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Maya Tutorial 03 b

ADD GEOMETRY TO TRIANGLE, MAKE IT A DUPLICATABLE UNIT

Note: additional shelf tools [sline and connect] can be found here and on the bonus materials page. Right-click on the file link below, select "Save Target As",  and save it to your computer.

shelf_FUDDMAYAcustom.mel

1. Create 3 smartLines by using the custom "sLine" tool in your toolbar. Load the shelf "shelf_FUDDMAYAcustom.mel" by clicking on the black arrow to the left of the shelf tabs and selecting "Load Shelf" or by restarting maya after copying shelf_FUDDMAYAcustom.mel into E:/Maya/8.5/prefs/shelves.

 

2. PointConstrain the end locators of the smartLines to the 3Cubes from part1. Select a cube, then select a locator and choose Animation->Constrain->Point. To make sure you set this up correctly, check each locator in the outliner. Each one should have a single pointConstraint node as a child.

 

3. Now, turn off the dynamic cubes elements, and press play. Your lines should move as if they are dynamic.

 

4. Create 2 more smartLines.

 

5. Constrain one end of each line to either the leftPoint or the rightPoint.

 

6. Connect the other end of one line to the line between the leftPoint and the topPoint. Select the line that goes between the leftPoint and topPoint and then select the freeLocator on the end of one of your new line. Click on the tool in your custom toolbar marked "cnct". The locator will jump to the beginning of the line. Now, reselect the locator and change it's curvePoint value to 0.7;

 

7. Repeat for the other line.

 


8. Now press play and see what happens.

9. Create a nurb circle.

 

10. Extrude the circle along each of the four lines not including the one across the bottom. Select the profile (the circle) then the path (the line) and then go to the dialogue box for "extrude" Surfaces->Surfaces->Extrude. Set the settings as shown, and click apply.

 

11. Repeat for the remaining lines.

 

12. Draw 3 sides of a rectangle using a 1-degree curve. Use the grid and make it small. This will be used fo the beam across the bottom.

 

13. Close the curve by seecting the curve and select editCurve->open/close.

 

14. Duplicate the rectangle, and pointCoonstrain one to each of the lower cubes.

 

15. Aim one rectangle at the oint across from it by choosing the cube, then choosing the rectangle and setting the "aimConstraint" dialogue box with the following options. Note, your up axis might be different based on how you drew the rectangle.

 

16. Repeat for the other rectangle. This time, reverse your aim axis to be negative.

 

17. Now select the two rectangles and loft a surface between them.

 

18. Add some cylinders to the intersections. Create a polygon cylinder, and pointConstrain it to the ends of the cross braces.

 

19. Aim these cylinders at the basePoints. This time, flip the worldUp to be +Z. This will keep these cylinders from freaking out during extreme movements.

 

20. Now group these parts together to prep them for duplication. After they are grouped some parts will fly apart if you try to move the group. To elimante this, select the extruded geometry and the profile circle. Group them together, and in the attribute editor, turn off the "inherit transform" attribute for this group.