Whats New Maya 5
Whats New Maya 5
Whats New Maya 5
in Maya
Version 5
© 2003 Alias|Wavefront, a division of Silicon Graphics Limited. All rights reserved.
Alias and the Alias|Wavefront logo are registered trademarks and Alias|Wavefront, Conductors, Trax, IPR, Maya Shockwave 3D
Exporter, Maya Artisan, Maya Cloth, Maya Complete, Maya Fluid Effects, Maya Fur, Maya Live, Maya Paint Effects, Maya Unlimited,
and MEL are trademarks of Alias|Wavefront, a division of Silicon Graphics Limited. Maya is a registered trademark of Silicon
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trademark of NVidia Corporation. Linux is a registered trademark of Linus Torvalds. Intel and Pentium are registered trademarks of
Intel Corporation. Red Hat is a registered trademark of Red Hat, Inc. ActiveX, Microsoft, and Windows are trademarks of Microsoft
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made herein.
2 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Online help changes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Improved search. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Identical help experience on all platforms . . . . . . . . . . . . . . . . . . . . . . 15
New capabilities for the next generation of online help . . . . . . . . . . . . 15
Move along rotation axes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
New attribute to reverse rotation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Dynamics performance improvements on Windows . . . . . . . . . . . . . 16
3 Modeling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Extrude edges or faces along a path curve . . . . . . . . . . . . . . . . . . . . . 17
Options/Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Extrude a vertex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Options/Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Chamfer a vertex. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Options/Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Reduce the number of faces in a mesh. . . . . . . . . . . . . . . . . . . . . . . . . 18
Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Options/Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Compatibility with previous versions. . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Show only a subset of all UVs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Copy UVs to another UV set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
UV texture editor toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Exponential smoothing smoothes UVs . . . . . . . . . . . . . . . . . . . . . . . . 26
Improvements to Split Polygon tool options . . . . . . . . . . . . . . . . . . . . 26
New option for Move tool in texture editor . . . . . . . . . . . . . . . . . . . . . 27
Additional changes and improvements . . . . . . . . . . . . . . . . . . . . . . . . 27
Proportional Modification Tool works in parametric space . . . . . . . . . . 28
4 Animation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Muting Animation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Mute in the Channel Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Graph Editor and Dope Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Change the status of a mute node from the Channel Box . . . . . . . . . . 30
Ghosting Improvements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Set Local Ghosting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Animate > Ghost Selected . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Animate > Ghost Selected > . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Animate > Unghost Selected . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Animate > Unghost Selected > . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Animate > Unghost All . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Changes to Ghosting in the Display menu . . . . . . . . . . . . . . . . . . . . . . 35
Clip Snapping Improvement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Changes to Channel colors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
5 Character Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Parent Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Understanding Parent Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Creating Parent Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Editing a Parent Constraint. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Constrain > Parent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Constrain > Parent > . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Parent Constraint attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Maintain Offset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Constraint Axes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Constrain > Modify Constrained Axis . . . . . . . . . . . . . . . . . . . . . . . . . 44
Constrain > Remove Target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Constrain > Remove Target > . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Constrain > Set Rest Position . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Rest Position in the Attribute Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Constraint Improvements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Animate > IK/FK Keys > Move IK to FK . . . . . . . . . . . . . . . . . . . . . . . . 46
Freezing Joint Orientation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
IK/FK Blending. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Blend IK and FK Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Modify the display of IK/FK animated joint chains . . . . . . . . . . . . . . . . 50
New IK Solver Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Animation-Constraint Blending . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Workflow for Animation-Constraint blending . . . . . . . . . . . . . . . . . . . . 52
Blend Weights in the Channel Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
pairBlend node . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Sculpt deformer can use any NURBS surface . . . . . . . . . . . . . . . . . . . 57
MEL command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Limitations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Advanced . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
6 Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Unified Render Globals Settings window. . . . . . . . . . . . . . . . . . . . . . . 60
Maya software rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
New options for QuickTime Output (Mac OS X) . . . . . . . . . . . . . . . . . 60
IPR default light improvements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Convert to File Texture improvements . . . . . . . . . . . . . . . . . . . . . . . . . 61
MEL command changes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Depth map shadow improvements . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
mental ray for Maya rendering. . . . . . . . . . . . . . . . . . . . . . . 62
About the integration of mental ray for Maya . . . . . . . . . . . . . . . . . . . 62
Selecting the mental ray for Maya renderer. . . . . . . . . . . . . . . . . . . . . 62
Baking and prelight improvements (mental ray for Maya) . . . . . . . . . 63
mental ray for Maya export improvements . . . . . . . . . . . . . . . . . . . . . 63
File > Export Selection > . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Scene Export Optimization Controls. . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Extended subdivision surface support . . . . . . . . . . . . . . . . . . . . . . . . . 65
Particle system translation and rendering . . . . . . . . . . . . . . . . . . . . . . 65
IFF color and depth format. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Improved support for batch rendering with mental ray for Maya . . . 66
Using bake-sets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
About Bake-sets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Bake-sets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Texture bake-sets and Vertex bake-sets . . . . . . . . . . . . . . . . . . . . . . . 66
Bake textures and vertices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Bake vertices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Bake textures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
mental ray Baking Options window . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Create a bake-set. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Adjust bake-set attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Bake-set attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Texture bake-set attributes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Vertex bake-set attributes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Assign objects to existing bake-sets . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Create a Bake-Set tab in Hypershade . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Maya hardware rendering . . . . . . . . . . . . . . . . . . . . . . . . . . 74
About Maya’s new hardware renderer . . . . . . . . . . . . . . . . . . . . . . . . . 74
Highlights of supported features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Supported hardware and platforms . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Selecting the hardware renderer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Maya Vector rendering (Windows and Mac OS X) . . . . . . . . 76
About the Maya Vector renderer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Ponds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Create Ponds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Fluid Effects > Pond > Create Pond . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Fluid Effects > Pond > Create Pond > . . . . . . . . . . . . . . . . . . . . . . 105
Wakes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Create Pond wakes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Create an Ocean wake. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Fluid Effects > Ocean > Create Wake . . . . . . . . . . . . . . . . . . . . . . . . . 107
Fluid Effects > Ocean > Create Wake > . . . . . . . . . . . . . . . . . . . . 107
Fluid Effects > Pond > Create Wake . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Fluid Effects > Pond > Create Wake > . . . . . . . . . . . . . . . . . . . . . 107
Fluid Effects > Make Motion Field . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Motion field attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Create Motion field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Workflow for using Motion fields. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Cache Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
New Emitter Attribute. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
New Fluids Command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
New Fluid Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
9 Fur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
New Fur presets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Fur attractors on polygons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Attractors on multiple surface points/faces/surfaces. . . . . . . . . . . . . 112
Fur clumping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
New Map Width and Height attributes . . . . . . . . . . . . . . . . . . . . . . . . 115
Attribute maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Equalizer Maps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Mapping Fur attributes to animated file textures . . . . . . . . . . . . . . . 116
10 Cloth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Start/Stop Simulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Specify number of iterations for local simulation . . . . . . . . . . . . . . . 117
Intermediate cache saving . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
11 MEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
New MEL commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Improve scene efficiency with the dgtimer command . . . . . . . . . . . 119
Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
How it works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Usage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Query output format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Turn on script path caching to improve network performance . . . . 123
New catchQuiet structure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
12 Translators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
New features in translators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
IGES for Linux and Mac OS X . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Studio import . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
DXF/DWG import and export . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
OBJ .mtl file support. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
OpenFlight changes (version 1.1) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
OpenFlight Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
OpenFlight > Create Light Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
OpenFlight > Create Light Points > . . . . . . . . . . . . . . . . . . . . . . . . 127
OpenFlight > Create Light Points on Curve . . . . . . . . . . . . . . . . . . . . 128
OpenFlight > Create Light Points on Curve > . . . . . . . . . . . . . . . . 128
OpenFlight > Edit Light Points Color . . . . . . . . . . . . . . . . . . . . . . . . . 128
OpenFlight > Edit Light Points Normal . . . . . . . . . . . . . . . . . . . . . . . 128
Light point functionality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Additional Light Point Maya Node Attributes . . . . . . . . . . . . . . . . . . . 129
fltLightPoints Command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Shading Models—Flat Shading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Illumination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Light Sources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
Improved search
Previous versions of Maya used various workarounds (Java applets,
ActiveX controls) to allow something that is normally very difficult to
achieve: local search from HTML pages. While these workarounds
allowed a certain level of functionality, each had limitations.
In Maya 4.5 we introduced server-side search scripts, which gave faster
and more reliable search functionality when you view the online help
from a Web server.
By shipping a small, dedicated Web server with Maya, we can now make
the server-side search the norm, allowing everyone to take advantage of
faster and more reliable search.
The search available in the help server is significantly improved over
previous search engines included with Maya:
• Many times faster than previous versions.
• Phrase searching (enclose words in quotation marks to search for the
entire phrase).
• Boolean searches and wildcards.
• Additional search syntax for power users.
• Improved result ranking.
Options/Attributes
Twist
Rotates the extruded polygons as they travel along the curve.
Taper/Taper Curve
Scales the extruded polygons as they travel along the curve.
To control the taper exactly, open the Taper Curve section and use the
graph control to set scaling along the length of the curve.
Extrude a vertex
Extrudes the selected vertex along its vertex normal, creating additional
faces for each face that shares the vertex.
1 Select the vertex you want to extrude.
2 Select Edit Polygons > Extrude Vertex > ❒ .
Options/Attributes
Length
The distance to move the extruded vertex along its normal.
Divisions
Controls number of sections along the extrusion.
Chamfer a vertex
Removes a vertex and creates a chamfered corner.
1 Select the vertex you want to chamfer.
2 Select Edit Polygons > Chamfer Vertex.
Notes
Due to the way Chamfer Vertex works internally, the node it creates has
Length and Divisions attributes. These attributes are not meaningful to
edit and are left locked.
Options/Attributes
Delete Faces
When this option is on, Maya does not fill the chamfered area with
new faces.
• You can now use Maya paint technology to paint reduction amounts
on the original model and watch the reduced model update
automatically.
To... Do this
Reduce the number of faces in Select Polygons > Reduce > ❒ , set
the selection. the reduce options, then click Reduce.
Reduce the number of faces in Select the faces you want to reduce,
a subset of a mesh. then select Polygons > Reduce > ❒ .
Darker areas will be reduced more. Lighter areas will be kept as-is as
much as possible.
As you paint on the original, the reduced version will update.
Notes
• You cannot paint reduce weights on the reduced version. You must
use the Keep Original option and paint on the original object.
If you try to paint reduce weights on the reduced version, Maya will
automatically select the original instead.
• When you select faces to reduce (rather than reducing the entire
polyset), faces bordering the selection may move or be reduced as
well.
You can avoid this effect by extracting the polygons from the mesh
before reducing them. Turn on the Preserve: Mesh Borders option so
the extracted mesh can be reattached later.
• When you are painting reduce weights, the Paint Attributes tool’s
default is to only update when you finish a stroke. This is because the
reduce operation can take a noticeable amount of time on large
polysets.
If you want the reduced version to update as you paint, select Modify
> Attribute Paint > ❒ , open the Stroke section, and turn on Update
Continuously.
• Reduce Weights are a bias, not an absolute control. In some extreme
cases polygons that you painted white but are not needed will still be
reduced to preserve shape elsewhere.
• Reduce can work with quads and n-sided polygons, however:
• Unless you really need to preserve non-triangles, leave the
Triangulate option on for better reduction.
• Non-planar polygons can become deformed and do not reduce
well.
Options/Attributes
Reduce by (%)
Maya tries to reduce the number of polygons in the selected mesh or
meshes by the specified percentage. The actual reduction may not
match this number exactly.
Triangle Compactness
Controls the degree to which Maya sacrifices mesh shape accuracy to
produce better triangles, as a number from 0 to 1.
Influence Reduce
These options take extra information (in addition to shape) into account
when reducing the mesh.
UVs
Reduces polygons to preserve UV mapping as much as possible.
Turning this option on will preserve texture placement between the
original and reduced polygons.
Color per Vertex
Reduces polygons so that color per vertex data (such as prelighting
and painting) is preserved as much as possible. Turning this option on
will devote more polygons in the reduced mesh to areas with color
changes, and fewer polygons to areas with flat color to preserve the
look of the original.
Preserve
Mesh Borders
Maya attempts to preserve the shape of polygon borders (edges that
are not shared by other polygons).
UV Borders
Maya attempts to preserve the shape of UV borders as it reduces.
Hard Edges
Maya attempts to preserve the shape of edges marked “hard” as it
reduces.
You can set edges on a mesh to be hard or soft using Edit Polygons >
Normals > Soften/Harden > ❒ .
2 In the texture editor panel, open the panel’s Polygons menu, open the
Copy UVs to UV Set sub-menu and choose a UV set.
UV position buttons
Sew UVs
Attaches UVs along the selected borders, but does not move
them together in the texture editor view. Shortcut for Edit
Polygons >Texture > Sew UVs.
Split selected UV
Separates UVs from each other along the edges connected
to the selected UV points, creating borders. Shortcut for the
texture editor’s Polygons > Split UVs.
Layout UVs
Tries to move the UVs into a cleaner layout, based on the
settings in the Layout UVs option box. Shortcut for Edit
Polygons > Texture > Layout UVs.
Cycle U and V
Rotates the U and V values of the selected polygon.
Relax UVs
Spreads out all UVs to make them easier to work with.
Shortcut for Edit Polygons > Texture > Relax UVs.
Toggle isolation
Switches between showing all UVs and only the isolated
UVs. Shortcut for View > Isolate Select > View Set.
Remove all
Clears the isolated subset. You can then select a new set of
UVs and click Toggle isolation to isolate them. Shortcut for
View > Isolate Select > Remove All.
View buttons
Toggle grid
Shows or hides the grid. Shortcut for View > Grid.
Toggle image
Shows or hides the texture image. Shortcut for Image >
Display Image.
UV edit buttons
U coordinate, V coordinate
Show the coordinates of the selected UVs. Edit
the text boxes and press Enter to move the
points.
Copy
Copies the selected UV points or faces
(depending on the Copy/paste faces or UVs
button) to the clipboard.
Paste
Pastes UV points or faces (depending on the
Copy/paste faces or UVs button) from the
clipboard.
1 2 3
You can now turn on the Retain Component Spacing option in the Move
tool’s options panel to snap the manipulator while maintaining UV layout.
Limitations
• Multiple CVs cannot be selected at this time.
• Performance may be slow for large falloff values on complex surfaces.
Muting Animation
You can now mute animation channels. Muting temporarily disables the
animation on the selected channel without disconnecting its curve from
the animated object.
Example
Muting lets you isolate and focus on a specific motion. When working
with a model whose arms and legs are animated, you can use muting to
turn off the animation of either the arms or legs.
The mute node in the Channel Box has the following format:
mute_objectn_channel. Example mute node names include:
mute_pCube1_translateX, mute_joint1_rotateZ and so on.
When the mute is set to on, all animation nodes that connect to the mute
node are muted. When the mute is set to off, all animation nodes that
connect to the mute node are not muted. Setting the mute node to off in
the Channel Box does not remove it from the dependency graph.
Note You can mute a time range by animating the status (on/off) of
the mute node.
Ghosting Improvements
You can control ghosting locally on each object in your scene with the new
Ghost Selected and Unghost Selected Options windows or with the
Ghosting Information Attributes. In addition to ghosting individual
objects, you can now ghost entire skeletons or object hierarchies.
The appearance of ghosts in the scene view has also been improved for
Maya 5. The color of ghosts before and after the current frame/keyframe
lightens according to their distance from the current frame/keyframe.
This is visible only when scene view Shading is set to Wireframe. See the
following examples.
Examples
In the following example, the sphere’s Type of Ghosting is Custom Frame
Steps, and the sphere’s ghost options are set to the following: Steps before
Current Frame is set to 3, Steps after Current Frame is 0, and the Step Size
is 3.
Note You can also set local ghosting options with the Ghosting
Information attributes. To access these attributes, select Attribute
Editor > objectShape > Object Display.
Type of Ghosting
Global
Preferences Uses the ghosting settings from Windows >
Settings/Preferences > Preferences > Animation.
Custom Frames Generates ghosts at the frames specified in the
Frames To Display field. See ”Frames to Display” on
page 33.
Custom Frame
Steps Controls the number and spacing of ghosts for
frames.
Custom Key
Steps Controls the number and spacing of ghosts for
keyframes.
Frame Range
These options are available only when the ghosting type is Keyframes.
Timeslider Generates a ghost of the current object at every
keyframe on the timeline.
Start/End Generates a ghost of the current object at the
keyframes between the specified Start Frame and
End Frame.
Start Frame
The frame at which the ghosting of keyframes begins. This field is
available only when Start/End under Frame Range is selected.
End Frame
The frame at which the ghosting of keyframes ends. This field is
available only when Start/End under Frame Range is selected.
Hierarchy
The specified ghost options are applied to the entire hierarchy below
the selected joint or object. If Hierarchy is not selected, only the
selected object is affected by the Ghost Options.
When on, the specified keys from the first selected object drive the
ghosting for the rest of the selected objects. When off, all the selected
objects use their own keys for ghosting. Use Ghost Driver is useful for
comparing timing.
Hierarchy
When on, the selected object and its child bones or objects are
unghosted. When off, only the selected object is unghosted.
State Color
Muted Brown
Blended Green
Expression Purple
Constrained Blue
Connected Yellow
Parent Constraints
With a parent constraint, you can relate the position—translation and
rotation—of one object to another, so that they behave as if part of a
parent-child relationship that has multiple target parents. An object’s
movement can also be constrained by the average position of multiple
objects.
Original
position Local
rotation
Note When the hat is selected, the parent constraint and all its target
weights appear in the Channel Box.
4 Right-click the head’s weight and select Key Selected from the menu
that appears.
This anchors the parent constraint’s weighting, and the state of the
hat, at the current time in the character’s animation.
5 Animate the character so that it appears to walk, look around, and
then stop.
The parent constraint forces the hat to follow the head’s movements
as it nods up and down and rotates from side to side.
6 Animate the character’s arm and hand so that it reaches up and takes
hold of the hat’s brim.
7 Select the hand, and then the hat.
8 Parent constrain the hat to the hand, making sure that Maintain Offset
is on and the weight is set to 0 in the constraint options.
9 Key the weight of the head and the hand. See steps 3 and 4.
10 Advance one frame along the timeline.
11 Set the weight of the head to 0 and the weight of the hand to 1.
The hand now fully controls the translation and rotation of the hat.
12 Key the head and hand weights. See steps 3 and 4.
This anchors the weighting of the head and hand at the current time
in the character’s animation.
13 Transform the arm and hand to the position where it appears to be
placing the hat on the table.
14 Set the hat’s current position as its rest position.
Setting the hat’s rest position prevents it from popping back to its
original position when the hand’s weight is set back to 0. For more
information on the rest position, see ”Constrain > Set Rest Position”
on page 45.
15 Set the weight of the hand to 0 and key the weight.
16 Animate the hands so that they return to their original positions
hanging at the characters sides.
Since the hands no longer have any influence over the hat’s position
or rotation, the hat remains on the table as the hands move back to the
character’s sides.
Maintain Offset
With Maintain Offset, you can now preserve the original, relative
translation, rotation, and scaling of a constrained object. Maintain Offset is
present in all constraint option menus.
Constraint Axes
You can now select which individual axes (X, Y, Z, or All) of the
constrained object are affected by the constraint. The Constraint Axes
checkboxes are located in the constraint options windows.
To remove a target
1 Select the target object from which you want to remove the constraint
connection, followed by the object it is constraining.
2 Select Constrain > Remove Target > ❒ .
The Remove Target Options window appears.
3 Check the constraint types whose connections you want to sever.
• If you want to sever all constraint connections between the
selected target and the constrained object, turn on All.
Constraint Improvements
You can now transform constrained objects regardless of their targets’
weight settings. For example, if a cube is constrained by a sphere, you can
manipulate the cube (constrained object) whether the sphere’s (the target)
weight is 0 or 1. This is useful when applying animation and constraints to
the same object. See ”Animation-Constraint Blending” on page 52.
IK/FK Blending
IK/FK blending lets you apply keyframe animation to joints and also
control them with IK animation. Due to the addition of IK/FK blending,
the IK Solver Enable attribute has now changed from an on/off value to a
numeric 0.000–1.000 blend. Also, Ik Blend has replaced Enable Solver in
the IK Handles Attributes. See ”Ik Blend” on page 52.
Now when you select a joint chain and its IK handle, the joint chain is
drawn using three default or user defined colors. The blue joint chain
represents the skeleton with pure FK animation, the brown joint chain
represents the skeleton with pure IK animation, and the magenta joint
chain represents the resulting animation blend. Also, you can customize
the colors of the IK/FK joint chains and the size of the IK/FK joints. See
”Modify the display of IK/FK animated joint chains” on page 50.
You will now be keying the joint (for FK)—not the handle (for IK).
5 Drag the current time indicator along the timeline and translate or
rotate the joint.
6 Set a key.
7 Repeat steps 5 and 6 until you complete the FK portion of your
animation.
8 Once you set the last FK key, deselect the joint and select the IK
handle of your joint chain.
9 Verify that the Ik Blend slider is at 0.000, and set a key.
10 Drag the Ik Blend slider to 1.000 and set a key on the handle.
Since there is no period of animation between the last pure FK key
and the first pure IK key, the FK animation switches to IK instantly
(without a blend).
The animation mode is now set to pure IK.
Example
Blending the FK animation of a swinging arm with the IK animation of a
waving arm.
IK
FK
FK keys
1 40 80 120 160 200 2
arm swings
IK
FK
arm rises
IK
FK
IK keys
1 40 80 120 160 200 2
arm waves
• Choose Both if you want to display all the IK/FK blend skeletons.
Both is the default setting.
4 Do one of the following:
• Click Save to save all changes to the IK/FK Blending Display. The
Maya Preferences window remains open.
• Click Cancel to disregard any changes to the IK/FK Blending
Display. The Maya Preferences window closes.
Ik Blend
An Ik Blend value of 0.000 sets the animation mode to pure FK, and
an Ik Blend value of 1.000 sets the animation mode to pure IK. When
the Ik Blend value is a number between 0.000 and 1.000, then the
animation on the current skeleton is blended IK and FK.
Ik Fk Control
Lets you manipulate and key the joints of a joint chain that has an
animated Ik handle. In addition to being located in the local Ik Handle
Attributes, Ik Fk Control is also present in the global skeleton settings
(Skeleton > Enable Ik Fk Control).
Animation-Constraint Blending
You can now blend keyframe animation and constraints on the same
object.
Examples
• A man runs to a parked convertible car, jumps over the door and into
the driver’s seat, and then drives away. In this example, both the
character and car models are animated, and various parts of the man
are point constrained to the car’s door, seat, and steering wheel.
• A basketball player dribbles the ball, picks it up, and throws it to
another player. The player that catches the ball pauses and then
shoots for the hoop. In this example, the ball and all the players hands
are animated, and the ball is parent constrained to the various player’s
hands.
Note When the basketball is selected, the parent constraint and all its
target weights appear in the Channel Box.
This anchors the parent constraint’s weighting, and the position and
orientation of the basketball, at the current time in the character’s
animation.
4 Animate the arms of the first player so that they appear to be
throwing the ball.
5 At the point in the first character’s animation where he is to let go of
the ball, set a key on the ball and on the weights of the hands.
Since the basketball now has both a constraint and keyframe
animation, a new blend weight attribute appears in the Channel Box.
6 Change the blend weight to 1, and key the blend weight.
7 Advance one frame along the timeline.
8 Set the weight of the first player’s hands to 0, and set the blend weight
to 0.
When the blend weight is 0, the keyframe animation has full control
over the position and orientation of the ball.
9 Key the hands’ weights and the blend weight.
This anchors the animation-keyframe blend weight and the first
player’s weight at the current time in the character’s animation.
10 Keyframe the ball as it is thrown from the first player to the second
player.
11 When the ball reaches the position where the second player catches it,
parent constrain the ball to the hands of the second player, making
sure that Maintain Offset is on and the weight is 0 in the constraint
options.
12 Key the weights of the second player’s hands and that of the blend
weight.
13 Advance one frame along the timeline.
14 Set the blend weight to 1 and the second player’s hands’ weights to 1.
When the blend weight is 1, the parent constraint has full control over
the position and orientation of the ball.
15 Key the blend weight and the weights of the second player’s hands
again.
This anchors the weighting of the ball’s animation and that of the
parent constraint at the current time in the characters’ animation.
16 Animate the second player.
Note If you want to ensure that the transitions between the blend
weights are clean (no interpolation), set the tangent types of the
weights to Stepped.
Note When the driven object is selected, all its target and blend weight
values can be viewed in the Channel Box under SHAPES >
objectn_typeConstraintn or INPUTS > pairBlendn.
Blend Constraintn
The keyframe animation-constraint blend value determines the
amount of influence that the constraint and keyframe animation have
on the constrained object. If the value is 0, the keyframe animation has
total control over the constrained object’s transformations. If the value
is 1, the constraint has total control over the constrained object’s
transformations.
If there are more than one of the same type of constraint applied to the
object, n stands for the constraint number. This value appears in the
pairBlend node’s attributes as Weight.
pairBlend node
The pairBlend node is automatically generated when both keyframe
animation and a constraint are applied to an object. Once the animation
and constraint are linked to the pairBlend node, you can modify the
weight of the animation-constraint blend to generate various effects. See
”Blend Weights in the Channel Box” on page 54.
In the dependency graph, the pairBlend node functions as a link between
constraints, animation, and the object to which both are applied. The
pairBlend node connections resemble the following: all target objects
pairBlend attributes
Caching
Unlike other cache data in Maya (for example, caches in Dynamics, Cloth,
and Fluid Effects), the cache data for pairBlend is also an animation curve.
For more information, search the online help for node Caching.
Node State
For more information, search the online help for the Node State
Attributes.
InTranslaten
The InTranslate fields display the X, Y, and Z translation values for
Input 1 and Input 2. n represents the input number.
InRotaten
The InRotate fields display the X, Y, and Z rotation values for Input 1
and Input 2. n represents the input number.
Weight
Displays a blend value that determines the amount of influence that
the constraint and keyframe animation have on the constrained object.
This field is read-only. See ”Blend Constraintn” on page 54.
TranslateXMode
Blend Inputs The blended X translation of Input 1 and Input 2
controls the driven object’s X translation.
Input 1 only The X translation of Input 1 controls the X
translation of the driven object.
Input 2 only The X translation of Input 2 controls the X
translation of the driven object.
TranslateYMode
Blend Inputs The blended Y translation of Input 1 and Input 2
controls the driven object’s Y translation.
Input 1 only The Y translation of Input 1 controls the Y
translation of the driven object.
Input 2 only The Y translation of Input 2 controls the Y
translation of the driven object.
TranslateZMode
Blend Inputs The blended Z translation of Input 1 and Input 2
controls the driven object’s Z translation.
Input 1 only The Z translation of Input 1 controls the Z
translation of the driven object.
Input 2 only The Z translation of Input 2 controls the Z
translation of the driven object.
RotateMode
Rotation is calculated by blending the rotation of the specified inputs
along all axes.
Blend Inputs The blended X, Y, and Z rotation of Input 1 and
Input 2 controls the driven object’s rotation along all
axes.
Input 1 only The X, Y, and Z rotation of Input 1 controls the
driven object’s rotation along all axes.
Input 2 only The X, Y, and Z rotation of Input 2 controls the
driven object’s rotation along all axes.
Rotation Interpolation
Euler Angle Use Euler Angles when the pairBlend weight value
is between 0 (driven by keyframes) and 1 (driven by
the constraint). Euler is the default rotation
interpolation.
For more information, search the online help for Independent Euler
Angles.
Note Deleting the sculpt node or the deformed object does not delete
the custom sculpt tool.
MEL command
Two new flags have been added to the sculpt command to support this
functionality.
• -st/-sculptTool objectName
The -sculptTool flag takes the name of the NURBS object to use as the
sculpt tool when creating the deformer. If you do not specify this flag,
the command uses an implicit sphere.
• -e/-edit
Use the -edit flag with the -sculptTool flag to replace the sculpt tool
with a different object.
Limitations
• Geometry types other than implicit spheres and NURBS objects are
not currently supported. To use another type of surface, convert it to a
NURBS surface.
• Performance can degrade as the number of vertices in the sculpt tool
and/or the object being deformed increase.
Advanced
• As with previous versions of Maya, it is possible to have multiple
sculpt deformers deforming the same object.
• You can use the connection editor or the MEL connectAttr command
to manually connect a different object as the sculpt tool.
Overview
We’ve added new rendering features and made the following
enhancements in Maya 5:
• We’ve provided new options for QuickTime output for Mac OS X and
made improvements to the way the IPR default light and the Convert
to File Texture and depth map shadows algorithms work.
For more information, see ”Maya software rendering” on page 60.
• The mental ray for Maya plug-in has been integrated into the Maya
application, and a significant number of improvements have been
made, including:
• the integration of bake-sets, which let you bake several objects
with different baking options during the same baking process
• improvements that optimize the export to .mi process
• extended support for the IFF image format that permits both color
and depth information to be written into a single file
• support for Subdivision surface rendering
• support for Particle types
For more information, see ”mental ray for Maya rendering” on
page 62.
• Maya’s new Hardware renderer provides an intuitive workflow to
generate hardware rendered images for previews, specific passes, and
hardware rendered particles. In some cases, image quality may be
good enough for final delivery.
For more information, see ”Maya hardware rendering” on page 74.
• Maya’s new Vector renderer lets you create stylized renderings (for
example, cartoon, tonal art, line art, hidden line, wireframe) in various
bitmap image formats and 2D vector formats.
For more information, see ”Maya Vector rendering (Windows and
Mac OS X)” on page 76.
• Render globals for Maya’s new hardware renderer, the newly
integrated mental ray for Maya renderer, Maya’s software renderer,
and the Maya’s new Vector renderer have been consolidated into one
Render Globals Settings window.
For more information, see ”Unified Render Globals Settings window”
on page 60.
Tip Hold down the Ctrl key when adjusting the quality slider for
finer control.
Export Materials
In addition to the selected nodes, this setting also exports any
materials that they are connected to. This applies to selected geometry
and shading nodes.
Export All Incoming Shaders
In addition to selected shading nodes, also exports all inputs to those
nodes. For example, if a surface shader is selected, this mode causes
any texture networks feeding into the shader to be exported along
with the shader.
Export Entire Child DAG
This option specifies that in addition to selected geometry, any
children of that geometry should also be exported.
The standard export filters (enabled by turning on Export Selected Items
Only) are also applied to the nodes identified for export. This allows you
to prevent the export of unwanted node types.
Using bake-sets
About Bake-sets
Bake-sets
Bake-sets, which let you bake several objects with different baking options
during the same baking process, have been implemented in Maya.
Bake-sets and their attributes define the properties with which sets of
objects are baked.
Bake-sets let you:
• Easily apply different settings to different objects. For instance, you
can texture-bake objects with different UV ranges or output
resolution, or vertex-bake objects with different color blending or
clamping.
• Save different baking parameter configurations, making it easier to re-
bake periodically when needed.
Note Although no additional tasks are required for simple baking, the
steps you must follow have changed for baking textures. Baking
vertices using the Polygon Prelight command has not changed.
Bake vertices
To bake vertices with mental ray for Maya
1 Select the objects for which you want to bake vertices.
2 Do either of the following:
• In the Rendering menu set, select Lighting/Shading > Batch Bake
> .
• In the Modeling menu set, select Edit Polygons > Color > Polygon
Prelight (mental ray) > .
3 If desired, adjust any attributes, then click Convert and Close or
Convert.
For a description of the mental ray Baking Options window, see
”mental ray Baking Options window” on page 68.
Bake textures
The process of baking textures using mental ray for Maya is no longer
available from the Hypershade menu Convert File to Texture (it remains
for Maya Software rendering). Instead, new menu items from the
Rendering menu in the Rendering menu set let you do the following:
To bake a texture
1 Select one or more objects you want to bake.
2 Select Lighting/Shading > Batch Bake (mental ray) > .
3 Set the desired options, then click Convert or Convert and Close.
Objects to Bake
Select from this list to bake all objects, or only selected objects.
Skip objects in initialBakeSets
If you select Select All from the Objects to Bake option, then all objects
that are not assigned to the initial bake-sets are baked.
For information on initial bake-sets, see ”Bake textures and vertices”
on page 67.
Bake To
Bake either textures or vertices. The default is Texture when you
access this window through the Lighting/Shading menu. If you select
vertices, vertices are baked in the same manner as ”Bake vertices” on
page 67.
Color Mode
Allows mental ray for Maya to bake only illumination versus surface
color with illumination. This is the converse of Maya’s Bake Shading
Group Lighting option, which allows you to bake only surface color
vs. surface color with illumination. Select from one of the drop-down
list options: Fully Lit and Shaded (default) or Incoming Global
Illumination Only.
Bake Shadows
Turn this checkbox on to bake shadows.
Orthogonal Reflection
This option is off by default, which is useful if you are baking in order
to accelerate software rendering and the reflections will only be
viewed from the baked position. However, the textures or vertex
colors it generates are not for use as textures in a game engine. When
turned on, the Orthogonal Reflection option causes all reflection rays
to be orthogonal to the surface being baked. They are no longer true
reflection rays, pointing instead parallel to the surface normal vectors,
but the resulting baked texture or vertex colors will be meaningful
when viewed later from any direction.
Use Face Normals
mental ray for Maya lets the user specify the use of face normals for
baking instead of interpolated vertex normals, as usually used for
rendering.
Normal Direction
Determines in which direction the normals of the object to be baked
should be pointing. The options in the drop-down list are: Face
Camera, Front, and Back Camera.
Create a bake-set
You can create your own bake-sets to be able to bake objects in different
ways. To create a bake-set, you must have an object in your scene that you
want to assign to the bake-set.
To create a bake-set
1 Selected one or more objects for which you want to create a bake-set.
2 Use one of the following methods to assign the bake-set:
• Click Light/Shading > Assign New Bake-Set > Texture Bake-set
(to create a Texture bake-set) or Vertex Bake-Set (to create a Vertex
bake-set).
• Right click the object, then select Baking > Assign New Bake-Set >
Texture Bake-set or Vertex Bake-Set.
• Use the MEL command:
createNode [textureBakeSet|vertexBakeSet]
The new bake-set’s attributes appear in the Attribute Editor (unless
the Attribute Editor has been hidden).
3 Adjust the bake-set’s attributes, see ”Adjust bake-set attributes” on
page 70.
Bake Alpha
Turn this on to bake the alpha channel (equivalent to Maya’s Bake
Transparency option) and then select an Alpha Mode.
Alpha mode
When Bake Alpha is turned on, the Alpha Mode specifies how it’s
computed. Select one of the options, which include Pass Through
(alpha as output from shading network), Surface Transparency,
Luminance of Surface Color, and Coverage.
Note The Pass Through option is mainly for custom shader usage
within Maya. The returned baked color alpha component is
retained and is not further affected by Maya's matte channel.
Custom shaders usually set the fourth component of a mental
ray color to provide the alpha channel.
UV range
Specifies the amount of the surface to sample in UV space. For
example, if you select one or more faces on a polygonal object, instead
of sampling the whole surface, only the selected faces are sampled.
U min, U max
Slider values specify how much to stretch the sampling range of U or
V components. Maya stretches the sample region to fit the output
image size within the [0,0] to [1,1] sampling range.
V min, V max
Minimum V and maximum V for baking.
Fill texture seams
If the selected UV space contains boundaries, these boundaries may
appear as black stripes in renderings that use the baked textures. This
occurs when the texture is sampled so close to a boundary that the
filter picks up values (generally black) from outside the desired space.
This setting artificially extends the boundaries by a small amount to
alleviate this problem. It is measured in texels (pixels of texture).
Typically, the filter is only a few texels in diameter and can only reach
as far as its radius into these boundary spaces, so a value of 1 or 2 is
usually enough.
Fill scale
This option carries out a boundary detection in the UV space to be
baked. If UVs are normalized to the unit square and the mesh is finely
tessellated, accuracy problems (such as zero-size triangles) can occur.
Temporary up-scaling the UVs helps in this case.
Override mesh UV set assignments
Activate this option to bake meshes as if they were in the specified UV
set instead of the UV sets to which they are currently associated.
UV set name
The UV set to use for the meshes in this textureBakeSet.
Color Blending
Merges existing vertex colors with the ones just baked, if any. The
Don’t Overwrite option means that no color data is written onto the
mesh. If the mesh already has color data, those values remain
untouched. If the mesh has no color, it remains colorless.
Alpha Blending
Merges existing vertex alphas with the ones just baked, if any. The
Don’t Overwrite option means that no color data is written onto the
mesh. If the mesh has color data already, those values remain
untouched. If the mesh has no color, it remains colorless.
• Instancing
• Point, Directional, Spot, and Ambient Light types
• Any number of lights
• Light linking
• Per-vertex and per-pixel shading effects
• Multi-pass and multi-sampling anti-aliasing
• File textures for any supported channel
• On-the-fly procedural and shading network conversions
• Specular highlights
• Bumps
• Reflections
• Shadows
• Motion blur
• RBG color, alpha matte (mask), and Z depth output
• Command line rendering
• Render diagnostics. Warnings for unsupported primitives, shaders,
and light types and light features are provided.
Example Animations
helicopter.swf flowers.swf
boat.swf car.swf
Note The Maya Vector renderer cannot render certain Maya features
(see “Maya features that will not vector render” in the Rendering
online documentation.
For more information see “The Maya vector renderer” in the online
Rendering guide.
Paint Effects
• ”Paint Effects shelf and new brushes” on page 79
• ”Select strokes by name” on page 80
• ”Flip Tube Direction” on page 81
• ”Convert Paint Effects to polygons” on page 81
• ”Optimize Paint Effects Mesh quality” on page 82
• ”ThinLine Brush Type” on page 83
• ”Mesh Brush Type” on page 84
• ”Thorns on Mesh” on page 87
• ”Mesh Environment Reflections” on page 89
• ”Mesh Displacement/Bump Mapping” on page 90
• ”New brush attributes” on page 91
• ”General improvements” on page 97
Artisan
• ”Paint Vertex Color Tool and Script Paint Tool ported to the new
Artisan architecture” on page 99
• ”Paint vertex or vertex face” on page 99
3D Paint Tool
• ”Displacement attribute paintable” on page 99
• ”Edit existing textures” on page 99
• ”Set Erase Image” on page 99
• ”Color, Flood and Opacity” on page 100
Paint Effects
If you are new to Maya, the Paint Effects shelf, like the other Maya
shelves, is loaded automatically on Windows and Mac OS X. The shelves
are not loaded by default on IRIX and Linux because they can seriously
impede the start up performance of Maya. To load these shelves on IRIX
or Linux, follow the instructions in “Load the default shelves” in the
Basics guide. To load only the Paint Effects shelf, follow the instructions
below in “To load the Paint Effects shelf.”
Use this to switch the direction of the current brush between Along Path
(best for canvas painting of plants) and Along Normal (best for scene
painting of plants). This command is available as a hotkey.
In addition, we’ve added a Force Tube to be Along Path checkbox to the
Canvas section of the Paint Effects Globals. Force Tube Direction to be Along
Path causes brushes with tubes whose elevationMin is greater than 0.5 to
be drawn along the path rather than along the normal in Canvas mode.
This has the effect of making plant brushes draw in the expected direction
when painting in the canvas.
You can edit brush attributes and see the effect on the output mesh.
Shaders that closely match the look of the Paint Effects render are
automatically generated and assigned to the resulting meshes. You can
optionally choose to output color per vertex and also to bake lighting onto
the mesh.
These are the options in the Paint Effects To Polygons Options window
(Modify > Convert > Paint Effects To Polygons > ):
Vertex Color Mode
The default is None. Other options include Color and Illuminated.
Quad Output
Turn this on to output to quads. The default is off, defaulting output
to triangles.
Hide Strokes
Turn this on to hide the Paint Effects strokes once they’re converted
to Polygons. Even if a stroke is hidden, its attributes can still be
updated and will affect the polygon mesh. The default is on.
Poly Limit
This value indicates that when converting the Paint Effects stroke to
polygons, it should stop after it has reached approximately this
number of faces. This can be used to avoid creating excessively large
meshes that could cause you to run out of memory. The default is 100
000. A value of 0 indicates no limit.
All the attributes mentioned above are located in different sections of the
Paint Effects Brush Settings editor, so it can be time consuming to find and
modify them for each brush you want to edit. To save time, use the Paint
Effects Mesh Quality window (Paint Effects > Paint Effects Mesh Quality).
The Paint Effects Mesh Quality window is a collection of attributes from
the selected brush and, where indicated, stroke. It refers to the first valid
selection found and only represents one brush at a time. The brush may be
selected indirectly through a stroke, a surface that was painted on, or a
mesh that resulted from converting Paint Effects to polygons.
Changing the segments, Leaf Segments and Petal Segments may change
the overall shape of the tubes. You can compensate for this somewhat on
leaves and petals by adjusting the leaf and petal Stiffness, which also
appear in this window. For segments you may need to modify Force
attributes in the Paint Effects Brush Settings editor.
You can increase the number of sub segments without affecting the tube
shape, although this will not remove nickling as the sub segments are
linearly interpolated between the main segments. Sub segments are most
useful if the brush has displacement turned on and you want to better
resolve the displacement texture with more triangles, but don’t want to
affect the overall shape of the tubes. There may be other situations where
more triangles are desired, but you don’t want to affect the overall tube
shape.
Note When using a large value for Tube Width with the ThinLine
brush type, this may result in artifacts.
With the Mesh Brush Type you can now create Paint Effects trees and
plants that are convincing not just from a distance, but also close-up. You
can also create previously impossible shapes, such as hard-edged
geometry (buildings). You can do per-pixel lighting on the mesh
(including specular highlights). There is also a new built-in environment
map on the brush that is useful when simulating reflective surfaces (see
”Mesh Environment Reflections” on page 89). We’ve added displacement
and bump mapping to enhance the detail of the mesh surface (see ”Mesh
Displacement/Bump Mapping” on page 90). The triangles are not kept in
memory, but rather generated at render time. As a result, you can use a lot
of triangles without running out of memory.
Another feature made possible by representing the tubes as triangles is
converting Paint Effects to Polygons. For details, see ”Convert Paint
Effects to polygons” on page 81.
These are the attributes to control the Mesh Brush Type:
Tube Sections
The number of points in the circle that is swept along the tube.
Sub Segments
The number of cross sections per segment of the tube.
Single Sided
Cull away facing triangles.
Per Pixel Lighting
Light each pixel, as opposed to each vertex.
End Caps
This adds end cap geometry to tubes when using the Mesh Brush
Type.
Hard Edges
This affects the lighting of the object and makes the edges around
tubes hard when using the Mesh Brush Type. For example, if the tube
sections are set to 4 and Hard Edges is turned on, it will make the tube
shade as if the 4 sides are flat, rather than trying to simulate a
rounded tube. For bends in the direction of the tube, for example, due
to changes in the Width Scale, the bend angle across a given must be
sufficiently large to make the angle hard. The number of segments
used can affect whether a given region on the tube becomes hard
edged or not. This attribute adjusts the normals used for shading and
does not alter the shape of the tube. This is off by default.
Example using the Mesh Brush Type with Hard Edges turned on
Thorns on Mesh
Large numbers of thorns may be generated off the surfaces of the triangles
created when using the Mesh Brush Type. These thorns are drawn using
the rendering method associated with the ThinLine Brush Type and
render quickly. They are single segment tubes, and do not appear in the
wireframe representation of the strokes. You can use these to add thorns
and prickles to plants or to create furry or fuzzy tubes.
Not
e Thorns on Mesh are only created at render time.
These are the attributes to control the look and size of the thorns:
Branch Thorns
Enable thorns on base tubes, including when tubes are off.
Twig Thorns
Enable thorns on twigs.
Leaf Thorns
Enable thorns on leaves.
Flower Thorns
Enable thorns on flowers.
Thorn Density
The number of thorns relative to the overall tube.
Thorn Elevation
The rotation of the thorns relative to the base tube's surface normal.
Thorn Length
Length of the thorn relative to the average tube width.
Thorn Base Width
The width of the thorn at the base (relative to average tube width).
Thorn Tip Width
The width of the thorn at the tip (relative to average tube width).
Thorn Specular
Specular highlight intensity (using an anisotropic model).
Thorn Base Color
Color at thorn base.
Thorn Tip Color
Color at thorn tip.
Bend attribute
We’ve added a Bend attribute to the Tubes Behavior section of the Brush
Settings Attribute Editor. Bend can be used to curl up leaves and flowers,
as well as to make the overall branches bend in the U direction (along the
length). You can create natural looking flower petals and plants, such as
fiddlehead ferns. It is automatically animated in growth animations if
non-zero. You can use the Curl attribute to bend leaves and petals in the V
direction (along the width).
These are the attributes to control Bend:
Bend
Bend applied to base tubes.
Leaf Bend
Bend applied to leaves.
Flower Bend
Bend applied to flower petals.
Bend Bias
This controls how far down the stroke the bend starts. With a value of
0, the bend starts at the base. With a value of 1, there is no bend. High
values cause a faster bending near the tip.
Curl attribute
We’ve added a Curl attribute to the Tubes Growth section of the Brush
Settings Attribute Editor. Curl can be used to curl up leaves and petals.
You can create realistic looking flower petals and leaves, such as lotus
petals.
You can use the Bend attribute to bend leaves or petals in the U direction
(along the length), and you can use the Curl attribute to bend leaves and
petals in the V direction (along the width). Using these attributes allows
Twirl attribute
Twirl controls the initial rotation of a leaf or petal relative to the branch.
For example, by default a group of leaves at the top of a palm tree would
twist sideways. With Twirl you can rotate them to a proper orientation
with the flat side facing the ground. We’ve added Leaf Twirl (Tubes >
Growth > Leaves) and Petal Twirl (Tubes > Growth > Flowers) to the
Brush Settings Attribute Editor.
These are the attributes to control Twirl:
Leaf Twirl
Twirl applied to leaves.
Petal Twirl
Twirl applied to petals.
Stiffness attribute
Force attributes may affect leaves either too strongly or too weakly. The
number of segments in a leaf or flower relative to the base segment count
determines how much forces will affect the shape. The Stiffness attribute
gives you an independent way of controlling how much the forces, such
as Gravity, Random, and Turbulence, affect leaves and flowers. Stiffness
affects the way forces act on the leaf. If the Stiffness is set to 1, forces have
no effect. If Stiffness is set to 0.5, forces have the same effect per segment
that they do on the main branches. If Stiffness is set to 0, forces totally
affect the leaf or petal like a limp spaghetti noodle. If you have no forces,
such as Spiral and Twist, Stiffness will have no effect.
We’ve added Twig Stiffness (Tubes > Growth > Twigs), Leaf Stiffness
(Tubes > Growth > Leaves) and Petal Stiffness (Tubes > Growth >
Flowers) to the Brush Settings Attribute Editor. The default for all of three
attributes is 0.5.
These are the attributes to control Stiffness:
Twig Stiffness
Stiffness applied to twigs.
Leaf Stiffness
Stiffness applied to leaves.
Petal Stiffness
Stiffness applied to flowers.
General improvements
Object Shading menu
The name of the Shading menu in the Paint Effects panel was changed to
the Object Shading menu to more accurately reflect what the menu is used
for.
Preset Blending
We’ve modified the procedure for turning Preset Blending on and off.
Previously Preset Blending was turned on or off by opening or closing its
options window. Now when you select Preset Blending in the Paint
Effects menu, a check mark appears beside it indicating it’s on. To turn it
off, select Preset Blending in the Paint Effects menu again and the check
mark disappears. To open the Brush Preset Blend window and set the
Shading and Shape values, select Paint Effects > Preset Blending > .
Refresh improvements
The wireframe draw of Paint Effects strokes in the modeling view is now
cached, dramatically speeding up refresh, in some cases by a factor of 100
or more. You can now work with the Stroke Settings Display Quality
always at 100%. The new default for Display Quality is 100.
To speed up playback, there is a new Paint Effects Performance Settings
option with three settings (Window > Settings/Preferences > Performance
Settings).
On
Always updates strokes when they change.
Interactive
Updates strokes when changed, except during playback.
Off
Never updates strokes, even when the brushes or strokes are edited.
Animated strokes, for example, through turbulence on the brush, will
automatically regenerate during playback, which can make playback
slow. The Interactive Performance option is useful when you need fast
playback, but you don’t need to preview the turbulence animation.
Anti-aliasing quality
There are two new options in the Paint Effects section of Render Globals.
Oversample
Renders the Paint Effects at double resolution for better anti-aliasing.
Oversample Post Filter
Applies a weighted filter to the oversampled image for better
smoothing.
These options are particularly useful when rendering Paint Effects fur or
hair. Also the new Mesh Brush Type requires oversample be used to anti-
alias the tube edges if you don’t convert the Paint Effects to polygons.
Artisan
3D Paint Tool
To flood paint
1 Specify a Color and Opacity value in the Flood section.
2 Select Flood All or Flood Selected.
3 Click the Flood Color button.
To flood erase
1 Specify an Opacity value in the Flood section.
2 Select Flood All or Flood Selected.
3 Click the Flood Erase button.
With the Initial State Options window, you can set the contents of a fluid’s
initial state. The contents turned on in the Set Initial State Options
window are set in the initial state. By default, all initial state content
options are turned on.
The initial state of a fluid is created from the dynamic or static grid
contents. When setting the initial state, if a content method has dynamic
or static grid attributes but is not turned on in the Set Initial State Options
window, a warning appears and you are prompted to either include the
grid attributes or omit them from the cache.
From Initial
State Sets the current fluid container’s resolution to that of
the fluid example’s initial state.
Note If the curve extends past the boundaries of the container, fluid
contents are added to the container only where the curve is
within its boundaries, and the number of fluid samples are
calculated for the entire curve.
3 Select the curve and the container, and then select Fluid Effects >
Add/Edit Contents > With Curve > .
The Set Fluid Contents From Curve Options window appears.
4 Set the options for the fluid contents that are placed in the container
by the curve. See ”Fluid Effects > Add/Edit Contents > With Curve”
on page 103.
5 Click one of the following:
• Click Apply and Close to apply the defined fluid settings to the
fluid contents that are inserted by the curve. The Set Fluid
Contents From Curve Options window closes.
• Click Apply to apply the defined fluid settings to the fluid
contents that are inserted by the curve. The Set Fluid Contents
From Curve Options window remains open.
• Click Close to disregard any additions or changes to the fluid
settings. The Set Fluid Contents From Curve Options window
closes.
6 Set the initial state of your fluid. See “Set or delete the initial state of a
fluid” in the Fluid Effects guide.
You must set the initial state of your fluid to retain the contents added
to your fluid container by the curve.
Note You now have the option to delete the curve. This will not affect
the contents of the container.
Ponds
Ponds are 2D fluids that use a spring mesh solver and a height field. For
information on Pond attributes, search the online help for 2D fluid
container attributes. With the Pond options and attributes, you can set the
size and color of your fluid surface.
You can generate waves, bubbles, and ripples in the fluid surface using
Wakes. See ”Wakes” on page 105. Increasing the size of your pond
extends the range of your waves and ripples.
The Pond menu items function in almost the same manner as the Ocean
menu items. For information on Pond menu items and attributes, search
the online help for Ocean menu items and attributes.
Create Ponds
To create a Pond fluid
1 Select Fluid Effects > Pond > Create Pond > .
The Create Pond window appears.
2 Set the Pond options. See ”Fluid Effects > Pond > Create Pond” on
page 105.
3 Do one of the following:
• Click Create Pond to insert a pond fluid container with the
defined size into your scene. The Create Ponds window closes.
• Click Apply to insert a pond fluid container with the defined size
into your scene. The Create Ponds window remains open.
• Click Close to disregard any change to the pond size and close the
Create Pond menu.
Wakes
With the menu item Create Wake, you can create boat wakes, add
additional turbulence to an ocean, or generate bubbling and ripples.
A Wake fluid is a fluid container with a Spring Mesh solver. Wake fluids
do not use the Navier Stokes solver like regular fluids, but use the new
Spring Mesh solver. A fluid emitter is used to drive the motion of the
Wake fluid.
Ocean Wakes differ from Pond Wakes. For Oceans, a Wake is a fluid
texture with a Spring Mesh solver that adds additional displacement and/
or foam to the Ocean shader. For Ponds, a Wake is a 2D fluid with a
Spring Mesh solver that is rendered directly as a fluid.
3 Create a wake by selecting Fluid Effects > Pond > Create Wake > .
The Create Wake options window appears.
4 Set the wake options. See ”Fluid Effects > Pond > Create Wake” on
page 107.
5 Do one of the following:
• Click Create Wake to place a Wake fluid emitter in the current
pond, or to place the Wake fluid emitter in your scene and parent
it to the selected object. The Create Wake options window closes.
• Click Apply to place a Wake fluid emitter in the current pond, or
to place the Wake fluid emitter in your scene and parent it to a
selected object. The Create Wake options window remains open.
• Click Close to disregard any changes made to the Create Wake
options, and close the Create Wake options window.
6 Set the Wake attributes.
For more information, search the online help for Fluid Emitter attributes.
Wake Size
For Oceans, Wake Size sets the size attribute (located in the fluid
shape container properties) of the Wake fluid.
Wake Intensity
This value determines the magnitude of the wakes. In the fluid emitter
attributes, this value is Density/Voxel/Second. The default intensity
is 5.00.
Note A negative Wake Intensity value pushes the fluid surface down
while a positive value pushes the surface up.
Foam Creation
This value determines the amount of foam generated by the fluid
emitter. In the fluid emitter attributes, this value is the Heat/Voxel/
Second. For Oceans, this value directly affects the foam. The default
amount of foam is 0.00.
Note A negative Wake Intensity value pushes the fluid surface down
while a positive value pushes the surface up.
Foam Creation
This value determines the amount of foam generated by the fluid
emitter. In the fluid emitter attributes, this value is the Heat/Voxel/
Second. For Ponds, this value corresponds with the temperature input
on the shading ramp attributes. The default amount of foam is 0.00.
Example
For the animation of a character walking through thick fog, you can apply
a motion field to the character so that it appears to push through the fog
while it is in motion.
Cache Contents
You can view the contents of your fluid’s cache with the Cache Contents
attributes. These read-only attributes are a useful reference when working
with cached fluids. Once a fluid is cached, you can view its contents from
the initialState_fluidShape node or the cache_fluidShape node in the Attribute
Editor.
Note The initialState node displays the cache contents present at the
start frame, and the cache node displays the cache contents
present at the current time.
Fur clumping
You can now create clumps of fur, such as wet or matted fur. This
provides a whole new range of fur looks.
This example
has the
Clumping
Frequency
mapped using
a radial ramp
to vary the
size of the
clumps over
the surface.
You can also
paint this
value, as well
as the degree
of Clumping
and the Clump
Shape.
Jill Ramsay
Note With clumping there may be the appearance of gaps between the
clumps on the surface of the object. To correct this use one or
more of the following solutions:
• Apply the same color to the shader that is applied to the
Fur’s Base Color.
• Add an additional Fur Description of overall short fur that
matches the color of the first Fur Description.
• Add some noise to Clumping, Clump Frequency, or other
values.
Clumping
The degree to which the hairs are pulled in towards the centre of the
clump. The higher the clumping value, the more the hairs are pulled
in. The range is from 0 to 1. The default is 0, which means no
clumping.
Clumping Frequency
Controls how many clumps occur across the surface. The higher the
frequency, the greater the number, and therefore the smaller the size
of the clumps. The range is from 0 to 100. The default is 5.
As you increase the Clumping Frequency, the rendering time
increases.
Unlike other Fur attributes, the number of feedback hairs (samples)
affects the Clumping Frequency. For example, at a frequency of 100
there will be 1 clump for every feedback hair.
Clump Shape
Controls the shape of the curve of the hair as it is attracted to the
center of the clump. Negative values create a concave shape and
positive values create a convex shape. The range is from -10 to 10.
Attribute maps
When mapping a texture and then baking to a file you can specify the
attribute Map Width and Map Height in the Fur Description Attribute
Editor so that baking operations create attribute maps according to these
values.
When painting a fur attribute on a surface you can specify the attribute
Map Width and Map Height in the Paint Fur Attributes Tool so the
painting operation creates a map according to these values.
Equalizer Maps
The Equalizer Map Width and Equalizer Map Height attributes define the
size (resolution) of the equalizer map, for example, 512 x 512. These
attributes can be set in the Advanced Fur Rendering window if creating
an equalizer map during Advanced Fur Rendering or in the Fur Globals
window if doing regular rendering.
Start/Stop Simulation
We’ve modified the Start Simulation and Stop Simulation menu items in
the Cloth menu to be Start Local Simulation and Stop Local Simulation so
they specify the type of simulation.
Save Cache
We’ve added a Save button to the Solver Attribute Editor, beside the
Cache Name attribute. This allows you to save the cache when you want
to, ensuring that successful simulations are retained.
The cpSeam MEL command now allows you to query the stiffness. In the
Command Line or Script Editor, type:
cpSeam -query -stiffness;
• artUserPaintCtx
• attrControlGrp
• catchQuiet
Similar to catch but does not print an error message.
• dgtimer
See ”Improve scene efficiency with the dgtimer command” on
page 119.
• fluidVoxelInfo
• pairBlend
• parentConstraint
• polyReduce
• rehash
See ”Turn on script path caching to improve network performance”
on page 123.
• renderer
How it works
• Implemented by the new dgtimer MEL command.
• Uses built-in hardware timers where available and thus has virtually
no overhead.
• Each node can be thought of as having its own timer which can be
reset, turned on or off individually.
• Only measures "compute" time (which includes data propagation
time). Other statistics such as dirty propagation time are not currently
being recorded but could be future enhancements.
Usage
Global options
-on
Turns on node timing. Can be specified with -name to turn on timing
for a single node, with -type for all nodes of a given type, otherwise
all nodes are turned on. Turning on timing causes the computation
time for nodes which are on to sum into the node's timer value.
-off
Turns off node timing and is the converse of the -on flag.
-reset
Resets the node's timer values to zero seconds. Can be specified with
the -name, -type or -on.
-q-query
Prints the value(s) of the specified node's timers. Can be used with the
Query options listed below.
Query options
-ct -combineType
Causes the query to combine all nodes of the same type on a single
line of output.
-m -maxDisplay numLines
Limit the display to the most expensive numLines entries.
-o -outputFile fileName
Specifies a file that the query will be written to (the default is stdout).
A special case is -outputFile MEL, which allows easy grabbing in a
MEL script.
-th -threshold percent
Truncates reporting after the percentage of the total execution time
drops below percent.
Examples
Turn on timing, play the scene, and then dump the timer values to
stdout:
dgtimer -on -reset
playback -wait
dgtimer -maxDisplay 10 -query
This generates the following output:
Studio import
This functionality is available through a plug-in. The studioImport option
is available as a File Type in the Import option dialog boxes when this
plug-in is loaded.
Many bugs in the studioImport functionality have been fixed in Maya 5.
You can set the following options in the Import Options dialog box when
studioImport is selected:
Up Axis
You can select one of Y, Z, or From File. This allows you control over
the co-ordinate system.
Raytrace
If selected, Maya will optimize the import for raytracing. If not
checked, it chooses ray casting (default).
Include Cameras
If selected, cameras are brought in from the Studio data. Default is off.
Light Color
Sets the light color.
3 Enter the value of the new normal to apply to these light points.
4 Click the Apply (or Apply and Close) button to apply the normal of
the selected light points.
This dialog box works with light points selected in object mode and with
light points selected in component mode.
fltLightPoints Command
A new flag has been added to the fltLightPoints command to specify the
directional type of the light point when it gets created:
Flag:
Illumination
The illumination flag of OpenFlight objects specifies whether the object is
to be illuminated by nearby lights or whether it is exclusively self-
illuminating.
When importing a self-illuminating object, the following attributes of the
corresponding Maya object are turned off: Casts Shadows, Receive
Shadows, Visible in Reflections, and Visible in Refractions. When the
imported object is not self-illuminating, all these attributes are turned on.
When exporting a Maya object to OpenFlight, the self-illumination flag is
set if and only if the Receive Shadows attribute of the Maya object is
turned off.
Light Sources
Support has been added to Maya for OpenFlight light sources. They can
be imported and exported into OpenFlight files, with the following
restrictions:
Import
• Modeling lights are not supported
• OpenFlight Infinite lights are imported into Maya as directional lights
• OpenFlight Local lights are imported into Maya as ambient lights
• OpenFlight Spot lights are imported into Maya as spot lights
Export
• Directional lights are exported as infinite lights
• Ambient lights are exported as local lights
• Spot lights are exported as spot lights
• Light types not supported by OpenFlight (area lights, point lights) are
exported as infinite lights
• Modeling lights are not supported
Other limitations
No transformations on externally referenced nodes will be saved out to
OpenFlight format. To transform a referenced file from within the current
scene, the DAG root objects in the referenced file should be grouped, and
any transformations should be applied to the group node.
Known Issues
The following outlines the known issues in OpenFlight:
• It is not possible to change the Maya display color of a unidirectional
or bi-directional light. This color always defaults to red. It is expected
that future releases will have the ability to map back colors to RGB
display.
• An attempt is made to map Eye Points to Cameras in Maya; however,
the mapping appears incorrect in some cases. Eye points are not
exported from Maya.
• Track Planes are not supported.
• The only way to freeze a DOFs co-ordinates from within Maya is to
export the scene as an OpenFlight file and then read it back in.
• Articulations on group nodes are not supported.
• Maya's LODs need to be extended to better handle the flexibility of
the OpenFlight LODs.
• UI-based tools are missing to support Switch nodes, and LODs.
• If you perform a Freeze Transformations on a translated Light Point,
Maya versions older than 4.0.3 will crash. This can be fixed by
updating to Maya 4.0.3.
• File textures may only be applied to the color attribute of a Maya
shader. Textures applied to other attributes are ignored.
• The only export type supported is OpenFlight 15.7.
This release contains many improvements to the Maya API. New classes
have been added to the API along with improvements to existing classes.
In addition, we have new examples and updates to existing examples.
• MFnParticleSystem
Provides access to particle information. The dynamics of a particle
node are evaluated at a chosen time and information such as particle
name, position, age, etc. can be accessed.
• MFnVolumeLight
For creation and manipulation of volume lights. The light shape (box,
sphere, volume, cone) and the light direction can be specified.
Additional attributes such as arc, coneEndRadius, emitAmbient, color
ramp and penumbra ramp can be accessed and set.
• MItInstancer
A particle instancer node iterator to traverse all instancer nodes in the
dependency graph. Filter types can be applied to the iterator.
• MIOStream.h
A header file that controls the including of the iostream system
functionality in the API. Developers can define REQUIRE_IOSTREAM
to include “iostream” rather than “iostream.h” on Linux.
• MLockMessage
Allows listening for events associated with Maya node and plug
locking.
When you attach an MLockEvent callback, you can listen for queries
to a plug or node’s lock state.You can also control how Maya responds
to the lock query (that is, you can override the default behavior of a
lock). You can use this to implement finer locking granularity than
what Maya provides.
• MPx3dModelView
Creates custom model views. Works with
MPxModelEditorCommand to create a user defined model editor that
can be used in a window or scripted panel.
• MPxModelEditorCommand
Creates custom editors. Provides flags and options of the model
editor command and works in conjunction with MPx3dModelView.
• MPxObjectSet
Creates new types of sets. Attributes such as dag set members and
nodes which use the set are available from this class.
• MPxPolyTweakCommand
A command base class used for moving polygon UVs.
• MRampAttribute
Affects ramp attributes of MFnVolumeLight. This class is used to add,
delete and set entries for color and curve ramps.
Examples
New examples
• blindDataMesh
Demonstrates the use of a hardware shader that receives its input
from blind data.
• cgFxShader (Windows only)
Demonstrates the integration of hardware shading and the cgFx
language.
• flipUVCmd
Demonstrates the use of the new MPxPolyTweakUVCommand class
to flip mesh UVs.
• lockEvent
Demonstrates the API callbacks for node and plug locking.
• maTranslator
Demonstrates the use of the MPxFileTranslator class to write out a
close approximation of the Maya ASCII file format.
• meshOpCmd
Demonstrates the use of the new high level polygon API methods
added to MFnMesh.
• volumeLightCmd
Demonstrates the use of the new MFnVolumeLight class.
• particleSystemInfoCmd
Demonstrates the usage of the MFnParticleSystem class by writing
particle information frame by frame.
M3dView
Support for additional view information.
New enum for use with the MPx3dModelView class.
DisplayObjects
Methods:
MString viewSelectedPrefix(MStatus *ReturnStatus) const;
Returns the prefix name used when displaying the camera name in
the heads up display when the view selected is on.
MStatus setViewSelectedPrefix(MString &prefix);
Set the prefix name used when displaying the camera name in the
heads up display when the view selected is on.
bool showViewSelectedChildren(MStatus *ReturnStatus) const;
Tests if the selected view displays all of the children of the objects that
are flagged for the view selected.
MStatus setShowViewSelectedChildren(bool);
Allows only the objects in the view selected set and their shapes to be
drawn.
static MStatus getM3dViewFromModelPanel(const MString
&modelPaneName, M3dView &view);
Return the view given a panel.
static Mstatus getM3dViewFromModelEditor(const MString
&modelPaneName, M3dView &view);
Return the view for the model editor.
MFnCamera
You can now access and modify the transformations that control film back
roll with the following new methods:
MStatus setHorizontalRollPivot( double horizontalRollPivot );
Set the horizontal roll pivot for film back roll.
double horizontalRollPivot( MStatus * ReturnStatus = NULL )
const
Returns the current horizontal roll pivot value.
MStatus setVerticalRollPivot( double verticalRollPivot );
Set the vertical roll pivot for film back roll.
double verticalRollPivot( MStatus * ReturnStatus = NULL )
const
Returns the vertical roll pivot's value.
MStatus setFilmRollValue( double filmRollValue );
MFnDependencyNode
We have improved this class to prevent the user from adding duplicate
attributes on a node (duplicate attributes lead to low-level problems in
Maya and should never be created).
Support for per-node flags have been added:
static unsigned allocateFlag( const MString pluginName,
MStatus* ReturnStatus=NULL );
MFnMesh
Support for creating mesh objects with UVs and performing high level
polygon operations. High level polygon operations include splitting,
subdividing, extruding, extracting, collapsing and duplicating.
Creation:
MObject create( int numVertices, int numPolygons,
const MFloatPointArray &vertexArray,
const MIntArray &polygonCounts,
const MIntArray &polygonConnects,
const MFloatArray & uArray,
const MFloatArray & vArray,
MObject parentOrOwner = MObject::kNullObj,
MStatus * ReturnStatus = NULL );
MObject create( int numVertices, int numPolygons,
MFnPlugin
Support for registering required functions for MPxModelEditorCommand
proxy plug-ins.
MStatus registerModelEditorCommand(const MString&
commandName,
MCreatorFunction creatorFunction,
MCreatorFunction paneCreatorFunction);
MStatus deregisterModelEditorCommand(const MString&
commandName);
MItMeshEdge
Support for creating an iterator along the edges of a polygon. This is
useful for working with the new high level polygon tools of MFnMesh.
MItMeshEdge( MObject & polyObject,
MObject & component = MObject::kNullObj,
MStatus * ReturnStatus = NULL );
MStatus reset( MObject & polyObject,
MObject & component = MObject::kNullObj );
// new default second parameter
MItMeshPolygon
Support for new tolerance parameter when getting a point at a UV
location.
MStatus getPointAtUV( MPoint &pt, float2 & uvPoint,
MSpace::Space space = MSpace::kObject,
const MString * uvSet = NULL,
float tolerance=0.0 );
MPlug
Additional basic utility support.
Support for querying if a plug was created internally:
bool isProcedural( MStatus* ReturnStatus = NULL ) const;
Set the value of an MPlug with the contents of a dataHandle. This method
is intended for use during compute only:
MStatus setValue( MDataHandle & handle );
MPxDeformerNode
Support for additional customized editing behavior on plug-in deformer
nodes. Allows a user to specify that custom deformer nodes use the same
index when a shape is re-added to a deformer. This allows connections to
be re-used.
void setUseExistingConnectionWhenSetEditing(bool state);
MPxFieldNode
Support for creating custom icons for dynamic fields.
virtual MStatus iconSizeAndOrigin(GLuint& width,
GLuint& height,
GLuint& xbo,
GLuint& ybo );
virtual MStatus iconBitmap(GLubyte* bitmap);
MPxFileTranslator
Support for file filtering and setting if the translator handles namespace
correctly has been added.
virtual bool haveNamespaceSupport () const;
This method should be implemented to return true if a translator can
deal with having Maya placing some or all of a file's nodes into a
separate namespace.
virtual MString filter () const;
This virtual method may be overloaded in a derived class to set the
filter extension that will be used by the file dialog.
MPxGeometryData
Support for getting and setting the matrix associated with this data.
void setMatrix(const MMatrix &);
MPxGlBuffer
Functionality previously unavailable on Linux is now supported. The
following methods now work on Linux:
virtual MStatus open( short width, short height,
GLXContext shareCtx = NULL );
virtual GLXDrawable drawable( MStatus * ReturnStatus = NULL
);
virtual GLXContext context( MStatus * ReturnStatus = NULL );
MPxHwShaderNode
Support for accessing the vertex IDs in a hardware shader node. By using
the vertex IDs and the Mesh object, a developer can access vertex blind
data.
This method is now a pure virtual to ensure that all developers using it
will get a compile error if they are still using the old signature.
virtual MStatus geometry( const MDrawRequest& request,
M3dView& view,
int prim,
unsigned int writable,
int indexCount,
const unsigned int * indexArray,
int vertexCount,
const int * vertexIDs,
const float * vertexArray,
int normalCount,
const float ** normalArrays,
int colorCount,
const float ** colorArrays,
int texCoordCount,
const float ** texCoordArrays) = 0;
This method now will have vertexCount and vertexIDs array passed
in if the provideVertexIDs() method returns true.
virtual bool provideVertexIDs();
This method should be implemented to return true or false if vertex
IDs are required in the geometry() method.
MPxNode
kObjectSet added to enum Type.
MPxSurfaceShape
Support for new shape functionality that solves previous limitations.
User-defined shapes now contain new virtual methods that can be
implemented to properly support deformations, tweak nodes, freeze
transformations and undo.
New enumeration:
MVertexCachingMode
Allows shape to implement proper behavior for undo of point translations
& freezeTransforms:
virtual void transformUsing( const MMatrix& mat,
const MObjectArray& componentList,
MVertexCachingMode cachingMode,
MPointArray* pointCache);
Allows the shape to properly handle tweak nodes:
virtual void tweakUsing( const MMatrix& mat,
const MObjectArray& componentList,
MVertexCachingMode cachingMode,
MPointArray* pointCache,
MArrayDataHandle& handle );
bool convertToTweakNodePlug(MPlug& plug) const;
An implementation of these methods allows full support for adding
deformers to the shape:
virtual MObject cachedShapeAttr() const;
MMatrix getWorldMatrix( MDataBlock &, unsigned int ) const;
MPxTransform
Support for turning on non-affine calculations that can occur by using the
MPxTransform class.
static MStatus setNonAffineMatricesEnabled(bool);
Set if non-affine transformations can be used.
static bool isNonAffineMatricesEnabled(MStatus
*ReturnStatus);
Query if non-affine transformations are allowed.
MRenderUtil
Support for additional information that makes the lighting model more
realistic. This includes diffuse reflectance, maximum specular reflectance,
light attenuation and hemisphere coverage.
static float diffuseReflectance(
int lightBlindData,
const MFloatVector& lightDirection,
const MFloatVector& pointCamera,
const MFloatVector& normal,
bool lightBackFace,
MStatus *ReturnStatus = NULL );
Returns the diffuse or lambertian reflectance for a given light source
and surface.
static MFloatVector maximumSpecularReflection(
int lightBlindData,
const MFloatVector& lightDirection,
const MFloatVector& pointCamera,
const MFloatVector& normal,
const MFloatVector& rayDirection,
MStatus *ReturnStatus = NULL );
Returns the vector corresponding to the point on the light source that
provides the maximum specular reflection.
static float lightAttenuation(
int lightBlindData,
const MFloatVector& pointCamera,
const MFloatVector& normal,
bool lightBackFace,
MStatus *ReturnStatus = NULL );
Returns light attentuation factor of a light.
static float hemisphereCoverage(
int lightBlindData,
const MFloatVector& lightDirection,
const MFloatVector& pointCamera,
const MFloatVector& rayDirection,
bool lightBackFace,
MStatus *ReturnStatus = NULL );
Returns the fraction of the light that is transmitted by an object.
static void sendRenderProgressInfo (MString &pixFile, int
percentageDone);
Sends batch rendering status to Maya.
MRenderView
The following methods have a new flag “doNotClearBackground.” Plug-
in shaders can choose to not clear the buffer before receiving an image. If
set to true, Maya does not clear the background image before rendering.
static MStatus startRender( unsigned int width,
unsigned int height,
bool doNotClearBackground = false );
static MStatus startRegionRender( unsigned int imageWidth,
MStatus
We’ve added two new macros for checking status.
CHECK_MSTATUS_AND_RETURN(result,returnVal)
New macro for checking MStatus objects and returning ‘returnVal’ if
not successful.
CHECK_MSTATUS_AND_RETURN_IT(result)
New macro for checking MStatus objects and returning ‘result’ if not
successful.
MFnEnumAttribute:
MStatus setDefault( short index );
MStatus setDefault( const MString &fieldString );
MStatus getDefault( short &index ) const;
MStatus getDefault( MString &fieldString ) const;
MFnLightDataAttribute:
MStatus getDefault( float & defDirectionX,
float & defDirectionY,
float & defDirectionZ,
float & defIntensityR,
float & defIntensityG,
float & defIntensityB,
bool & defAmbient,
MFnMatrixAttribute:
MStatus getDefault( MMatrix & def );
MStatus getDefault( MFloatMatrix & def );
MFnNumericAttribute:
MStatus getDefault( bool & def1 );
MStatus getDefault( char & def1 );
MStatus getDefault( int & def1 );
MStatus getDefault( int & def1, int & def2 );
MStatus getDefault( int & def1, int & def2, int & def3 );
MStatus getDefault( float & def1 );
MStatus getDefault( float & def1, float & def2 );
MStatus getDefault( float & def1, float & def2, float & def3
);
MStatus getDefault( double & def1 );
MStatus getDefault( double & def1, double & def2 );
MStatus getDefault( double & def1, double & def2, double &
def3 );
MFnTypedAttribute:
MStatus getDefault( MObject & defaultCustomData );
MFnUnitAttribute:
MStatus getDefault( double & defaultValue );
MStatus getDefault( MTime & defaultValue );
MStatus getDefault( MAngle & defaultValue );
MStatus getDefault( MDistance & defaultValue );
Macintosh
We now support a basic form of building plug-ins from Code Warrior
Stationery on the Macintosh. A developer can generate a mel command
and a dependency graph plug-in project.
For developers who are familiar with Unix command line tools, a
Makefile is now available for building plug-ins on the Macintosh.
Symbols axis
modify constrained . . . . . . . . . . . . . . . . . . . . . . . 44
.mi format
exporting to . . . . . . . . . . . . . . . . . . . . . . . . . . 63, 64
B
Bake Alpha . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Numerics
bake-set
3D Paint Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
create . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
bake-sets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
A using . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
add batch rendering
fluid contents with a curve. . . . . . . . . . . . . . . . 102 mental ray. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Adobe Illustrator format. . . . . . . . . . . . . . . . . . . . . . 76 Bend Bias attribute
Alpha Blending . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Alpha mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Bend,Tubes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
animated file textures Bits per channel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
map to Fur attributes. . . . . . . . . . . . . . . . . . . . . 116 blending
animation animation and constraints . . . . . . . . . . . . . . . . . 52
blending with constraints. . . . . . . . . . . . . . . . . . 52 IK and FK animation. . . . . . . . . . . . . . . . . . . . . . 47
move IK to FK . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Branch After Twigs, Paint Effects . . . . . . . . . . . . . . 95
muting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Branch Reflectivity attribute
animation-constraint blending. . . . . . . . . . . . . . . . . 52 Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Branch Thorns attribute
workflow. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Anti-aliasing quality . . . . . . . . . . . . . . . . . . . . . . . . . 98
Brush Type
API Mesh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
default attribute values. . . . . . . . . . . . . . . . . . . 145 ThinLine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
new classes in this release . . . . . . . . . . . . . . . . 133
brushes, new Paint Effects . . . . . . . . . . . . . . . . . . . . 79
new examples in this release . . . . . . . . . . . . . . 134
Bump Blur attribute
Artisan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Assign/Edit Textures
Bump Intensity attribute
3D Paint. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
attractors
Bump Mapping
fur on polygons . . . . . . . . . . . . . . . . . . . . . . . . . 111
Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
on multiple surface points, faces, surfaces. . . 112
Attribute maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
attributes C
IK solver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
cache
make motion field . . . . . . . . . . . . . . . . . . . . . . . 108
view fluid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
pairBlend. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Cache Save Interval
parent constraint . . . . . . . . . . . . . . . . . . . . . . . . . 42
Cloth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
rest position . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
G L
Ghost Selected Leaf Bend attribute
options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
ghosting Leaf Forward Twist attribute
Ghost Selected . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
improvements . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Leaf Reflectivity attribute
set local . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Unghost All . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Leaf Thorns attribute
Unghost Selected . . . . . . . . . . . . . . . . . . . . . . . . . 34
Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Leaf Width Scale attribute
H Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Light All Streaks, ThinLine brush
Hard Edges, Mesh brush
Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
line art . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
help, changes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
loading Paint Effects shelf . . . . . . . . . . . . . . . . . . . . 79
prelight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
P
Preset Blending, Paint Effects . . . . . . . . . . . . . . . . . 97
Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Proportional Modification Tool . . . . . . . . . . . . . . . . 28
Convert Paint Effects to Polygons. . . . . . . . . . . 81
shelf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Paint Fur Attributes Tool Q
Map Width, Map Height . . . . . . . . . . . . . . . . . 115
Quad Output option
Paint Vertex Color Tool. . . . . . . . . . . . . . . . . . . . . . . 99
Paint Effects to Polygons . . . . . . . . . . . . . . . . . . 82
Vertex face . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
QuickTime options . . . . . . . . . . . . . . . . . . . . . . . . . . 60
pairBlend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
weighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 R
parent constraint . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
reduce polygons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
creating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Reflection Rolloff attribute
options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
options window . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Refresh improvements, Paint Effects . . . . . . . . . . . 98
workflow. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 remove
Parent selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 target object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
particle rendering Render Globals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
mental ray . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Renderable Scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Per Pixel Lighting, Mesh brush resolution
Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 fluid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Performance option rest position . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
playback, Paint Effects . . . . . . . . . . . . . . . . . . . . 98 attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Petal Forward Twist attribute set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 reverse rotation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Petal Width Scale attribute rotation
Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 reverse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Playblast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 rotation axes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Poly Limit option
Paint Effects to Polygons . . . . . . . . . . . . . . . . . . 82
polygons
S
attractors on multiple surface points, faces, Save Cache button, Cloth . . . . . . . . . . . . . . . . . . . . 117
surfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 Scalable Vector Graphics . . . . . . . . . . . . . . . . . . . . . 76
Convert Paint Effects to Polygons. . . . . . . . . . . 81 Scale Rgba . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
fur attractors . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 Scene Fragment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
reduce . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Script Paint Tool. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
smooth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
splitting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 script path caching. . . . . . . . . . . . . . . . . . . . . . . . . . 123
ponds sculpt deformer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
create . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 seam stiffness, query
options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Cloth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
wakes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Search. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Prefix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
UV texture editor
Move Tool in . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
W
toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 wakes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
UVs create for ocean . . . . . . . . . . . . . . . . . . . . . . . . . 107
and polygon smoothing . . . . . . . . . . . . . . . . . . . 26 ocean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
copy to another UV set . . . . . . . . . . . . . . . . . . . . 22 pond. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
isolate. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 pond options . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
weights
pairBlend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
V Width Scale attribute
V max . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
V min . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 wireframe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
vertex wireframe draw, Paint Effects . . . . . . . . . . . . . . . . . 98
chamfer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 workflow
extrude . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 animation-constraint blending . . . . . . . . . . . . . 52
Vertex Color Mode option make motion field . . . . . . . . . . . . . . . . . . . . . . . 109
Paint Effects to Polygons . . . . . . . . . . . . . . . . . . 82 parent constraints . . . . . . . . . . . . . . . . . . . . . . . . 38
Vertex face
Paint Vertex Color Tool . . . . . . . . . . . . . . . . . . . 99
X
vertices
baking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 x resolution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
view
fluid cache contents. . . . . . . . . . . . . . . . . . . . . . 109
Y
y resolution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70