Where is split polygon tool maya 2017




















If we can generate a surface, we can define its form in two dimensions. By extruding the form in the third dimension we can generate a 3 dimensional object. This extrusion process however is often limited to a simple straight extrusion. So the influence on the 3rd dimension is limited.

The maximum freedom in this case is primarily limited to two dimensions. This makes this form especially suitable for geometry with a complex section and a simple extrusion, like a facade or a steel beam. The third option is the most flexible and is widely used in digital design.

In this case the basic form is a line or a combination of lines. The strength of the use of lines as a start for geometry is the fact that the line not only can define a surface in two dimensions a complex surface but by using a combination of lines the third dimension can also be defined by a line. This method of constructing complex geometry with the help of lines is called curved based modeling and is widely used in other industries like product design, car design and in the aero-space industry.

In this course we will use all the three techniques. We will start with the creation of volumes and the techniques how to modify them.

When you are modeling with polygons, you will use the Modeling menu set. The File, Edit, Create, Display and Select menus are the same for all menu sets, but the others change depending on the selected menu set. When you select the Modeling menu set, the polygon menus: Mesh, Edit Mesh and Mesh tools menus are available. It can be convenient to turn on Interactive Creation in the bottom of the polygon primitives menu.

When you now double click somewhere in your viewport a primitive with the standard dimensions will be created. You can also create the dimensions of the primitive now interactively by clicking and dragging the required dimensions.

This can work really well in combination with the snapping tools. There are a couple of ways of selecting objects in Maya. If you are still in another tool, make sure that the selection tool in the toolbox is selected or press Q on your keyboard. Select an object by clicking on it. Clicking and dragging a window around the objects is a faster way of selecting multiple objects.

With the lasso tool in the toolbox you can drag a non-rectangular selection around the objects. To remove objects from the selection hold the Control key while clicking the objects. When an object is selected, it can be transformed. To move , rotate or scale , select the particular tool in the toolbox. Click and drag the manipulator on the colored axis of choice to perform the desired transformation.

When selecting one axis, the transformation is only performed on that particular axis. For transforming in all directions click the yellow icon in the center of the manipulator. You can input the transformation values manually here.

So the use of exact measures is possible this way instead of dragging the manipulator a random amount. For mirroring objects it is possible to input a negative scale value in the channel box. The Channelbox is on the right side of the screen. In this menu you will find all the properties of the selected object, and you can change those properties. If you apply a certain operation on an object, Maya will remember this. This is called the construction history of an object and that is also shown here.

If you create an object in Maya it will automatically get a unique name. When you are building a large building or model it can be useful to change the standard name of an object to something that is a little easier to remember.

This can help you finding and selecting objects in larger scenes. You can change a name by clicking on the standard name in the Channelbox. When you have already used a name, e. So your new door will be named door1 and so on. In the Outliner you can select objects by name, so giving them a logical name can be very useful. With the Create Polygon tool it's possible to create faces in any shape by clicking the corners of the desired face.

Your pointer will turn into a cross and you can now start clicking the corners of the desired face. When not using snap options the points will be placed flat in the view port you're working in.

If you're working in the perspective view the points will be placed flat in the y-direction. If the face is finished you can press Enter on your keyboard to finish it.

If you want to create a hole in the face, you finish the shape, and before closing it with Enter press Control on your keyboard while clicking the first point of the shape of the hole.

After that you can proceed to click the next points of the hole without pressing Control. You can start another hole by pressing Control again while clicking the first point of the new hole. When your shape is finished with or without holes press Enter to close it. For a more elaborate explanation of the Create Polygon tool we refer to the Modeling an orthogonal pavilion tutorial. In Maya each surface has a front side and a back side. This has consequences for how the face responds to certain commands.

Which side is the front and back can be shown by the normals. On one side you'll see a line perpendicular to the face. This side is the front. If you would extrude this face the arrow will point in that direction too. The faces of a volume also have normals. The normals of primitives automatically are turned outwards.

If you have a face and want to make it into a volume you can use the extrude command. Then the Manipulator Tool appears on the face. You can now pull the arrow of the direction you want to extrude the face in to make the face into a volume.

You can also numerically put in the value of the extrude in the channelbox. You may want to check that keep faces together is checked in the top of the Edit Mesh menu. You can also turn on keep faces together in the inputs of the extrude through the channelbox of the object click the polyExtrudeFace node, scroll down to keep faces together and set it to '1' or 'on'.

It is possible to create polygons using curves. This can be convenient if you have a curved surface or when you are using lines from Autocad. There is also the Tutorial Modeling Villa Savoye that specifically covers modeling Polygons using curves. In Maya the way to duplicate objects is by using the menu Edit » Duplicate Special. By default it makes an exact copy of the selected objects on the exact same position.

Use the move tool to change the position of the copy to make it visible. Click and hold a horizontal edge that runs along the outside of the cylinder cap. Don't release the mouse. An edge loop is selected, and two indicators appear to show where the new edge loops will be placed Figure 8.

Position the indicators where the new edge loops should be created. Notice the positioning of each edge loop is proportional to the length of the faces it's splitting. Release the mouse button to cut the faces Figure 8.

Once the mouse button is released, the positioning guides become new edge loops. You can also use the Duplicate Edge Loop tool to duplicate part of an edge loop. Turn off Auto-complete in the tool options, just as you did for the Split Edge Ring tool. The Bevel tool removes an edge and replaces it with an angled face. This is similar to the Duplicate Edge Loop tool's function, but it removes the original by default and places the new edges equidistant and not proportionally from the source edge.

Because most real-life objects don't have perfectly sharp edges, you'll probably use the Bevel tool a lot. On the cube, select the edges you want to bevel Figure 8. Select the edges to be beveled. Select the Bevel command. The beveled box.

You can also use the Bevel Plus tool to create objects with bevels. Bevel Plus uses curves to extrude objects and give them caps and beveled edges. Create two closed curves. Select the outer curve first and the inner curve s next Figure 8. Select the curves you want to bevel.

The Bevel Plus Options dialog box opens Figure 8. Deselect the Same as Outer Style check box. The Inner Bevel Style list becomes active. Click Apply to create the beveled object Figure 8. The beveled button. Previous page. Table of content. Next page. Splitting polygon components The Split Polygon tool is used extensively in polygon modelingso much so that two new tools, Split Edge Ring and Duplicate Edge Loop, duplicate functions of this flexible tool.

To split a face: 1. Release the mouse button. With Snap To Edge selected, only points along an edge can be selected. Right-click the cube, and select Edge from the marking menu. Tip Make sure your split always creates an edge. To slice a surface using the Cut Face tool: 1. Create a primitive polygon cube, and select it.

The first point you click will be the center of rotation for the line; the line will always pass through the cursor and this point. Drag the line to position the cutting plane on the surface.

The line is projected across the object, and cuts are made where it crosses a surface. Notice that no surfaces are deletedjust split. Click Enter Cut Tool and Close. Click and drag the line across a surface to choose another cutting plane. Tip A short line, perpendicular to the cutting line, appears to show you which side of the line will be deleted see Figure 8. To add a cross section using the Split Edge Ring tool: 1.

Right-click the cube, and select Faces from the marking menu. To split any face using the Split Edge Ring tool: 1. Select the cube from the previous task. The Split Edge Ring Tool options appear. Tips By default, the tool splits all faces at the same proportionate distance.

To duplicate an edge loop: 1. Please share this article with anyone who might find it useful or on your social media by clicking the icons for facebook, twitter etc. I've recently started a new YouTube channel offering completely FREE tutorials on a range of topics and skills, from 3d animation, modelling to motion design with Adobe after effects,.

And feel free to have a look round the rest of the site, thanks for visiting. Have a look at our animation work by watching our short showreel here or read about the services we offer ,. Very useful stuff. I wish I had seen this a year and a half ago. Thanks very much! Yes I used Maya on a mac once years ago and found it more difficult to use, less user friendly, especially as middle mouse button is needed for maya, I use a wacom tablet and pen for all work now.

Many thanks again. Save my name, email, and website in this browser for the next time I comment. Which subscription to Maya is best for you? Get yours here. Table of contents click any content below to jump to that tip. Unlike normal duplicate it allows you to add an incremental transform to each duplicate, you can add, a move in any direction, rotation and or scale TIP Texture to polys Video timecode: 2.

TIP Focus the camera on a small area. Back to the video. TIP Snapping like a pro. The controls are:. Snap to Grid:. Snap to Vertex:. Snap to grid.

You can click and hold then move around to your leisure whilst being constrained to that edge. Snap to Vertex. This vertex you are snapping to can be on the same geometry or a completely different object. TIP Move multiple Keyframes with ease. You will see all the animation curves appear in the Curve Editor TIP — the curve editor is where you can really edit the timings and smoothness of any animation Select all the keyframes or just a section of keyframes.

You type this is the second input box next to the word "Stats". Maya 1 year Recurring Help accelerate 3D animation and visual effects pipelines for film, video games and television with a highly extensible, advanced production platform.

TIP Move the pivot point.



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