same level


ALT +LMB+MMB = zooming
shift and ALT + LMB + MMB = constrain to changing timescale only , or ampllitude scale only.

rebo
11-17-2003, 11:05 AM
!!! is it really not possible to select just the frontfaces of an object. this is not posssible with high end maya - i stilll canīt belive; this is the basic selsction trick in cinema4d. cmon guys how do you ever want to get into a fast modelling workflow if you have to select avery poligon click by click not beeing able to drag over a whole row without selecting unwanted backfaces...

There are many ways to turn backface culling off. Most obvious way i think is::

windows -> settings prefs > preferences > Polygons > Backfaceculling > On.

dirkusrhombas
11-17-2003, 11:12 AM
Originally posted by mimo8

and taking up a question of my first block!
!!! is it really not possible to select just the frontfaces of an object. this is not posssible with high end maya - i stilll canīt belive; this is the basic selsction trick in cinema4d. cmon guys how do you ever want to get into a fast modelling workflow if you have to select avery poligon click by click not beeing able to drag over a whole row without selecting unwanted backfaces...




Press f1 in maya search for "backface" and choose the first search result. Try the help files they would be super usefull to someone like yourself with good knowledge of the buzzwords used like backfaces.


second attack rebuffled bring the pain I am ready for it !

mimo8
11-17-2003, 11:58 AM
first off all, thnx a lot for quick help - this fourum here is really amazing(through its users) - quick and profound ... what would I do without ... als the answeres are a real help and soulution thnx - thnx - thnx
:beer:

Originally posted by dirkusrhombas
Press f1 in maya search for "backface" and choose the first search result. Try the help files they would be super usefull to someone like yourself with good knowledge of the buzzwords used like backfaces.

yep, I really try to keep this forum free from unecesary posts; in this case the backface solution works - turning them visually off and therefor also for selection.
what I was looking for is just turning the backface selection off - as paint selection does but with the normal selection tool




:applause: :bounce: :bowdown:


perhaps someone also has an answere to the questions titeled with "selection", "windows", and "hypershade"

but I donīt want to ask for too much - this was already a lot of help

cheers
mr. mimo

rebo
11-17-2003, 12:08 PM
For the "Hypershade" question. One way is whilst in the material Attribute Editor, click the big select button at bottom, then in the channel editor right clicking and doing "break Connections".

Its not really that much faster tho.

dirkusrhombas
11-17-2003, 05:14 PM
Cool I didnt interpret your question correctly (my bad) I am not aware of any way to turn backface selection off other than culling.

hypershade:
Not 100% sure this is what you want here but on windows if you open the attribute editor (ctrl a) for the object with the colour channel assighned to a shader (ie a lambert shader with jpg assighend to the colour chanel) if you right click on the word colour under the common material attributes tab you can select break connection.

(i know theres no right click on macs i assume you know what the right click would be on a mac)

Also I dont doubt that most people here use f1 it was all I could suggest to help :) I spend most of my time here trying to help what little I can because as you say the people here are fantasticly helpfull and I like to contribute where I can :P#
All the best :D

bgdave39
11-18-2003, 12:02 AM
Are there any scripts or a way that i can make a shelf button or hotkey for turning backface culling on and off?
FOr all Polygons? Like a shelf button for the preferences way of doing it?

I know you can do so from the attribute editor, but for some reason that doesn;t seem to work nearly as well and it takes a little more time to bring up the AA everytime I wanna make selection changes.


Thanks guys.

bgdave39
11-18-2003, 05:13 AM
bumpity bump.

mimo8
11-18-2003, 08:33 AM
for backface culling on of:

here is a very recomendable shelve that has this functions as a button - and a lot of other usefulll things

it is called modelling shelve and you can download it from the share your secret shelves (http://www.cgtalk.com/showthread.php?s=&threadid=40074&perpage=15&pagenumber=4) post

the melscripts/pluggins ( I never know how to call em) used in it (like connect poly shape) are linked,
meaning when you click a button and it referes to a script that you do not have in your mel library it tells you the url of the mel to download it , place it in your mel library, source it in script editor and press the button aggain


I just explain it so detailed cause two weeks this was new to me and it took me a while to realise how to run mel pluggins.


by the way - the modelling-shelve.mel must be placed in in your shelve folder in your maya library and will startup automatically

og_reborn
11-18-2003, 03:56 PM
:thumbsup:

Well actually this thread has been great reading for me...The help file can be useful, but it usually doesn't compare to a consise, relevant response from somebody who knows the exact question. Even though it's basic, this stuff is always greatly appreciated by some of us when other users are generous enough to spend the time typing the answers.
Thanks:beer:

bgdave39
11-18-2003, 03:59 PM
Originally posted by og_reborn
:thumbsup:

Well actually this thread has been great reading for me...The help file can be useful, but it usually doesn't compare to a consise, relevant response from somebody who knows the exact question. Even though it's basic, this stuff is always greatly appreciated by some of us when other users are generous enough to spend the time typing the answers.
Thanks:beer:

Right on dude. I love this place!


That shelf sounds sweet. I'll DL and try my hand at it tonight.

stallion151
11-18-2003, 10:48 PM
for the instance to real geometry you could just duplicate it again.(as a copy) not that hard.
if you ever want to make a script to put on your shelve or for a hotkey...
go to you script editor, find Echo all commands.
turn that on and every action is recorded, then do what you want to make into a button or script.
Highlight your script and MMB drag that to the shelf/hotkey editor.
there you go your own personalised script.

mimo8
11-19-2003, 10:15 AM
thnx for the echo-all-comand tip. I never knew what this is for.

but I found out what is the easiest way to make instances a independet objekt is the delete history funktion (which is also an ready made shelvebutton in the mentioned shelve)


For me this post is great. When I work in maya I have the texteditor open and always when I get abbout questions neither the F1-help nor a manual nor a post in here (yes I know the searchfuction) coverses I write it on the list. I will keep this post up (if noone minds) coming aggain with "some collected questions part 3" and perhaps also some other newbs or even cracks wanna use this post for the same reason. ... for sure you can do the same thing in the main maya forum, but some questions I wopuld not ask as a single post. I the crowd with some other silly questions it feels more save ... thnx for support :wavey:

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