PDA

View Full Version : Question: Maya modeling questions


ASW
03-21-2003, 08:24 AM
I have three basic modeling question for Maya 4. I've just came over from XSI and I cant figure a couple of things out, any help you can give me would be wicked!!


1.Moving vertexs using world coordinates. I can't seem to find a way to switch the channel box values to world position, not local.

2.Splitting polygons edges mathmaticaly. Something like split edge tool in XSI were you select a row of edges and split them evenly. I can only find the split polygon tool were you have too manually do it, not very good for percise hard surface work.



Thanks for any help you can give me,


check out my website
http:\\www.ghettopride.com
Angus

belly80naz
03-21-2003, 09:08 AM
Also I came from XSI and I've got the same ASW's question.

The third question? I do it.

3. Can I scale a selection of point in "global" mode, for example I create a NURBS sphere and detaching it in two semi-spheres, I select a group of points and scale it: I want scale its from center of the world (0,0,0) not from the center of the points.

Hope someone answer to us.

dwalden74
03-21-2003, 10:33 AM
I want scale its from center of the world (0,0,0) not from the center of the points.

stefano-

yes this is very easy. Select the points, activate the scale tool, now on your keyboard hit the INSERT key (on the right side of your keyboard above the delete key - different countries have different keyboards though), and move the manipulator to the position you want to scale from (you can also use the snapping tools for this). Then hit the INSERT key again and start scaling.


Moving vertexs using world coordinates

ASW-
try using the quick box (top right in Maya UI) in Absolute mode for this.


Something like split edge tool in XSI were you select a row of edges and split them evenly.


I´m pretty sure there are useful scripts/plugins for this on highend3d. I agree, that´s a useful tool, but you simply can´t put every tool imaginable into a UI.... Most of these little utility tools that people find helpful in other applications can be rather easily implemented into Maya.

BTW, I think I´ll write a HeadsUpDisplay that will show the world coordinates of the currently selected object, if anyone´s interested....

:beer:
David

augustus
03-21-2003, 10:44 AM
2.Splitting polygons edges mathmaticaly. Something like split edge tool in XSI were you select a row of edges and split them evenly. I can only find the split polygon tool were you have too manually do it, not very good for percise hard surface work.

Try MjPolyTools script. You can find this on Highend3D, as dwalden74 said. Also bonus game package adds a few (or many ) things to Maya's polygon capabilities, you can download it from AliasWavefront's website.

Atwooki
03-21-2003, 10:47 AM
Hey Belly80naz

Select your points, then press the insert key on your keyboard to enable moving the pivot point to the desired location (centre of world);
once achieved, press insert again and scale - If you need to temporarily keep the pivot placed at world, after positioning the pivot (in insert mode) click once on the the small blue circles at the top of the pivot point (should turn yellow)....
When you need to enable repositioning again, go back to pivot-mode (insert) press the blue circles again and re-select some points...

Atwooki
www.custom3d.co.uk

ASW
03-21-2003, 11:08 AM
I cant find this quick box of what you speak. Is it next to the rendering utillities? Quick selection, quick rename?

belly80naz
03-21-2003, 12:38 PM
Originally posted by ASW
I cant find this quick box of what you speak. Is it next to the rendering utillities? Quick selection, quick rename?

Yes, ASW, I understand what my friend David74 mean: (It's some more complex than xsi but it work) you must select the vertex that you want to move, press W select in the viewport the axis (X,Y, or Z) and in the "Quick selection, quick rename" set "abs" (Numeric Input: Absolute) and insert the value you want in the text box.

Oh, I hope this is the way.:rolleyes:

Mattrne
03-21-2003, 01:20 PM
if you want to split edges evenly, select the edges, perform a subdivide on them, then use split poly to insert new edges and snap to the vertices created by the subdivide.

dwalden74
03-21-2003, 01:37 PM
BTW, stefano and ASW, you can use the following script to show the world space of the selected CV in the viewport:


if (!`headsUpDisplay -exists HUDWorldPositionDisp`)
{
headsUpDisplay
-section 5 -block 2 -blockSize "medium"
-label "World Space:"
-labelFontSize "small"
-command "xform -q -ws -t;"
-atr
HUDWorldPositionDisp;
}
else
headsUpDisplay -rem HUDWorldPositionDisp ;




THis is just a quick hack, but should work for your CV´s.

cheers-
David

ASW
03-21-2003, 10:52 PM
I got the quick box to work but how do you use it to move in just one axis, I',m so close yet so far

belly80naz
03-24-2003, 07:58 AM
Originally posted by Mattrne
if you want to split edges evenly, select the edges, perform a subdivide on them, then use split poly to insert new edges and snap to the vertices created by the subdivide.

Yes, Mattrne, I've seen it. Yhe only thing is that in XSI there is the "connect" option that create automatically the edge connection between the subdivision edges.;)

Waboflex
03-24-2003, 05:09 PM
>>>"I got the quick box to work but how do you use it to move in just one axis, I',m so close yet so far".

There's 2 ways, either select the axis to affect by clicking on one of the manipulator axes in a viewport then type in the value; or you can use a period or full stop for channels you don't want to change - so typing in ". 10 ." (with spaces) will only change the objects Y value.

Wabo.

CGTalk Moderation
01-14-2006, 05:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.