Beginners Guide for Autodesk Maya
Index
Index 1
Introduction 2
The Interface 3
Main Shortcuts 4
Building a Character 5
Character Animation 5
Building a skeleton using skeleton joints 5
Adding a geometry to the skeleton 6
Adding flexors to the character 6
Duplicating (parts of) the character 7
Selection handles 7
Expressions 7
Rotate plane IK solver rotation 8
Vector constraints 8
Character Nodes 8
Animation: keyframing and positioning 8
Animating the Character 9
Non-Linear Animation 9
Non-destructive Keys 10
Animating a Camera and Aim 10
Maya Embedded Language (Mel) 11
Rendering the scene 12
Creating and texturizing 13
Lighting 13
Rendering 13
1
Introduction
In this beginners guide we discuss how to build a simple humanoid character and
how to animate it.
It was not our intention to give a step-by-step guide on how to build a character and
how to animate it, because there is extensive amount of literature available on this.
This guide can be used next to the “Learning Maya 5 Foundation” book as a source
for more information and explanation. We found that although the book is very clear
on what actions to do and what the actions will result in, it lacked somewhat in
explaining the meaning of concepts and the reasons for performing actions.
In this guide, we first give an explanation of the Maya interface and the main
interface elements that are important for character building and animation.
We then follow the “Learning Maya 5 Foundation” subjects on building and animating
a humanoid character. First building the basic character by creating a skeleton,
adding geometries, flexors and selection handles. Then preparing the character for
animation, by adding controls for movements with expressions, rotate planes and
vector constraints. Then animating the character by creating character nodes,
keyframes, linear animation, non-linear animation and non-destructive keys
(secondary animation) and the Maya Embedded Language (MEL). In the last part we
discuss shortly the use of cameras, lighting, texturizing, rendering.
2
The Interface
3
Main Shortcuts
Display settings
Display Smoothness Low 1
Display Smoothness Med 2 Camera Navigation
Display Smoothness High 3 Tumble view Alt + LMB
Display Wireframe 4 Track view Alt + MMB
Display Shaded 5 Dolly view Alt + RMB
Display Shaded and Textured 6
Display with lights 7 Edit operations
Open paint panel tool 8 Undo z
Redo Shift + z
Manipulating Objects Delete Delete
Select tool q Repeat last action g
Move tool w Duplicate Crtl + d
Rotate tool e Duplicate with transform Shift + d
Scale tool r Parent p
Show manipulator t Unparent Shift + p
Last tool used y
Manipulator display size -, + Menu sets
Animation F2
Snapping Modeling F3
Snap to Grid x Dynamics F4
Snap to Curve (especially nurbs) c Rendering F5
Snap to Point (especially polygons) v
Keying Shortcuts Selection mask
Set key s Toggle object / Component mode F8
Key all translation attributes Shift + w
Key all rotate attributes Shift + e Open editor
Key all scale attributes Shift + r Attribute editor
4
Building a Character
Character Animation
In Maya, character animation typically involves the animation of surfaces using
skeleton joint chains and inverse kinematic handles to help drive the motion. At the
same time the chains can be set up to work with special sculpt objects and lattices
known as flexors. These let you perform surface deformations that will add realism to
your character.
Building a skeleton using skeleton joints
Skeleton joint chains are hierarchies made up of nodes that are connected visually
by bone icons. These hierarchies can be grouped or bind to the geometries that form
the actual character. Skeleton joints are used to drive the movement of the
geometries and can be used to create surface deformations that can be used to
reshape (give a squash or stretch quality to) the geometries.
Drawing a skeleton
In the Animation menu set select SkeletonÆJoint Tool . In the option window set
the Auto Joint Orient to None.
Press the “x” key, then click to place joints (grid snapping) for the hip, the knee, the
ankle (leg joints), the ball of the foot and the toe (foot joints) and press Enter to
accept.
You can rename the joints by selecting them in the Hypergraph
view panel and changing their names in the Channel Box. For the
Channel Box, select DisplayÆUI ElementsÆChannel
Box/Layer Editor.
Inverse kinematic (IK) handles
There are two sorts of kinematics used in Maya, forward and inverse. In forward
kinematics, the positions of the model at a specific time are calculated from the
position and orientation of the object, together with any information on the joints of
the model. Inverse kinematics is the process of determining the movements of
interconnected parts of a model. For a complex skeleton animation, forward
kinematics will not suffice. In this guideline we will therefore only cover the inverse
kinematics.
5
Controlling the motion of an object is done with an IK handle. This is an inverse
kinematics tool. The type of IK solver that you use determines the effect that the IK
handle has on a joint.
If an object may not bend beyond a certain angle, rotate the joint into the maximum
angle you want it to be able to move in, then select SkeletonÆSet Preferred Angle.
To create an IK Handle, draw the IK chain by selecting SkeletonÆIK Handle Tool
and clicking the two joints that form the start and the end of the movement (IK) chain.
Adding a geometry to the skeleton
The geometry gives the actual form to the character.
Creating a Geometry
Geometry’s can be created by in the Modeling menu set selecting CreateÆNURBS
PrimitivesÆ<geometry>.
In the Channel Box characteristics for the geometry can be adjusted, such as
Translation, Rotation, Scale, etc. For spheres, cylinders, etc, in the INPUTS Box,
other characteristics such as Radius, Number of Spans and Degree can be adjusted.
The characteristics can also be adjusted by using the mouse (select tool, move tool,
scale tool).
Binding the Geometry using a Lattice
Grouping or joining the skeleton joints to the geometry is done so that movement can
be driven. To get nice deformations, a lattice deformer can be used. This deformer
type allows reshaping (deforming of the surface) of one or more surfaces using a
special frame.
Adding a lattice
Select the geometry that needs to be deformed. In the Animation menu set, select
DeformÆCreate Lattice. In the Channel Box edit the shape node attributes.
Binding the lattice to the geometry
Select the lattice and the geometry. Also select the point from where the movement
will come (e.g. the skeleton’s hip joint node). Select SkinÆBind SkinÆRigid Bind