2007/04/09

Maya 7.0 小筆記

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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