Maya: Modelling

     Tools

Select                           q
Move                             w
Rotate                           e
Scale                            r 
Repeat Previous Tool             
Activate incremental snapping    hold j
Snap to grid                     
Snap to curve or edge           c
Snap to vertex or pivot point    v
    (see also magnet icons that can be toggled at the top) 
 
Undo                             ctrl + z, or z
Redo                             shift + z

Isolate                         ctrl + 1
Increase Selection               shift + .
Decrease Selection               shift + ,
Extrude                         ctrl + e
Bevel                            ctrl + b 
Circularize                      edit mesh > circularize
    (select 4+ edges/vertices. if too simple, add divisions)
Soften/Harden Edge               mesh display > harden/soften edge
Reverse Faces                    mesh display > reverse

Move Pivot Point             hold d
    (Pivot Point works like an Anchor Point)
    Recenter with: Modify menu > Center Pivot (+ custom shelf)

Duplicate (copy & paste)         ctrl + d
Smart Duplication                hold shift w/ transform tool
Duplicate Special is in: 
    Edit menu > Duplicate Special > Option box
    To create a linked, mirrored copy: centre pivot point, set the scale x value to -1, check "instance".

Change Component Mode            hold right click
    (i.e. object, faces, edges, vertices) 
 or Object                       f8
    Vertex                       f9
    Edge                         f10
    Face                         f11


     Multi Cut Tool

Snap to segments                 hold shift
Start over                       esp
Complete Cut                     enter
Undo Last Placed Point           backspace, or delete
Edit Last Placed Point           click hold and drag

Quick Slice                      middle click and drag

Insert Edge Loop                 hold ctrl
Centered Edge Loop               hold ctrl + middle click

Alternatively: Edit Mesh > Insert Edge Loop Tool


    Bridge Tool

Edit Mesh > Bridge

Connects two spots. Good for creating arches and curved pipes.

Increase "Divisions" to increase number of segments.

Note "Curve Type" - "Blend" for curves

If the bridge is inverted, adjust the "Direction Source", or "Target"


    Append to Polygon

Edit Mesh > Append to Polygon Tool (+ custom shelf)
Similar to Bridge Tool. For filling holes, polygon by polygon.


    Target Weld

In vertex component mode: Mesh Tools > Target Weld

Click and drag one vertex to another to merge them. 

Middle click and drag to merge to center.


    Booleans

Use sparingly as they create messy topology.

Union merges two objects.

Difference subtracts one object from another.

Intersection keeps the geometry that is intersecting.

Line up edge geometry ahead of time to make topography cleanup easier.

Delete History to finalise a Boolean operation.


    Combine/Separate/Extract

Makes multiple meshes into one mesh but still disconnected. Different from boolean "Union".

Combine selected objects: Mesh > Combine
Separate combined objects: Mesh > separate

Create a separate, individual object from selected face: Edit Mesh > Extract


    Connect Tool

Inserts additional edges between selected edges

Slide: defines where the edge is inserted. 0.50 (default) - edges are inserted in the middle.

Segments: defines the number of connected segments that are inserted into the mesh.

Pinch: defines the distance between the outer edges and the connected segment.


    Other Tips

Always go back and forth between smooth preview and not, to check for errors

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