q: Select
w: Translate
e: Rotate
r: Scale
f: 將視點移至物件身上
space: 切換視野
F8: 子,母物件切換
D: 等距copy
ctrl+d: copy
ctrl+a: 切換屬性視窗
[: 上一個鏡頭
]: 下一個鏡頭
+, - : 調整x,y,z單範正交軸長度
Ctrl+g: 群組
g: 重覆使用上一個指令
z: undo
s: 存key frame
shift+z: redo
1,2,3: 調整顯示polygon數
4: 線圖
5: 實體圖
6: 材質
7: 燈光
alt+左,中,右鍵: camera的轉動,xy平面移動,z軸移動
Edit->Select Edge Ring Tool: 雙擊較易選Edge Ring Tool
Edit->Paint Selection Tool: 較易選子物件
Modify->Center Pivot: 切換Global,Local座標系統
Polygon->Boolean: Union, Difference, Intersection
Polygon->Smooth
Edit Polygon->Extrude
Window-> Outliner
Window-> Settings/Preference -> Preferences 選左手邊Setting:
可改世界座標定位、顯示單位長
Window-> Settings/Preference -> Plug-in Manager
Window-> General Editors-> Visor:有很棒的筆刷~可以迅速產生物件
選擇物件僅受哪些光源影響
Window-> Relationship Editors -> Light Linking-> Object Centric
將camera's view獨立出來的方法:
1.選擇camera
2.Panels->Perspective->camera
3.Panels->Tear off copy
複製local motion,但僅copy model transform而不copy骨架的方法..
Edit-> Duplicate Special 方格 (Geometry type 選 instance)
(參Maya Mel Reference
This is accomplished by creation of a new transform node that points to an exisiting object. Changes to the transform are independent but changes to the "instanced" object affect all instances since the node is shared.)
製造連動的方法:(可以利用以下方法,一個驅動一個,形成連鎖反應唷!)
Animate->Set Driven Key:可以製作兩物件連動的效果
Skeleton->IK,FK
Constrain->......
Character Binding
1.選肉,選骨
2.按p or
Skin->Bind Skin->Rigid Bind
Skin->Bind Skin-> Smooth Bind
View(Top View panel)-> Camera Attribute Editor // Image name (browse) : 貼底圖
ctrl+t: 顯示Bounding Box,可使用Bounding Box移動、旋轉物件
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