Maya Notes & Ball Animation Notes

TRI – 3 sided polygon (BAD)

QUAD – 4 sided polygon (GOOD)

“We try to avoid triangles because they deform badly”

NGON – 5 sided polygon (BAD)

(We like QUADS because they deform nicely)

  • Remember to name your geometry – Display – Outliner – name_geo
  • Geometry – you can also get this by clicking the 3rd panel  down on the left hand side when it comes to the viewing panels

TIPS

  • Hit f on the keyboard to frame something. This works with graph editor as well (it will show the whole graph).
  • middle mouse – drag one geo shape onto another to make a relationship.
  • + & – makes the arrows on the move function bigger & smaller
  • Get rid of key frames = right click whatever was KF and click ‘break corrections’
  • click on whichever axis you want to rotate on like ‘ translate 2’, once selected drag your middle mouse button on the screen to rotate.
  • Shift + P = parent and unparent
  • 4 = wireframe
  • Spacebar – click maya – up = perspective & right = right view

Ball Animation Notes & Tips:

  • Locators called name_loc
  • Shift + P = parent and unparent
  • 4 = wireframe
  • Spacebar – click maya – up = perspective & right = right view
  • right view – hold x with scale locator selected – it will pop into place – same with translate_loc – this means that 0 is the ground
  • The parent system for the ball animation and general animation is as follows, this is the order in which they will be parented.

trans_loc

scale_loc

rotation_loc

ball_geo

  • Get rid of key frames = right click whatever was KF and click ‘break corrections’
  • click on whichever axis you want to rotate on like ‘ translate 2’, once selected drag your middle mouse button on the screen to rotate.

FRAMES FOR BALL ANIMATION

To set a basis for the ball bounce:

Frames: 1 20 35 45 52 57 60

+Y:        15 0    0   0   0   0   0

Filling in bounces:

Frames: 27 40 48 54 58

+Y:         10   7    5   3    1

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