
Autodesk Maya 2025 A Comprehensive Guide
(16th Edition)
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Contributing Authors
Sham Tickoo
Professor
Purdue University Northwest
Hammond, Indiana, USA
Mable Thomas
CADCIM Technologies
USA
Autodesk Maya 2025: A Comprehensive Guide, 16th Edition
Sham Tickoo
CADCIM Technologies
525 St Andrews Drive
Schererville, Indiana 46375, USA
www.cadcim.com
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Preface
Autodesk Maya 2025
Welcome to the world of Autodesk Maya 2025. Autodesk Maya 2025 is a powerful, integrated 3D modeling, animation, visual effects, and rendering software developed by Autodesk Inc. This integrated node-based 3D software finds its application in the development of films, games, and design projects. A wide range of 3D visual effects, computer graphics, and character animation tools make it an ideal platform for 3D artists. The intuitive user interface and workflow tools of Maya 2025 have made the job of design visualization specialists a lot easier.
Autodesk Maya 2025: A Comprehensive Guide textbook covers all features of Autodesk Maya 2025 in a simple, lucid, and comprehensive manner. It aims at harnessing the power of Autodesk Maya 2025 for 3D and visual effects artists and designers. This textbook will help you transform your imagination into reality with ease. Also, it will unleash your creativity, thus helping you create realistic 3D models, animation, motion graphics, and visual effects. It caters to the needs of both the novice and advanced users of Maya 2025 and is ideally suited for learning at your convenience and at your pace.
Our latest edition covers new tools and enhancements in modeling, animation, Bifrost, and much more. The performance improvements in tools such as Smart Extrude, Graph Editor, and Animation are covered in depth. The author has also explained the Smart Extrude and Bifrost Graph Editor, advanced features of this release, with the help of suitable examples.
The salient features of this textbook are as follows:
• Tutorial Approach
The author has adopted the tutorial point-of-view and the learn-by-doing approach throughout the textbook. This approach will guide the users through the process of creating the models, adding textures, and animating them in the tutorials.
• Real-World Models as Projects
The author has used about 37 real-world modeling and animation projects as tutorials in this textbook. This will enable the readers to relate the tutorials to the real-world models in the animation and visual effects industry. In addition, there are about 34 exercises that are also based on the real-world animation projects.
• Tips and Notes
Additional information related to various topics is provided to the users in the form of tips and notes.
• Learning Objectives
The first page of every chapter summarizes the topics that will be covered in that chapter.
Each chapter ends with Self-Evaluation Test so that the users can assess their knowledge of the chapter. The answers to Self-Evaluation Test are given at the end of the chapter. Also, Review Questions and Exercises are given at the end of each chapter and they can be used by the instructors as test questions and exercises.
• Heavily Illustrated Text
The text in this book is heavily illustrated with about 550 diagrams and screen captures.
Symbols Used in the Textbook
Note Note
The author has provided additional information to the users about the topic being discussed in the form of notes.
Tip
Special information and techniques are provided in the form of tips that help in increasing the efficiency of the users.
The author has provided this symbol next to the new topics and tutorials added in this edition of the textbook.
The author has provided this symbol next to the topics and tutorials enhanced in this edition of the textbook.
Formatting Conventions Used in the Textbook
Please refer to the following list for the formatting conventions used in this textbook.



Naming Conventions Used in the Textbook
Tool
If you click on an item in a panel of the Tool Box and a command is invoked to create/edit an object or perform some action, then that item is termed as tool.
For example:
Select Tool, Lasso Tool, Move Tool, Scale Tool, Rotate Tool, Show Manipulator Tool
Flyout
A flyout is a menu that contains options with similar type of functions. Figure 1 shows the flyout displayed on pressing the right mouse button on the Select camera tool.

Marking menus are similar to shortcut menus that consist of almost all the tools required to perform an operation on an object. There are three types of marking menus in Maya.
The first type of marking menu is used to create default objects in the viewport. To create a default object, press and hold the SHIFT key and then right-click anywhere in the viewport; a marking menu will be displayed, as shown in Figure 2.
The second type of marking menu is used to switch among various components of an object such as vertices, faces, edges, and so on. To invoke this marking menu, select an object and right-click; a marking menu will be displayed, as shown in Figure 3.
The third type of marking menu is used to modify the components of an object. To invoke this marking menu, select a component, press and hold the SHIFT key, and then right-click on the selected object; a marking menu will be displayed, as shown in Figure 4.



Button
The item in a dialog box that has a 3D shape is termed as Button. For example, Extrude button, Apply button, Close button, and so on, refer to Figure 5.

Drop-down List
A drop-down list is the one in which a set of options are grouped together. You can set various parameters using these options. You can identify a drop-down list with a down arrow on it. For example, Menuset drop-down list, refer to Figure 6.

Naming Conventions Used for the Resources
You can access resource files related to this textbook by visiting www.cadcim.com. The path to access resources is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
When you open this link, several drop-downs will appear on the page displayed. You can download a resource file by first selecting it from the desired drop-down and then choosing the Download button corresponding to it. Table 1 shows the naming conventions in detail.

|
Drop-down |
Convention |
|
Evaluation Chapters |
Evaluation Chapters c01_maya_2025_eval.zip, c02_maya_2025_eval.zip, and so on toc_maya_2025.zip |
|
Part Files |
c01_maya_2025_prt.zip, c02_maya_2025_prt.zip, and so on |
|
Tutorial Files |
Tutorials c01_maya_2025_tut.zip, c02_maya_2025_tut.zip, and so on |
|
Rendering/Media Files/Data |
Rendered Output - Tutorials c01_maya_2025_rndr.zip, c02_maya_2025_rndr.zip, and so on |
|
PowerPoint Presentations (Faculty only) |
c01_maya_2025_ppt.zip, c02_maya_2025_ppt.zip, and so on |
|
IG (Faculty Only) |
ig_maya_2025.zip |
Free Companion Website
It has been our constant endeavor to provide you the best textbooks and services at affordable price. In this endeavor, we have come out with a free companion website that will facilitate the process of teaching and learning of Autodesk Maya 2025. If you purchase this textbook, you will get access to the companion website.
The following resources are available for faculty and students in this website:
Faculty Resources
• Technical Support
You can get online technical support by contacting techsupport@cadcim.com.
• Instructor Guide
Solutions to all review questions and exercises in the textbook are provided in this guide to help the faculty members test the skills of the students.
• Maya Files
The Maya files used in illustration, examples, and exercises are available for free download.
• Rendered Images
If you do an exercise or tutorial, you can compare your rendered output with the one provided in the CADCIM website.
• Additional Resources
You can access additional learning resources by visiting https://mayaexperts.blogspot.com.
• Colored Images
You can download the PDF file containing color images of the screenshots used in this textbook from the CADCIM website.
Student Resources
• Technical Support
You can get online technical support by contacting techsupport@cadcim.com.
• Maya Files
The Maya files used in illustrations and examples are available for free download.
• Rendered Images
If you do an exercise or tutorial, you can compare your rendered output with the one provided in the CADCIM website.
• Additional Resources
You can access additional learning resources by visiting https://mayaexperts.blogspot.com.
• Colored Images
You can download the PDF file containing color images of the screenshots used in this textbook from the CADCIM website.
If you face any problem in accessing these files, please contact the publisher at sales@cadcim.com or the author at stickoo@pnw.edu or tickoo525@gmail.com.
Video Courses
CADCIM offers video courses in CAD, CAE Simulation, BIM, Civil/GIS, and Animation domains on various e-Learning/Video platforms. To enroll for the video courses, please visit the CADCIM website using the following link: https://www.cadcim.com/video-courses
Stay Connected
You can now stay connected with us through Facebook and Twitter to get the latest information about our textbooks, videos, and teaching/learning resources. To stay informed of such updates, follow us on Facebook (www.facebook.com/cadcim) and Twitter (@cadcimtech). You can also subscribe to our YouTube channel (www.youtube.com/cadcimtech) to get the information about our latest video tutorials.
• Start Autodesk Maya 2025
• Work with menusets in Autodesk Maya
• Understand various terms related to Maya interface
• Work with tools in Autodesk Maya 2025
Welcome to the world of Autodesk Maya 2025. Maya is a 3D software, developed by Autodesk Inc., which enables you to create realistic 3D models and visual effects with much ease. Although Maya is quite a vast software to deal with, yet all the major tools and features used in Autodesk Maya 2025 have been covered in this book.
To start Autodesk Maya 2025, double-click on the shortcut icon of Autodesk Maya 2025 displayed on the desktop of your computer, as shown in Figure 1-1. This icon is automatically created on installing Autodesk Maya 2025 on your computer.

Double-click on the icon; the Home Screen windpw will be displayed. The Home Screen window consists of different buttons and options like New button, Open button, Goto Maya button, Current Project, Recent, Getting Started, Learning, What’s New, and Community options, as shown in Figure 1-2.

The Go to Maya button is used to open the main Autodesk Maya 2025 interface window. By default, all the new tools and icons are highlighted in green in Maya 2025.
Note
The Output Window is displayed when you choose Windows > Output Window from the menubar, refer to Figure 1-3.

Autodesk Maya 2025 SCREEN COMPONENTS
Autodesk Maya interface consists of viewports, title bar, menubar, Status Line, Shelf, Tool Box, and so on. All these components will be discussed later in this chapter. When you start Autodesk Maya 2025 for the first time, the persp viewport is displayed by default, refer to Figure 1-4.

Workspace is the part or the work area where you can create a 3D scene. Workspaces are also known as viewports or views. In this textbook, the workspaces will be referred to as viewports. Every viewport has a grid placed in the center. The grid acts as a reference that is used in aligning the 3D objects or 2D curves. A grid is a pattern of straight lines that intersect with each other to form squares. The center of the grid is intersected by two dark lines. The point of intersection of these two dark lines is known as the origin. The origin is an arbitrary point, which is used to determine the location of the objects. All the three coordinates, X, Y, and Z are set at 0 position on the origin. Note that in Maya, the X, Y, and Z axes are displayed in red, green, and blue colors, respectively.
Autodesk Maya 2025 is divided into four viewports: top-Y, front-Z, side-X, and persp. These viewports are classified into two categories, orthographic, and isometric. The orthographic category comprises the top, front, and side viewports and the isometric category consists of the persp viewport. The orthographic viewport displays the 2-dimensional (2D) view of the objects created in it, whereas the isometric viewport displays the 3-dimensional (3D) view of the objects created. Every viewport can be recognized easily by its name, which is displayed at the bottom of each viewport. Figure 1-5 shows various components of the Maya interface.

Every viewport has its own Panel menu that allows you to access the tools related to that specific viewport. The Axis Direction Indicator located at the lower left corner of each viewport indicates about the X, Y, and Z axes. Similarly, every viewport in Maya has a default camera applied to it through which the viewport scene is visible. The name of the camera is displayed at the bottom of each viewport. In other words, the name of the viewport is actually the name of the camera of that particular viewport.
The title bar, which lies at the top of the screen, displays the name and version of the software, the name of the file, and the location where the file is saved. A Maya file is saved with the .mb or .ma extension. The three buttons on the extreme right of title bar are used to minimize, maximize, and close the Autodesk Maya window, respectively. Various interface components of the Autodesk Maya interface are discussed next.

The menubar is available just below the title bar. The type of menubar displayed depends on menusets. In Maya, there are different menusets namely, Modeling, Rigging, Animation, FX, and Rendering. These menusets are displayed in the Menuset drop-down list located on the extreme left of the Status Line. On selecting a particular menuset, the menus in the menubar change accordingly. However, there are nine common menus in Maya that remain constant irrespective of the menuset chosen. Figure 1-6 shows the menubar corresponding to the Modeling menuset.

On invoking a menu from the menubar, a pull-down menu is displayed. On the right of some of the options in these pull-down menus, there are two types of demarcations, arrows and option boxes. When you click on an option box, a window will be displayed. You can use this window to set the options for that particular tool or menu item. On clicking the arrow, the corresponding cascading menu will be displayed.

The Status Line is located below the menubar. It contains shortcut for a number of menu items as well as tools for setting up object selection and snapping. The Menuset drop-down list is located at the left of the Status Line. The Status Line consists of different graphical icons. The graphical icons are further grouped and these groups are separated by vertical lines with either a box or an arrow symbol in the middle. These vertical lines are known as Show/Hide buttons, refer to Figure 1-7.

You can click on a Show/Hide button with a box symbol to hide particular icons on the Status Line. On doing so, the corresponding icons will hide and the box will change into an arrow symbol. Similarly, if you click on a Show/Hide button that has an arrow symbol in the middle, the icons of the corresponding group will be displayed. Various groups separated by Show/Hide buttons are discussed next.
As mentioned earlier, the Menuset drop-down list in the Status Line has different menusets such as Modeling, Rigging, Animation, FX, and Rendering, as shown in Figure 1-8.

The options displayed in the menubar depend upon the menuset selected from this drop-down list. For example, if you select the Rendering menuset from the Menuset drop-down list, all the commands related to it will be displayed in the menus of the menubar. You can add a custom menuset by selecting the Customize option. On selecting it, the Menu Set Editor window will be displayed, as shown in Figure 1-9.

To create a new menuset, choose the New Menu Set button from this window; the Create New Menu Set window will be displayed. Enter the menu name in Enter name edit box and then choose the Create button; the new menuset will be added in the Menu sets area of the window. To add a menu in the Menus in menu set area, select the desired menu items from the All menus area and right-click on it. Next, choose Add to Menu Set from the shortcut menu displayed; the selected menu items will be added to the Menus in menu set area. Now, choose the Close Window button to close the window.
The buttons in this group are used to perform different file related operations, refer to Figure 1-10. The tools in this group are discussed next.
The New scene button is used to create a new scene. To do so, choose the New scene button from the Status Line; the Warning: Scene Not Saved message box will be displayed with the Save changes to untitled scene? message, as shown in Figure 1-11. This warning message will only appear if the current scene is not saved. Choose the Save button to save the scene. Choose the Don’t Save button to create a new scene without saving the changes made in the current scene. Choose the Cancel button to cancel the saving procedure.

Open scene
The Open scene button is used to open a file created earlier. To do so, choose this button from the Status Line; the Open dialog box will be displayed, as shown in Figure 1-12. In this dialog box, specify the location of the file that you want to open and then choose the Open button; the selected file will open in the Maya interface. This dialog box is divided into different sections and some of them are discussed next.

Folder Bookmarks
The bookmarks section is used to access the folders in your computer. You can also rearrange the default location of the folders in this section by dragging them up and down using the left mouse button.
Set Project
This button is used to set a new project by replacing the current project. On choosing this button, a new window named Set Project will be displayed. You will learn about this window later in this book
The Save scene button is used to save the current scene. On choosing the Save scene button, the Save As dialog box will be displayed. Enter a name for the file in the File name text box, specify the location to save the current scene, and then choose the Save As button to save the current scene. Maya provides you with various options that can be used while saving a file. These options are given on the right side of the dialog box in the Options section.
The Undo the last action button is used to remove the last applied action and the Redo the last undone action button is used to apply the last undone action again.
The Selection Set Icons group shown in Figure 1-13 is used to define the selection of objects or the components of objects from the viewport. This group comprises of three buttons that are discussed next.

Select by hierarchy and combinations
The Select by hierarchy and combinations button is used to select a group of objects in a scene in a hierarchical order. For example, if four objects are combined under a single group, clicking on a single object with this button chosen will select the entire group of objects.
The Select by Object Type button is used to select only a single object from a group of objects in a scene. For instance, if four objects are combined under a single group, this button will enable you to select only the desired object from the group, and not the entire group.
Select by Component Type
The Select by Component Type button is used to select the components of an object, such as vertices or faces. You can also select the control vertices of the NURBS surfaces using this button.

The Selection Mask Icons group comprises of selection filters that help you in selecting objects or their components in the viewport. The selection mask helps you decide which filters/icons should be displayed in the viewport. The selection mask icons group depends on the selection mode button chosen. If the Select by hierarchy and combinations button is chosen, then the icons under this group will change, as shown in Figure 1-14.

These icons represent the tools that enable you to select the objects based on their hierarchy. Similarly, on choosing the Select by component type button and the Select by object type button, the icons under these groups will change accordingly, and this will enable you to select either the entire object, or its components, refer to Figures 1-15 and 1-16. The most commonly used group is the icons group displayed on choosing the Select by object type button. Various buttons in this selection masks icons group are discussed next.

The Set the object selection mask button is used to switch all the selection icons on or off. To do so, choose the Set the object selection mask button from the Status Line; a flyout will be displayed, as shown in Figure 1-17.

Choose the All objects on option from the flyout to make all selection icons on or select the All objects off option to switch off all selection icons from the menu.
Note
If the All objects off option is chosen, you cannot select any object in the viewport.
Select handle objects
The Select handle objects button allows you to select IK handles and selection handles. You will learn more about this button in the later chapters.
Select joint objects
The Select joint objects button is used to select only the joints of the objects while animating or rigging them.
The Select curve objects button is used to select the NURBS curves, curves on the surface, and paint effects strokes in the viewport.
The Select surface objects button is used to select the NURBS surfaces, poly surfaces, planes, and GPU cache in the viewport.
Select deformations objects
The Select deformations objects button is used to select the lattices, clusters, nonlinear, and sculpt objects in the viewport.
The Select dynamic objects button is used to select the dynamic objects in the viewport.
The Select rendering objects button is used to select the lights, cameras, and textures in the viewport.
The Select miscellaneous objects button is used to select miscellaneous objects such as IK End Effectors, locators, and dimensions in the viewport.
The Lock/Unlock current selection button is used to lock the selection so that left mouse button acts on the manipulators instead of selecting objects. Select an object in the viewport and choose the Lock/Unlock current selection button from the Status Line; the tool manipulators will be locked to the object and no other object can be selected from the viewport.
Highlight Selection mode is on
The Highlight Selection mode is on button is used to turn off the automatic display of the components.
The Snap Buttons group comprises of different snap options, as shown in Figure 1-18.

These options are used to snap the selected objects to specific points in a scene. The buttons in this group are discussed next.
The Snap to grids tool is used to snap an object to the closest grid intersection point. For example, to snap a sphere to the closest grid intersection point, choose Create > Objects > NURBS Primitives > Sphere from the menubar and then click in the viewport; a sphere will be created. Choose the Snap to grids tool from the Status Line and invoke Move Tool from the Tool Box. Next, press the middle mouse button over the sphere and drag it; the sphere will be snapped to the closest grid intersection point, refer to Figure 1-19.

Snap to curves
The Snap to curves button is used to snap an object to the curve in the viewport. For example, to snap a cube on a curve, choose Create > Objects > NURBS Primitives > Cube from the menubar and then click in the viewport; a cube will be created. Next, choose Create > Curve Tools > EP Curve Tool from the menubar and then create a curve in the top-Y viewport. Press ENTER to exit EP Curve Tool. Next, choose Move Tool from the Tool Box and align the cube over the curve. Choose the Snap to curves button from the Status Line. Press the middle mouse button over the cube and drag it; the cube will move over the curve while remaining snapped to the curve, refer to Figure 1-20.

Snap to points
The Snap to points button is used to snap the selected objects to the closest control vertex or pivot point. For example, to snap a cube to the vertices of a polygonal plane, choose Create > Objects > Polygon Primitives > Plane > Option Box from the menubar; the Tool Settings (Polygon Plane Tool) window will be displayed. Now, set the Width divisions and Height divisions to 10, and then click in the viewport to make a plane. Next, create a cube in the viewport, as discussed earlier. Next, select the cube and choose the Snap to points button from the Status Line and drag the cube with the middle mouse button; the cube will snap to the closest control vertex of the polygonal plane.
Snap to Projected Center
The Snap to Projected Center button is used to snap an object (joint or locator) to the center of the other object. For example, to snap a locator to the center of a polygonal plane, choose Create > Objects > Polygon Primitives > Plane from the menubar and drag the cursor; a plane will be created. Next, choose Create > Construction Aids > Locator from the menubar; a locator will be created. Now, select the locator and choose the Snap to Projected Center button from the Status Line; the locator will snap to the center of the polygonal plane.
Snap to view planes
The Snap to view planes button is used to snap the selected object to the view plane of the viewport.

The Make the selected object live button is used to make the selected surface a live object. A live object is used to create objects or curves directly on its surface. For example, to snap a cube on the surface of a polygonal sphere, choose Create > Objects > Polygon Primitives > Sphere from the menubar and drag the cursor; a sphere will be created. To create a cube on the surface of the sphere, choose the Make the selected object live button from the Status Line; the sphere will appear in green wireframe. Now, choose Create > Objects > Polygon Primitives > Cube from the menubar and drag the cursor; a cube will be created on the surface of the sphere.
This group in the Status Line helps you control various objects. The objects with input connections are affected or controlled by other objects, whereas the objects with output connections affect or control other objects.
Inputs to the selected object
The Inputs to the selected object button is used to edit all input connections for the selected object such that the selected object gets influenced by another object.
Outputs from the selected object
The Outputs from the selected object button is used to select and edit the output operations of an object.
The Construction history on/off button is used to record the construction history. The construction history is used to track the changes made on an object at a later stage. Sometimes, the construction history may make a particular file size heavy. To decrease the file size, you can deactivate this option.
This group in the Status Line is used to access all render controls in Maya. The buttons in this group are discussed next.
Display rendering image
The Open Render View button is used to open the Render View window.
The Render the current frame button is used to render the selected viewport at the current frame using the Arnold renderer. Choose the Render the current frame button from the Status Line; the Render View window will be displayed. The Render View window shows the rendered view of the selected scene, refer to Figure 1-21,

whereas Output Window will display all the rendering calculations made for rendering the active scene, refer to Figure 1-22.

IPR render the current frame
The IPR render the current frame button is used to perform an IPR render. Here, IPR stands for Interactive Photorealistic Rendering. This tool helps you to adjust the lighting or the shading attributes of the rendered scene and then update it as per the requirement. To render the current frame, choose this button from the Status Line; the Render View window will be displayed. Now, press the left mouse button and drag it in the Render View window to set the selection for IPR rendering. As a result, Maya will render the selected part only. In other words, it will help you visualize your scene dynamically. Now, if you make changes in the color or lighting attribute of the scene using Attribute Editor, the selected part will be rendered automatically.
On choosing the Display render settings button, the Render Settings window will be displayed, as shown in Figure 1-23. This window comprises of all controls needed for rendering. These controls help you adjust the render settings such as resolution, file options, ray tracing quality, and so on.

Display Hypershade
On choosing this button, the Hypershade window will be displayed. Using this window, you can create shading networks. The Hypershade window is discussed in detail in the later chapters.
Launch Render Setup
On choosing this button, the Render Setup Editor window will be displayed, with the Render Setup editor on the left and the Property Editor on the right. The Render Setup editor allows you to create layers, collections and overrides, whereas the Property Editor allows you to set their corresponding values.
Open the Light Editor
On choosing this button, the Light Editor (Global Mode) window will be displayed. This window lists all lights in the scene with commonly used attributes for each light.
Toggle pausing Viewport 2 display update
This button is used to pause Viewport 2 display update.
This group in the Status Line helps you quickly select, rename, and transform the objects that are created in the viewport. Some of the options in this group are in hidden modes. To view them, move the cursor over the arrow on the left of the input field and then press and hold the left mouse button on it; a flyout will be displayed. Now, select the required option from the flyout; the corresponding mode will be displayed. By default, the Absolute transform mode is active. The transform modes are discussed next.
Absolute transform
The Absolute transform area is used to move, rotate, or scale a selected object in the viewport. To do so, invoke the required transformation tool from the Tool Box and enter values in the X, Y and Z edit boxes in the Absolute transform area, refer to Figure 1-24. Now, press ENTER; the selected object will be moved, rotated, and scaled according to the values entered in the edit boxes.
Note
The Absolute transform area takes the center of the viewport as a reference for transforming an object.
Relative transform
The Relative transform area is also used to scale, rotate, or move a selected object in the viewport, refer to Figure 1-25. This area is similar to the Absolute transform area with the only difference that the Relative transform area takes the current position of the object as a reference point for transforming an object.

The Rename area is used to change the name of a selected object. To rename an object, select the object from the viewport whose name you want to change; the default name of the selected object will be displayed in the text box in the Rename area, refer to Figure 1-26. Enter a new name for the object in the edit box and press ENTER.
You can select an object in the viewport by entering its name in the text box in the Select by name area, refer to Figure 1-27.

There is a drop-down list in this group that has three options: Sign In, Explore Purchase Options, and Manage License. The Sign In option is used to sign in to the Autodesk account. On selecting Explore Purchase Options from this drop-down list, open the Autodesk Store web page from where you can buy various Autodesk products.
The Manage License option will open the License Manager that you can use to manage Maya license.
The toggle buttons in the Sidebar Buttons group are used to invoke tools, editors, and windows. The buttons in this group are discussed next.
Show/Hide Modeling Toolkit
The Show/Hide Modeling Toolkit button is used to open the Modeling Toolkit window, as shown in Figure 1-28. The Modeling Toolkit window is used to perform multiple modeling specific operations.
Toggle the Character Control
The Toggle the Character Control button is used to open the Human IK window, as shown in Figure 1-29. The tools in this window allow you to define and control multiple character setups in a single window.

The Show/Hide Attribute Editor button is used to toggle the visibility of the Attribute Editor, refer to Figure 1-30. The Attribute Editor is used to control different properties of the selected object.

Show/Hide Tool Settings
The Show/Hide Tool Settings button is used to display the options for selected tool in the Tool Settings window. On choosing this button, the Tool Settings window of the selected tool will be displayed. For example, if you have chosen Move Tool from the Tool Box, then you can control its settings by using the Tool Settings (Move Tool) window, as shown in Figure 1-31.
Show/Hide Channel Box
The Show/Hide Channel Box button is used to toggle the visibility of the Channel Box / Layer Editor. This button is similar to the Show/Hide Attribute Editor button. On choosing this button, the Channel Box / Layer Editor will be displayed on the right of the viewport, as shown in Figure 1-32. The Channel Box is used to control the transformation and the geometrical structure of the selected object. The Layer Editor is used to organize the objects in a scene when there are many objects in the viewport. Multiple objects can be arranged in the layer editor to simplify the scene.

Note
By default, the keyable attributes of selected object(s) are displayed in the Channel Box. To add more attributes to it, choose Windows > Editors > General Editors > Channel Control from the menubar; the Channel Control window will be displayed. In this window, three areas will be displayed in the Keyable tab: Keyable, Nonkeyable Hidden, and Nonkeyable Displayed. To add attributes, select them from the Nonkeyable Hidden area and then choose the Move >> button. Next, choose the Close button.
The Shelf is located below the Status Line, as shown in Figure 1-33. The Shelf is divided into two parts. The upper part in the Shelf consists of different Shelf tabs and lower part displays the icons of different tools. The icons displayed in this area depend on the tab chosen, refer to Figure 1-33.

You can also customize the Shelf as per yourrequirement. To do so, press and hold the left mouse button over the Menu of items to modify the shelf button, refer to Figure 1-34; a flyout will be displayed, as shown in Figure 1-34. Various options in this flyout are discussed next.

The Shelf Tabs option is used to toggle the visibility of the Shelf tabs. On choosing this option, the Shelfs tabs will disappear, and only the tool icons corresponding to the selected tab will be visible.
The Shelf Editor option is used to create a Shelf and edit the properties of an existing Shelf. When this option is chosen, the Shelf Editor will be displayed in the viewport, as shown in Figure 1-35.

Alternatively, you can choose Windows > Editors > Settings/Preferences > Shelf Editor from the menubar to display the Shelf Editor. In the Shelf Editor, you can change the name and position of shelves and their contents. You can also create a new shelf and its contents using the Shelf Editor.
The Navigate Shelves option is used to choose the previous or next Shelf of the currently chosen Shelf. On choosing this option, a cascading menu will be displayed, as shown in Figure 1-36. The options in the cascading menu are discussed next.

Previous Shelf
The Previous Shelf option is used to choose the Shelf that comes before the currently chosen Shelf. For example, choose the Rendering tab; the rendering specific icons will be displayed. Next, press and hold the left mouse button over the Menu of items to modify the shelf option; a flyout will be displayed. Choose Navigate Shelves from the flyout; a cascading menu is displayed. From the cascading menu, choose Previous Shelf; the Animation tab is chosen displaying the dynamic specific icons.
Next Shelf
The Next Shelf option is used to choose the shelf that comes after the currently chosen Shelf.
Jump to Shelf
The Jump to Shelf option is used to choose the specific Shelf by entering its name. On choosing this option, the Jump to Shelf window will be displayed, as shown in Figure 1-37. Enter the name of the shelf in the Shelf Name text box and choose the OK button; the Shelf tab with icons specific to the corresponding shelf are displayed.

New Shelf
The New Shelf option is used to add a new Shelf tab to the existing Shelf. On choosing this option, the Create New Shelf window will be displayed, as shown in Figure 1-38. Enter a name for the new Shelf and choose the OK button; a new Shelf will be created, as shown in Figure 1-39. For adding different tools in the tools area corresponding to the new Shelf created, press and hold CTRL+SHIFT and then select the desired tools from the pull-down menus.

Delete Shelf
The Delete Shelf option is used to delete a shelf. On choosing this option, the Confirm message box will be displayed, as shown in Figure 1-40. Choose the OK button to delete the selected Shelf.

The Load Shelf option is used to load the shelf that was saved previously. When this option is chosen, the Load Shelf window will be displayed. You can choose the previously saved shelf from this window; the desired Shelf tab will be displayed in the shelf.
The Save all Shelves option is used to save the shelves, so that you can use them later while working in Maya.
The Tool Box is located on the left side of the workspace. It comprises of the most commonly used tools in Maya. In addition to the commonly used tools, the Tool Box has several other options or commands that help you change the layout of the interface. Various tools in the Tool Box are discussed next.
The Select Tool is used to select the objects created in the viewport. To select an object, invoke the Select Tool from the Tool Box and click on an object in the viewport; the object will be selected. On invoking this tool, the manipulators will not be activated.
The Lasso Tool is used to select an object by using a free hand marquee selection. This tool is very much similar to the Select Tool. To select an object, invoke the Lasso Tool; the cursor will change to a rope knot. Next, press and hold the left mouse button and drag the cursor in the viewport to create a selection area around the object. Then, release the left mouse button; the object inside the selection area will be selected. To adjust the properties of the Lasso Tool, make sure that the Lasso Tool is invoked, and then choose the Show/Hide the Tool Settings button from the Status Line; the Tool Settings (Lasso Tool) window will be displayed. Adjust the Lasso Tool properties from the Tool Settings (Lasso Tool) window as per your requirement.
The Paint Selection Tool is used to select various components of an object. To select various components of an object, invoke the Select Tool from the Tool Box and select an object in the viewport. Next, press and hold the right mouse button over the selected object; a marking menu will be displayed. Choose Vertex from the marking menu to make the vertex selection mode active. Now, choose the Paint Selection Tool from the Tool Box; the cursor will change to the paint brush. Next, press and hold the left mouse button and drag the cursor over the object to select the desired vertices. To go back to the object mode, invoke the Select Tool and then press and hold the right mouse button; a marking menu will be displayed. Choose Object Mode from the marking menu to make the vertex selection mode inactive.
You can also increase the size of the Paint Selection Tool cursor. To do so, press and hold the B key on the keyboard. Next, press and hold the left mouse button in the viewport and drag the cursor to adjust the size of the brush.
The Move Tool is used to move an object from one place to another in the viewport. To do so, invoke Move Tool from the Tool Box; the cursor will change to an arrow with a box at its tip. Select the object in the workspace that you want to move. You can move the selected object in the X, Y, and Z directions by using the handles/manipulators over the object. You can also adjust the properties of the Move Tool by choosing the Show or Hide the Tool Settings button from the Status Line or by double-clicking on the Move Tool itself. To use the Move Tool, you need to create an object in the viewport. To do so, create a sphere by choosing Create > Objects > Polygon Primitives > Sphere from the menubar.
A sphere will be created. Now, invoke the Move Tool from the Tool Box and select the object created by clicking on it; the Move Tool manipulator will be displayed on the selected object with three color handles, as shown in Figure 1-41.

These three color handles are used to move the object in the X, Y, or Z direction. The colors of the handles represent three axes; red represents the X-axis, green represents the Y-axis, and blue represents the Z-axis. At the intersection point of these handles, a box will be displayed that can be used to move the object proportionately in all the three directions. Press and hold the left mouse button over the box and drag the cursor to move the object freely in the viewport. To adjust the default settings of the Move Tool, double-click on it in the Tool Box; the Tool Settings (Move Tool) window will be displayed, as shown in Figure 1-42. Change the settings as per your requirement in this window.

By default, the pivot point is located at the center of the object. To change the pivot point, make sure that the Move Tool is invoked and then press the INSERT key; the pivot point will be displayed in the viewport, as shown in Figure 1-43. Move the pivot point to adjust its position. You can also put the pivot at the center of the object. To do so, choose Modify > Pivot > Center Pivot from the menubar; the pivot point will be adjusted to the center of the object. You can also adjust the pivot point by pressing and holding the D key and moving the manipulator.
Note
A pivot is a point in 3D space that is used as a reference point for the transformation of objects.
The Rotate Tool is used to rotate an object along the X, Y, or Z axis. To rotate an object in the viewport, select the object and invoke the Rotate Tool from the Tool Box; the Rotate Tool manipulator will be displayed on the object, as shown in Figure 1-44.

The Rotate Tool manipulator consists of three colored rings. The red ring represents the X axis, whereas the green and blue rings represent the Y and Z axes, respectively. Moreover, the yellow ring around the selected object helps you rotate the selected object in the view axis. On selecting a particular ring, its color changes to yellow. You can change the default settings of the Rotate Tool by double-clicking on it in the Tool Box. On doing so, the Tool Settings (Rotate Tool) window will be displayed, as shown in Figure 1-45. This window contains various options for rotation. You can change the settings in this window as required.

The Scale Tool is used to scale an object along the X, Y, or Z-axis. To scale an object in the viewport, select the object and invoke Scale Tool from the Tool Box; the Scale Tool manipulator will be displayed on the object, as shown in Figure 1-46.

The Scale Tool manipulator consists of three boxes. The red box represents the X axis, whereas the green and blue boxes represent the Y and Z axes, respectively. Moreover, the yellow colored box in the center lets you scale the selected object uniformly in all axes. On selecting any one of these colored scale boxes, the default color of the box changes to yellow. You can also adjust the default settings of Scale Tool by double-clicking on it in the Tool Box. On doing so, the Tool Settings (Scale Tool) window will be displayed, as shown in Figure 1-47. Make the required changes in the Tool Settings (Scale Tool) window to adjust the basic attributes of Scale Tool.

Note
While rotating, moving, or scaling an object, different colored handles are displayed. These handles indicate different axes. You can use this color scheme while working with three transform tools as well. The red, green, and blue colors represent the X, Y, and Z axes, respectively.
The Last Tool Used tool is used to invoke the last used or the currently selected tool. This tool displays the icon of the last used tool or currently active tool.
Using the buttons in the Quick Layout buttons area, refer to Figure 1-5, you can the toggle the display of layouts as required. You can also change the display of layout buttons. To do so, right-click on one of the Quick Layout buttons; a shortcut menu with various layout options will be displayed, as shown in Figure 1-48.

Next, choose any of the layout from the shortcut menu as per your need; the current layout will be replaced by the chosen layout. Using these buttons, you can also edit the current layout. To do so, right-click on the Quick Layout buttons; a shortcut menu will be displayed. Choose Edit Layouts from the shortcut menu; the Panels window will be displayed, as shown in Figure 1-49.

The Time Slider and the Range Slider, as shown in Figure 1-50, are located at the bottom of the viewport. These two sliders are used to control the frames in animation. The Time Slider comprises of the frames that are used for animation.

There is an input box on the Time Slider called Set the current time, which indicates the current frame of animation. The keys in the Time Slider are displayed as red lines.
The Time Slider displays the range of frames available in your animation. In the Time Slider, the grey box, known as scrub bar, is used to move back and forth in the active range of frames available for animation. The Playback Controls at the extreme right of the current frame help you to play and stop the animation. The Range Slider located below the Time Slider is used to adjust the range of animation playback. The Range Slider shows the start and end time of the active animation. The edit boxes both on the left and right of the Range Slider direct you to the start and end frames of the selected range. The length of the Range Slider can be altered using these edit boxes. At the right of the Set the end time of the animation input box is the Set the active animation layer button. This feature gives you access to all the options needed to create and manipulate the animation layers. This option helps you to blend multiple animations in a scene.
The Set the current character set is located on the right of the Range Slider. It is used to gain automatic control over the character animated object. There are two buttons on the extreme right of the Range Slider: Auto keyframe toggle and Animation preferences. These buttons are discussed next.

The Auto keyframe toggle button is used to set the keyframes. This button sets the keyframe automatically whenever an animated value is changed. Its color turns blue when it is activated.
The Volume button is used to adjust the sound in the scene. When you click on this button, a slider is displayed to adjust the sound level. If you double-click on this button, sound is turned off and the button icon modifies to show muted sound. Right-click on this button; a shortcut menu will be displayed. The options in this shortcut menu are used to perform various operations such as to import audio into the scene, delete audio from the scene, mute audio, and so on. You can also use the option in the shortcut menu to display the method in which the audio waveform will be displayed on the Time Slider. The options in this shortcut menu are also available in the new Audio menu added in the menubar. The Audio menu is visible when you select Animation from the Menuset drop-down list in the Status Line.
Right-click on the Time Slider Bookmark Menu button; a shortcut menu will be displayed. Next, choose the desired option to create, edit, show, delete, or frame bookmarks.
The Animation preferences button is used to modify the animation controls. On choosing this button, the Preferences window will be displayed, as shown in Figure 1-51.

In the Preferences window, the Time Slider option is selected by default in the Categories area. You can set the animation controls in the Time Slider and Playback area of the Preferences window. Choose the Save button to save the changes and close the window.
The Cached Playback button is used to play the animation speedily without the need to create a playblast. Cached playback is the process that continuously evaluates the animation and helps to speed up the animation playback in the viewport. By default a blue line appears running along the bottom of the Time Slider that represents animation catche status line. When the Cached dynamics option is turned on, the pink line also runs along the bottom of the Time slider. This line represents the dynamic status line.
The Command Line is located below the Range Slider. It works in Maya interface by using the MEL script or the Python script. The MEL and Python are the scripting languages used in Maya. Choose the MEL button to switch between the two scripts. The MEL button is located above the Help Line.
The Command Line also displays messages from the program in a grey box on the right. At the extreme right of the Command Line, there is an icon for the Script Editor. The Script Editor is used to enter complex and complicated MEL and Python scripts into the scene.
Note
MEL stands for MAYA Embedded Language. The MEL command is a group of text strings that are used to perform various functions in Maya.
The Help Line is located at the bottom of the Command Line. It provides a brief description about the selected tool or the active area in the Maya interface.
The Panel menu is available in every viewport, as shown in Figure 1-52. The commands or options in the Panel menu control all the actions performed in the workspace. The Panel menu comprises of six menus, which are discussed next.

The View menu is used to view the object in the viewport from different angles using different camera views.
The Shading menu is used to view the object in various shading modes such as Wireframe, Smooth Shade All, Flat Shade All, X-Ray, and so on. You can also use the Wireframe on Shaded option in this menu for working comfortably in the shaded mode.
The Lighting menu helps you use different presets of lights that help in illuminating objects in the viewport.
The Show menu is used to hide or unhide a particular group of objects in the viewport.
The Renderer menu is used to set the quality of rendering in the viewport. You can also set the color texture resolution and the bump texture resolution for high quality rendering using the options in this menu.
The Panel toolbar, as shown in Figure 1-53, is located just below the Panel menu of all viewports. This toolbar consists of the most commonly used tools present in the Panel menu. These tools are discussed next.

The Select camera tool is used to select the active camera in the selected viewport. You can also select the current camera in a scene by choosing View > Select Camera from the Panel menu. To switch between different camera views, right-click on the Select camera tool; a shortcut menu will be displayed, as shown in Figure 1-54. Now, you can switch to the desired camera views by choosing the corresponding option from the shortcut menu.\

The Lock Camera tool is used to lock the active camera in a viewport. When camera is locked, you can not change its transform properties such as translate and rotation. To unlock the camera, choose the Lock Camera tool again.
The Camera attributes tool is used to display the attributes of the active camera in the Attribute Editor. The attributes are displayed on the right of the viewport in the Attribute Editor. You can also view the attributes by choosing View > Camera Attribute Editor from the Panel menu.
The Bookmarks tool is used to set the current view as a bookmark. To set a bookmark, you can set a view in the viewport and then invoke the Bookmarks tool; the set view is bookmarked for further reference. You can also edit an existing bookmark. To do so, press and hold the right mouse button over the Bookmark tool; a shortcut menu with a list of bookmarks created will be displayed in the Panel toolbar. Choose the Edit 2D Bookmarks option from this shortcut menu. On doing so, the Bookmark Editor (persp) window will be displayed, as shown in Figure 1-55.

You can change the name and other attributes of the selected bookmark from this window.
The Image Plane tool is used to import an image to the active viewport. On choosing the Image Plane tool, the Open dialog box will be displayed. In the Open dialog box, choose the image that you want to insert in the active viewport; the image plane will be inserted in the viewport. You can also set the image to the active viewport by choosing View > Image Plane > Import Image from the Panel menu.
The 2D Pan/Zoom tool is used to toggle the 2D pan/zoom mode on or off.
In Maya 2025, Blue Pencil tool is introduced that allows you to draw and animate 2D annotations right on the top of the Maya Viewport. This tool is used for blocking out animations, drawing animated storyboards, or adding annotated notes to animations and other effects. On invoking this tool, the Blue Pencil window will be displayed, as shown in Figure 1-56. You will learn more about the attributes in this window in the forthcoming chapters.

The Grid tool is used to toggle the visibility of the grid in the viewport. You can also invoke this tool by choosing Show > Grid from the Panel menu. In addition, you can set the attributes for the grid in the viewport by using this tool. To set the grid attributes, press and hold the right mouse button on the Grid tool in the Panel toolbar; a flyout will be displayed. Choose Grid Options from the flyout; the Grid Options window will be displayed, as shown in Figure 1-57.

Next, you can set the grid attributes in this window as per your requirement.
Film gate
The Film gate tool is used to toggle the visibility of Film gate border on or off in the active viewport. You can also choose View > Camera Settings > Film Gate from the Panel menu to display the Film gate border in the active viewport.
The Resolution gate tool is used to toggle the display of the Resolution gate border on or off in the active viewport. The resolution gate sets the area in the viewport that will be rendered. You can also choose View > Camera Settings > Resolution Gate from the Panel menu to set the resolution gate in the active viewport.
Gate mask
The Gate mask tool is used to turn on the display of the Gate Mask border. It changes the color and opacity of the area that lies outside the Film gate or the Resolution gate. The gate mask will only work when you have the Film gate or the Resolution gate applied to the active viewport. You can also choose View > Camera Settings > Gate Mask from the Panel menu to display the gate mask in the active viewport.
The Field chart tool is used to turn on the display of the field chart border. On choosing the Field chart tool, a grid is displayed, representing twelve standard cell animation field sizes. The Field chart tool should be used only when the render resolution is set to NTSC dimensions. You can also invoke this tool by choosing View > Camera Settings > Field Chart from the Panel menu.
The Safe action tool is used to turn on the display of the Safe action border. It is used to set the region in the active viewport for TV production. You can also invoke this tool by choosing View > Camera Settings > Safe Action from the Panel menu.
The Safe title tool is used to turn on the display of the safe title border. It is also used to set the region for TV production in the active viewport. This tool should be used only when the render resolution is set to NTSC or PAL. You can also invoke this tool by choosing View > Camera Settings > Safe Title from the Panel menu.
The Wireframe tool is used to toggle the wireframe display on or off. You can also choose Shading > Wireframe from the Panel menu to switch to the wireframe mode. Alternatively, press 4 from the keyboard to turn on the Wireframe mode.
The Smooth shade All tool is used to set the display to smooth shade. You can also choose Shading > Smooth Shade All from the Panel menu to switch to smooth shade mode. Alternatively, press 5 from the keyboard to turn on the Smooth Shade All mode.
The Use default material tool is used to display the default material on the objects, when they are in the smooth shaded mode.
Wireframe on shaded
The Wireframe on shaded tool is used to draw wireframes over the smooth shaded objects. You can also invoke this tool by choosing Shading > Wireframe on Shaded from the Panel menu.
The Textured tool is used to set the hardware texturing display of the objects in the viewport. Alternatively, press 6 from the keyboard to switch to the textured mode.
The Use all lights tool is used to illuminate objects by using all lights in the viewport. Alternatively, choose Lighting > Use All Lights from the Panel menu or press 7.
The Shadows tool is used to display the hardware shadow maps. Alternatively, choose Lighting > Shadows from the Panel menu. This tool is only activated when the Use All Lights tool is selected in the Panel menu.
The Screen space ambient occlusion tool is used to toggle the display of the ambient occlusion in the viewport. This tool is enabled only when Viewport 2.0 is active.
Motion blur
The Motion blur tool is used to toggle the display of motion blur in the viewport itself. This tool is enabled only when Viewport 2.0 is active.
Multisample anti-aliasing
The Multisample anti-aliasing tool is used to toggle the display of multisample anti-aliasing in the viewport itself. This tool is enabled only when Viewport 2.0 is active.
Depth of field
The Depth of field tool is used to toggle the display of depth of field in the viewport itself. This tool is enabled only when Viewport 2.0 is active.
Isolate select
The Isolate select tool is used to display only the selected object in the viewport. To do so, select an object in the viewport and choose the Isolate select button from the Panel toolbar. Alternatively, choose Show > Isolate Select from the Panel menu or press SHIFT + I.
The XRay tool is used to make the objects semi-transparent in the viewport. You can also choose Shading > X-Ray from the Panel menu to switch to the XRay mode.
The XRay active components tool is used to display the active components over the top of other shaded objects. You can also invoke this tool by choosing Shading > X-Ray active components from the Panel menu.
The XRay joints tool is used to display the skeleton joints over the top of other objects in the shaded mode. You can also choose this tool by choosing Shading > X-Ray joints from the Panel menu.
The Exposure tool is used to adjust the brightness of the display.
The Gamma tool is used to adjust the contrast or brightness of the midtones in the image.
The View Transform tool is used to change the working color space to display. To do so, choose color space use the drop-down list and choose a difference view transform.
Note
Your system should have a good quality graphic card to support high quality settings.
The Channel Box and the Layer Editor are used to edit the attributes of an object. The Channel Box consists of all object attributes used for editing, and the Layer Editor is used for creating layers for objects in the scene. To display the Channel Box / Layer Editor, choose Windows > Editors > General Editors > Channel Box / Layer Editor from the menubar. Alternatively, press the CTRL +A keys to open the Channel Box / Layer Editor, if it is not already displayed. Select an object; the attributes of the selected object will be displayed in the Channel Box / Layer Editor, refer to Figure 1-58. The Channel Box is further divided into three parts, which are discussed next.
The Transform node contains the transformation attributes of the selected object. Select an object from the viewport; the Transform node will become active. In Figure 1-58,

nurbsSphere1 is the Transform node of a NURBS sphere. Enter the transform values in different transform parameters to transform the object in the viewport. Alternatively, click on an attribute name in the Transform node; the background of the attribute will change to blue color. Now, move the cursor to the viewport, press and hold the middle mouse button and drag it to make changes in the parameters of the selected attribute. You can also adjust the values of more than one attribute at a time. To do so, press and hold the SHIFT key and select the attributes that you want to adjust and then place the cursor in the viewport. Now, press and hold the middle mouse button and drag the cursor to make changes in the selected attributes. Choose the Visibility attribute to set the visibility of the object. Enter 0 in the Visibility edit box to make the visibility of the selected object off, and enter 1 in the Visibility edit box to set the visibility on.
The SHAPES node provides a brief information about an object. It displays the shape name of the selected object, refer to Figure 1-58.
For example, when you create a NURBS sphere in the viewport, it is named as nurbsSphereShape1. Here, NURBS indicates that the object has been created using the NURBS primitives; Sphere indicates that a sphere has been created; and Shape1 indicates that this is the first sphere shape created in the viewport.
The INPUTS node is used to modify the geometric structure of an object. To do so, create a sphere in the viewport and make sure that it is selected in the viewport. Next, select the makeNurbSphere1 in the INPUTS node of the Channel Box; the geometric attributes of the sphere will be displayed, refer to Figure 1-58. Now, you can adjust the geometric values of the sphere as required. The Layer Editor is located below the Channel Box. To create a new layer in the Layer Editor, choose Layers > Create Empty Layer from the Layer Editor, refer to Figure 1-59; a new layer will be created. To add an object to the layer, select the object in the viewport and then press and hold the right mouse button over the empty layer; a flyout will be displayed. Choose Add Selected Objects from the flyout; the selected object will be added to the layer.
The Layer Editor is mainly used when there are multiple objects in a scene. You can also change the name and color of layers by using the Layer Editor. To do so, double-click on the name of a layer; the Edit Layer window will be displayed, as shown in Figure 1-60.

Enter the name of the layer in the Name text box. You can select the display option of the object from the Display type drop-down list. If you select the Normal option from this list, the object will be displayed in its object mode and will be selectable. If you select the Template option from the drop-down list, the object will be displayed in the wireframe mode and the object will not be selectable. Similarly, if you select the Reference option, the object will be displayed in the shaded mode and will not be selectable. You can also set the visibility of an object by selecting the Visible check box. The Color swatches located at the bottom of the window enables you to select a color for the layer to give it a distinct identity as compared to other layers.
The Attribute Editor provides information about various attributes of a selected object, tool, or the material applied to the selected object. It is also used to make changes in the attributes of the selected object. Choose Windows > Editors > General Editors > Attribute Editor from the menubar; the Attribute Editor will be displayed on the right of the viewport, refer to Figure 1-61. The Attribute Editor comprises of a number of attribute tabs that help you modify an object.

In Maya, you can create your own shortcut keys or even change default shortcuts. To do so, choose Windows > Editors > Settings/Preferences > Hotkey Editor from the menubar; the Hotkey Editor will be displayed, as shown in Figure 1-62. To edit hotkeys, select a hotkey category from the Edit Hotkeys For drop-down list. Now, find the desired command from the list displayed below the Edit Hotkeys For drop-down list. Click on the command and then enter a keyboard shortcut.

You can search an application command by choosing the Search By text box. Enter the application command name in the search bar; filtered items will be displayed, as shown in Figure 1-63.

At the right side of the Hotkey Editor, the Keyboard tab will be displayed. In this tab, the unassigned keys are highlighted in cyan color.
Hotbox, as shown in Figure 1-64, helps you access menu items in a viewport. The Hotbox is very useful, when you work in the expert mode or the full screen mode. It helps you access the menu items and tools by using cursor in the workspace. To access a command, press and hold the SPACEBAR key; the Hotbox will be displayed. Now, you can choose the option that you need to work from the Hotbox. The Hotbox is divided into five distinct zones, East, West, North, South, and Center, refer to Figure 1-64.

Note
You can turn off various UI elements in the Maya interface to get more space and then use the Hotbox to access various commands and tools. But you should do it only after you have established a workflow for yourself. In the beginning, you should use the menubar at the top of the screen instead of using the Hotbox as it reduces the possibility of confusion in finding a command at a later stage.
The Outliner window is used to display all the objects of a scene in a hierarchical manner, as shown in Figure 1-65.

An object in the scene can be selected by simply clicking on its name in the Outliner window. In the Outliner window, the objects are placed in the order of their creation in the viewport. For example, if you create a cube in the viewport followed by a sphere and a cylinder, then all these objects will be placed in a sequential manner in the Outliner window, which means the object (cube) created first will be placed first and the object created last (cylinder) will be placed at the last. To organize the sequence manually, choose the MMB and then drag and drop one object below another object. To rename an object, double-click on the name of the object. At the top of the Outliner window, there is an text box known as the Text Filter Box. You can use this box to select objects with a particular name. For example, enter *front* in the box and press ENTER; all the objects having the word ‘front’ in their name will be selected in the viewport. By default, there are four cameras in the Outliner window that represent four default viewports in Maya. As discussed earlier, everything that you see in the viewport is seen through the camera view. These cameras are visible in the Outliner window by default. Each object in the Outliner window has an icon of its own. When you double-click on any of these icons, the Attribute Editor will be displayed, where you can change the properties of various objects.
Marking menus are similar to shortcut menus that consist of almost all the tools required to perform an operation on an object. There are three types of marking menus in Maya. The first type of marking menu is used to create default objects in the viewport. To create a default object, press and hold the SHIFT key and then right-click anywhere in the viewport; a marking menu will be displayed, as shown in Figure 1-66. In this marking menu, choose the object that you want to create.

The second type of marking menu is used to switch amongst various components of an object such as vertices, faces, edges, and so on. To invoke this marking menu, select an object and right-click; the marking menu will be displayed, as shown in Figure 1-67.

Now, you can select the desired component of the selected object. This marking menu can also be used to apply material to an object. To do so, choose the Assign New Material option from this marking menu; the Assign New Material window will be displayed. Next, choose the required material; the material will be applied to the selected object. This method will be discussed in detail in later chapters.
The third type of marking menu is used to modify the components of an object. To invoke this marking menu, select a component, press and hold the SHIFT key, and then right-click on the selected object; the marking menu will be displayed, refer to Figure 1-68. After invoking this marking menu, you can choose the desired option to perform the corresponding function.
In Maya, you can reduce the render time of a complex scene with the help of pipeline cache tools. Using these tools, you can also increase the loading speed of large 3D scenes. The two types of caching tools available in Maya are discussed next.
The alembic cache enables you to save and export complex Maya scenes in alembic file format. The alembic file format has been developed to represent a complex 3D geometry as a simple geometry. The exported alembic files can then be re-imported into Maya to improve playback performance and reduce memory usage. In order to access this tool, choose Cache > Alembic Cache from the menubar; a flyout will be displayed, as shown in Figure 1-69. Various options in this flyout are discussed next.


The Open Alembic option is used to open an alembic file in Maya. When you choose this option, the Import Alembic dialog box will be displayed. In this dialog box, you can browse to the location, where the required alembic file has been saved, and then you can open the file in Maya using the Import button.
The Reference Alembic option is used to import the contents of a scene, including objects, animation, and shaders into your currently opened scene without importing the files into the scene.
The Import Alembic option is used to import an alembic file in Maya. When you choose this option, the Import Alembic dialog box will be displayed. You can set various options in this dialog box for the file to be imported.
The Replace Alembic option is used to replace the selected 3D object with the alembic object contained in the selected alembic file.
The Export All to Alembic option is used to export all objects in Maya scene as an alembic cache file. By default, alembic cache files are saved in the cache > alembic folder of the current Maya project folder.
The Export Selection to Alembic option is used to export the selected objects in the Maya scene as alembic objects.
Autodesk Maya enables you to exchange data between Maya and different softwares such as 3ds Max, Unity, and Print Studio. However, for exchanging data, the same version of the software must be available on your system. The Send to 3ds Max, Send to Unity, and Send to Print Studio options located in the File menu of the menubar are used to send a Maya file to any of the above mentioned software.
Note
The Send to 3ds Max option located in the File menu of the menubar will be displayed only if you have matching versions installed on your system. For example, 3ds Max 2025 and Maya 2025 are considered to be the matching versions.
The persp view is the default camera view in Maya. To look around in a scene, you can move the virtual camera associated with the viewport. You can use the following shortcut keys while navigating the viewport.
|
Keyboard Shortcut |
Function |
|
ALT+MMB+Drag ALT+RMB+Drag ALT +LMB+Drag |
Helps to pan the viewport Helps to dolly in and out the viewport. You can also use the scroll wheel to dolly in and out. Rotates or orbits the camera in the persp window |
In Maya, some hotkeys are used to speed up the task. Also, there are hotkeys for selecting previous and next keyframes, toggle hotkeys to show/hide controllers, turning the NURBS curves on/off. Some hotkeys are used to quickly cycle between x-ray modes to see joints, controls, and characters. Also, some hotkeys are used to nudge selected keys to the left or right easily.
|
Keyboard Shortcut |
Function |
|
ALT +1 ALT+ 2 ALT+ 4 ALT+ 5 ALT + a SHIFT + 9 SHIFT + 0 CTRL + ALT + , CTRL+ ALT+ . |
Show/hide nurbs Curves Show/hide Polygon Meshes Show/hide Image Planes Show/hide Wireframe on Shaded Display Cycle Rig Nudge Left Nudge Right Select previous keyframe Select next keyframe |
There are many hidden features in Maya that the new users are not aware of. We have provided information of some of these hidden features in the form of tips and tricks below. These tips and tricks will help every Maya user to work efficiently.
•Choose Windows > Editors > Settings & Preferences > Plug-in Manager from the menubar; the Plug-in Manager window will be displayed. Clear the check boxes that you don’t need. It will speed up Maya’s boot time.
•For copying the polygon objects, select the object and press CTRL +D. Next, press W to activate Move Tool and move the copied object to the desired position. Next, press SHIFT+D to copy the object to the same distance.
•You can increase or decrease the size of gyro using the + and - keys, respectively. These keys are displayed on choosing Move Tool, Rotate Tool, or Scale Tool.
• If you want to change the background color of viewport, hold down the ALT key, and press B.
•If you want to smoothen the low poly model without increasing the subdivision level, press 3.
•If you want to modify only specific area of an object, activate the vertex mode and then select vertices of that area and press B; the Soft Selection mode is activated and selected vertices turn red and yellow. Now, edit that area. You can increase and decrease the area by holding down the B key and the left mouse button and dragging.
•A high poly count model slows the speed of your workflow. To track the poly count of the model, you need to turn on the poly count option. To do so, choose Display > Viewport > Heads Up Display > Poly Count from the menubar.
•If you have a scene with light setup and you want to know the realtime result then press 7 to see the light effect in the viewport.
•If you want to aim your light on an object, press T; the aim is displayed. Now, you can aim the light on the object.
•You can use following shortcut keys to avoid going through the menus:
Press 4 to activate the wireframe mode. Press 5 to activate the shaded mode. Press 6 to activate the texture mode. Press 7 to make the light option on. Press 8 to activate the paint effects.
•To rotate an object in radial direction, hold down the J key and drag; the object snaps in 15 degrees.
•If you want to hide certain objects while you are working, select the object and press CTRL+ H. For displaying all hidden objects, choose Display >Object >Show >All from the menubar.
Workspaces are arrangement of windows, panels, and other interface elements. Maya comes with several predefined workspaces that you can access from the Workspaces drop-down list available on the far right of the menubar, as shown in Figure 1-70.

You can also save your own workspaces or reset the factory workspaces. To do so, choose the options available in the Windows > Workspaces menu.
Answer the following questions and then compare them to those given at the end of this chapter:
1. Which of the following windows is used to toggle the display of highlights of all menu items and tool icons?
(a) 1-Minute Startup Movies (b) The Output window
(c) What’s New Highlight Settings (d) None of these
2. Which of the following tools is used to adjust contrast or brightness of an image?
(a) Exposure (b) Gamma
(c) Display settings (d) Both (a) and (b)
3. The __________ button is used to snap the selected object to the center of the other object.
4. The __________ area helps you select an object by entering its name in the Name Selection area.
5. The Show/Hide the Modeling Toolkit button is used to toggle the __________ window.
6. The Panel menu has a set of __________ menus.
7. The keys set for animation are always displayed in red color. (T/F)
8. The MEL command is a group of text strings used for performing various functions in Maya. (T/F)
9. The Hotbox is used to assign the shortcut keys to the commands. (T/F)
Answer the following questions:
1. Which of the following tools helps you move the selected objects in a workspace from one place to another?
(a) Translate Tool (b) Paint Selection Tool
(c) Move Tool (d) Scale Tool
2. Which of the following combination of shortcut keys is used to toggle between Attribute Editor and Channel Box/Layer Editor ?
(a) SHIFT+M (b)Ctrl+ SHIFT+M
(c) SHIFT+n (d) CTRL+A
3. Which of the following shortcut keys is used to invoke the Hotbox?
(a) SPACEBAR (b) BACKSPACE
(c) INSERT (d) ESC
4. Hotkeys are also known as __________ keys.
5. The __________ button helps you set keyframes in animation.
6. The user-defined shortcuts can be created by using the __________ .
7. The ___________ is an arbitrary point which is used to determine the location of objects.
8. MEL stands for __________ .
9. The options in the Animation Preferences window are used to modify the animation controls. (T/F)
10. The Absolute transform mode is used to move, rotate, and scale a selected object in the viewport. (T/F)
1. c, 2. d, 3. Snap to Projected Center, 4. Select by name, 5. Modeling Toolkit, 6. six, 7. T, 8. T, 9. F
Note
If you want to create polygon objects using click-drag operations, you need to turn on the Interactive Creation option available in the menubar. To do so, choose Create > Objects > Polygon Primitives > Interactive Creation from the menubar. The Interactive Creation option works with all primitives. There are certain parameters that cannot be controlled via interactive creation. These parameters can only be changed from the settings window of the tool.
This option also affects how Maya shows the tool settings. For example, if the Interactive Creation option is selected and you choose Create > Objects > Polygon Primitives > Sphere > Option Box from the menubar, the Tool Settings (Polygon Sphere Tool) panel will be displayed. In this panel, you can set non-interactive attributes such as Axis divisions and Height divisions and then click-drag in the viewport to interactively define the radius of the sphere. If you want to create a sphere with the current settings specified in the panel, just click on the viewport instead of clicking and dragging. You can reset the settings by choosing the Reset Tool button available at the top-right corner of the panel.
If the Interactive Creation option is not selected, the Polygon Sphere Options window will be displayed. In this window, specify the attributes and then choose the Create button to create sphere with specified settings.


Note
By default, polygon primitives are displayed in the Smooth Shade All mode. Press 4 to change the display to the Wireframe mode. Alternatively, choose Shading > Wireframe from the Panel menu. You can also switch back to the Smooth Shade All mode by pressing 5 or by choosing Shading > Smooth Shade All from the Panel menu.


































Note
When you choose any boolean operation, the polyCBoolOp# In-View Editor will be displayed in the viewport. You can change any applied operation by choosing an option from the Operation flyout.














1. The face selection mode in the marking menu allows you to select the faces of the active object. When you move the cursor on a face, the face will be highlighted in red. Next, when you click on the highlighted face, it will turn green indicating that it is now selected. In this way, you can identify the selected and unselected faces.
2. The Multi option allows you to select all components at a time without switching between the components. To select all components, press and hold the right mouse button on the already selected component, and then choose the Multi option from the marking menu. Next, select a face on the object, press and hold the SHIFT key, and then select the next required component.


























EDITING THE POLYGON COMPONENTS USING MESH TOOLS









a. Create a project folder.
b. Create the deck.
c. Create the base.
d. Create the wheels.
e. Change the background color of the scene.
f. Save and render the scene.
1. Start Autodesk Maya 2025 by double-clicking on its icon on the desktop.
2. Choose File > Project > Project Window from the menubar; the Project Window is displayed. Choose the New button; the Current Project and Location text boxes are enabled. Now, enter c02_tut1 in the Current Project text box.
3. Click on the folder icon next to the Location text box; the Select Location dialog box is displayed. In this dialog box, browse to the \Documents\maya2025 folder and choose the Select button to close the dialog box. Next, choose the Accept button in the Project Window dialog box; the \Documents\maya2025\c02_tut1 folder will become the current project folder.
4. Choose Save Scene from the File menu; the Save File As dialog box is displayed.
Note
The scenes created in Maya are saved with the .ma or .mb extension. As the project folder is already created, the path \Documents\maya2025\c02_tut1\scenes is displayed in the Look in drop-down list of the Save As dialog box.

5. Enter c02tut1 in the File name edit box and then choose the Save As button to close the dialog box.
It is recommended that you frequently save the file while you are working on it by pressing the CTRL+S keys.
1. Maximize the top-Y viewport. Choose Create > Objects > Polygon Primitives > Cube > Option Box from the menubar; the Tool Settings (Polygon Cube Tool) panel is displayed on the left of the viewport. Enter the required values in the Tool Settings (Polygon Cube Tool) panel, as shown in Figure 2-67. Next, click in the top-Y viewport; a cube is created in the top-Y viewport, as shown in Figure 2-68. Close the Tool Settings (Polygon Cube Tool) panel.

2. In the Channel Box / Layer Editor, click on pCube1. Next, enter deck in the text box and press ENTER; the pCube1 is renamed as deck.
3. In the top-Y viewport, press and hold the right mouse button on deck; a marking menu is displayed. Choose Vertex from the marking menu; the vertex selection mode is activated. Next, select the vertices, as shown in Figure 2-69. Next, choose the Scale Tool by pressing the R key and scale the vertices uniformly, refer to Figure 2-70.
4. Similarly, scale the other vertices to create the basic shape of deck, as shown in Figure 2-71.

5. Press and hold the right mouse button on deck; a marking menu is displayed. Next, choose Object Mode from the marking menu; the object selection mode is activated. Select deck and maximize the front-Z viewport.
6. Make sure the Modeling menuset is selected from the Menuset drop-down list in the Status Line. Next, choose Mesh Tools > Tools > Insert Edge Loop tool from the menubar; the shape of the cursor changes. Click on the top and bottom vertical edge and create two new segments on deck, as shown in Figure 2-72.
7. Maximize the top-Y viewport and repeat the previous step to create two segments on deck, as shown in Figure 2-73. Choose the Select Tool to deactivate the Insert Edge Loop tool.

8. Press and hold the right mouse button on deck; a marking menu is displayed. Choose Object Mode from the marking menu; the object selection mode is activated.
9. Make sure deck is selected and choose Mesh > Remesh > Smooth > Option Box from the menubar; the Smooth Options window is displayed. In the Smooth Options window, make sure the Division levels value is set to 1. Now, choose the Smooth button; the geometry of deck is smoothened.
Creating the Base
1. Maximize the front-Z viewport. Choose Create > Objects > Polygon Primitives > Cube > Option Box from the menubar; the Tool Settings (Polygon Cube Tool) panel is displayed in the viewport. Enter the required values in the Tool Settings (Polygon Cube Tool) panel, as shown in Figure 2-74. Next, click in the front-Z viewport; a cube is created in the front-Z viewport, as shown in Figure 2-75.

2. In the Channel Box / Layer Editor, click on pCube1 tab. Next, enter base in the text box and press ENTER; pCube1 tab is renamed as base.
3. In the front-Z viewport, press and hold the right mouse button on base; a marking menu is displayed. Choose Vertex from the marking menu; the vertex selection mode is activated. Next, select the two bottom center vertices and then choose the Move Tool from the Tool Box. Now, adjust the vertices on base to get the result shown in Figure 2-76.
4. Maximize the side-X viewport. Select the left most vertices in the side-X viewport and then drag them along the -Z axis to reduce the size of base, as shown in Figure 2-77.

5. Press and hold the right mouse button on base; a marking menu is displayed. Next, choose Object Mode from the marking menu; the object selection mode is activated.
6. Select base and maximize the front-Z viewport. Next, choose Mesh Tools > Tools > Insert Edge Loop tool from the menubar. Using this tool, insert four new segments, as shown in Figure 2-78. Choose the Select Tool to deactivate the Insert Edge Loop tool.

7. Press and hold the right mouse button on base; a marking menu is displayed. Choose Object Mode from the marking menu; the object selection mode is activated.
8. Select base and choose Mesh > Remesh > Smooth from the menubar; the geometry of base is smoothened.
Next, you need to create the bolts.
9. Choose Create > Objects > Polygon Primitives > Cylinder > Option box from the menubar; the Tool Settings (Polygon Cylinder Tool) panel is displayed. Enter the required values in the Tool Settings (Polygon Cylinder Tool) panel, as shown in Figure 2-79. Click in the front-Z viewport; a cylinder is created.

10. In the Channel Box / Layer Editor, click on pCylinder1. Next, enter bolt in the text box and press ENTER; pCylinder is renamed as bolt.
11. Choose Move Tool from the Tool Box and align bolt with base in all viewports. Next, choose the Rotate Tool from the Tool Box to rotate and align it with both front-Z and side-X viewports, as shown in Figures 2-80 and 2-81.

12. Activate the side-X viewport. Make sure bolt is selected and press CTRL+D; a duplicate copy of bolt is created with the name bolt1. Set the following parameters in the Channel Box / Layer Editor of bolt1:
Rotate X: 90 Rotate Z: 0
13. Choose the Scale Tool from the Tool Box and scale bolt1 uniformly. Next, choose the Move Tool from the Tool Box and align it in all viewports, as shown in Figure 2-82.

Next, you need to create truck.
14. Maximize the front-Z viewport. Choose Create > Objects > Polygon Primitives > Cylinder > Option box from the menubar; the Tool Settings (Polygon Cylinder Tool) panel is displayed in the viewport. In the Tool Settings (Polygon Cylinder Tool) panel, set the parameters as follows:
Radius: 0.25 Height: 1 Axis: Z
Axis divisions: 10 Height divisions: 3 Cap Divisions: 10
Next, click in the viewport; the cylinder is created .
15. In the Channel Box / Layer Editor, click on pCylinder1. Next, enter truck in the text box and press ENTER; the pCylinder1 is renamed as truck.
16. Maximize the persp viewport. Press and hold the right mouse button over truck and choose Face from the marking menu displayed; the face selection mode is activated. Select the faces 1 and 5 of truck, refer to Figure 2-83. Next, choose Edit Mesh > Components > Extrude from the menubar; the polyExtrudeFace2 In-View Editor is displayed. Enter 1 in the Thickness edit box; the faces of truck are extruded, as shown in Figure 2-84.

17. Maximize the front-Z viewport. Choose the Mesh Tools > Tools > Insert Edge Loop tool from the menubar and add new segments to truck, as shown in Figure 2-85. Choose Select Tool to deactivate the Insert Edge Loop tool.
18. Press and hold the right mouse button on truck; a marking menu is displayed. Choose Object Mode from it; the object selection mode is activated. Next, select truck and choose Mesh > Remesh > Smooth > Option Box from the menubar; the Smooth Options window is displayed.
19. In the window, enter 2 in the Division levels edit box and then choose the Smooth button; the geometry of truck is smoothened. Next, align truck, base, bolt and bolt1 in all viewports using Move Tool, Rotate Tool, and Scale Tool uniformly, refer to Figure 2-86.
20. Press and hold the SHIFT key and select base, truck, bolt, and bolt1 in the persp viewport. Next, choose Mesh > Combine > Combine from the menubar; the selected parts are combined and a group with the name base1 is created.

21. In the base1 area of the Channel Box / Layer Editor, enter 90 in the Rotate Y edit box and then press the ENTER key.
22. Align base1 in all viewports using the Move Tool and the Scale Tool from the Tool Box to make it proportional with the deck, as shown in Figure 2-87.

Creating Wheels
1. Choose Create > Objects > Polygon Primitives > Torus from the menubar. Next, click in the top-Y viewport to create a torus.
2. In the INPUTS area of the Channel Box / Layer Editor, expand the polyTorus1 node and set the following parameters:
Radius: 0.1 Section Radius: 0.1
3. In the pTorus1 area of the Channel Box/Layer Editor, enter 90 in the Rotate Z edit box.
4. In the Channel Box / Layer Editor, rename pTorus1 as wheel, as done earlier.
5. Scale and align wheel with bolt1 in all viewports using the Move Tool from the Tool Box, as shown in Figure 2-88.

6. Maximize the front-Z viewport. Make sure wheel is selected and then press CTRL+D; a duplicate copy of wheel is created with the name wheel1. Next, move wheel1 in a direction opposite to wheel, as shown in Figure 2-89.
7. Maximize the persp viewport. Select base1, wheel, and wheel1 by using the SHIFT key and then choose Mesh > Combine > Combine from the menubar; the selected parts are combined to form a single polygon object with the name base2.
8. Choose Modify > Pivot > Center Pivot from the menubar; the pivot point of the combined base2 is set to center. Next, press CTRL+D; a duplicate copy of the selected mesh is created in the viewport.
9. Maximize the side-X viewport. Next, move base3 along the Z axis to align with deck and also enter 180 in the Rotate Y edit box to rotate base3, refer to Figure 2-90.

10. Select deck. Press and hold the right mouse button on deck; a marking menu is displayed. Choose Vertex from the marking menu; the vertex selection mode is activated. Next, select the vertices and move up along the Y axis using Move Tool, as shown in Figure 2-91.

11. Press and hold the right mouse button on deck; a marking menu is displayed. Choose Object Mode from the marking menu; the object selection mode is activated.
12. Maximize the persp viewport and select all parts of the skateboard in the persp viewport. Next, choose Mesh > Combine > Combine from the menubar; the selected parts are combined.
Changing the Background Color of the Scene
1. In the Outliner window, click on the persp camera; the perspShape tab is displayed in the Attribute Editor.
Note
If the Attribute Editor is not visible in the interface, press CTRL + A to make it visible.
2. In the perspShape tab, expand the Environment area and drag the Background Color slider bar toward right to change the background color to white.
1. Choose File > Save Scene from the menubar.
2. Maximize the persp viewport if not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software from the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene.

a. Create a project folder.
b. Create the basic shape of the mug.
c. Create the handle of the mug.
d. Change the background color of the scene.
e. Save and render the scene.
1. Choose Create > Objects > Polygon Primitives > Cylinder > Option Box from the menubar; the Tool Settings (Polygon Cylinder Tool) panel is displayed in the viewport. Enter the values in the Tool Settings (Polygon Cylinder Tool) panel, as shown in Figure 2-93.
2. Click in the persp viewport; a cylinder is created, refer to Figure 2-94. Close the Tool Settings (Polygon Cylinder Tool) panel.

3. In the Channel Box / Layer Editor, click on the pCylinder1 tab; a text box is activated. Next, type mug in the text box and press ENTER; the pCylinder1 tab is renamed as mug.
4. Hover the cursor in the persp viewport and press SPACEBAR; the four viewports are displayed. Next, hover the cursor on the front-Z viewport and press SPACEBAR; the front-Z viewport is maximized.
Select mug if it is not selected and then press and hold the right mouse button; a marking menu is displayed.
5. Choose Vertex from the marking menu; the vertex selection mode is activated.
6. Select the vertices at the bottom of mug, refer to Figure 2-95. Next, invoke the Scale Tool by pressing the R key.

7. Scale down the selected vertices of mug inward uniformly, as shown in Figure 2-96. Similarly, select the other loops of vertices and scale them to form the shape of a mug, refer to Figure 2-97.

Next, you need to add segments at the top and bottom of the cylinder.
8. Make sure the Modeling menuset is selected in the Menuset drop-down list. Choose Mesh Tools > Tools > Insert Edge Loop from the menubar. Next, click at the top and bottom region of mug; two edges are inserted, refer to Figure 2-98. Deactivate the Insert Edge Loop tool by pressing the W key. Select mug if it is not selected and then press and hold the right mouse button; a marking menu is displayed. Choose Vertex from the marking menu; the vertex selection mode is activated. Select the vertices of the new segment. Next, invoke the Scale Tool by pressing the R key and scale them to form the shape of a mug.
9. Maximize the persp viewport. Make sure mug is selected and then press and hold the right mouse button; a marking menu is displayed. Choose Face from the marking menu; the face selection mode is activated. Now, select the top face of mug using the SHIFT key, refer to Figure 2-99.

10. Invoke the Scale Tool and hold the SHIFT key and scale down the selected faces uniformly, refer to Figure 2-100.
11. Again, choose Edit Mesh > Components > Extrude from the menubar; the polyExtrudeFace# In-View Editor is displayed in the viewport, refer to Figure 2-101. Enter -0.3 in the Thickness edit box of the polyExtrudeFace# In-View Editor, refer to Figure 2-101; the shaded faces are extruded.
12. Press the G key to invoke the Extrude tool again and enter the value -1.4 in the Thickness edit box; the top faces of mug are extruded downward.

Note
The G key is used to repeat the last performed action in Maya.
13. Press G again to invoke the Extrude tool, and enter the value -1.5 in the Thickness edit box. Next, enter 0.2 in the Offset edit box; the selected polygon is extruded inward. Deactivate the Extrude tool.
14. Maximize the top-Y viewport such that you can view the inner area of mug. Press 3 to view the object in the smooth mode. To rectify the distortion in the geometry, you need to add edges. Press 1 and choose Mesh Tools > Tools > Insert Edge Loop tool; the shape of the cursor changes and then insert three edge loops inside the mug, refer to Figure 2-102. Deactivate the Insert Edge Loop tool by pressing W.

1. Maximize the side-X viewport. Move the cursor over mug and then press and hold the right mouse button; a marking menu is displayed. Choose Edge from the marking menu; the edge selection mode is activated.
2. Select two edges of mug, refer to Figure 2-103. Next, choose Edit Mesh > Components > Bevel > Option Box; the Bevel Options window is displayed. Now, enter 1 in the Width edit box and choose the Bevel button; the selected edges are beveled, as shown in Figure 2-104.

3. Move the cursor over mug and then press and hold the right mouse button; a marking menu is displayed. Choose Face from the marking menu; the face selection mode is activated. Next, select a face of mug, as shown in Figure 2-105.
4. Choose Edit Mesh > Components > Extrude from the menubar. Next, invoke the Scale Tool by pressing the R key and scale down the selected face of mug uniformly upto 70%. You can check the scale size in the status line, as shown in Figure 2-106.

5. Select the face of mug, as shown in Figure 2-107. Repeat the procedure as done in Step 4 to scale down the face, refer to Figure 2-108.

6. Maximize the persp viewport. Make sure that both the scaled faces are selected, and then invoke the Smart Extrude tool by choosing Edit Mesh > Components > Smart Extrude from the menubar. Next, maximize the Front-Z viewport and move the selected faces by pressing W key, as shown in Figure 2-109.


8. Deactivate the Extrude tool by pressing the W key. Make sure the two extruded faces are selected, as shown in Figure 2-111.

Next, choose Edit Mesh > Components > Bridge > Option Box from the menubar; the Bridge Options window is displayed. In the Settings area, enter 4 in the Division slider in the Bridge Options window, as shown in Figure 2-112.

Next, choose the Apply button and close the window; the extruded faces are connected to each other, as shown in Figure 2-113.

9. Make sure mug is selected and then press and hold the right mouse button on it; a marking menu is displayed. Next, choose Object Mode from the marking menu; the object selection mode is activated.
10. Select mug and then choose Mesh > Remesh > Smooth from the menubar; the mesh of mug is smoothened. The mug after applying Smooth Tool is shown in Figure 2-114.

1. In the Outliner window, click on the persp camera; the perspShape tab is displayed in the Attribute Editor. the perspShape tab is displayed in the Attribute Editor.
2. In the perspShape tab, expand the Environment node and drag the Background Color slider bar toward right to change the background color to white.
1. Choose File > Save Scene from the menubar.
2. Maximize the persp viewport if not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software in the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene and set the Exposure and Gamma, as shown as shown in Figure 2-115.


a. Create a project folder.
b Create the structure of a hand.
c. Create Fingers.
d. Create the nails.
e. Add the edges for hand.
f. Change the background color of the scene.
g. Save and render the scene.
1. Choose Create > Objects > Polygon Primitives > Cube from the menubar: the cube is created in the Viewport.
2. In the Channel Box / Layer Editor, click on pCube1. Next, enter hand in the text box and press ENTER; the pCube1 is renamed as hand.
3. In the INPUTS area of the Channel Box / Layer Editor, expand the polyCube1 node and set the following parameters:
Width: 4 Height: 1 Depth: 4
4. In the top-Y viewport, press and hold the right mouse button on hand; a marking menu is displayed. Choose Vertex from the marking menu, as shown in Figure 2-117; the vertex selection mode is activated. Next, select the vertices and scale them uniformly using the Scale Tool by pressing the R key, refer to Figure 2-118.


5. Align the other vertices to create the basic shape of hand, as shown in Figure 2-119.

6. Maximize the persp viewport. Again check and align the vertices of hand. In the persp viewport, press and hold the right mouse button on hand; a marking menu is displayed. Choose Face from the marking menu; the face selection mode is activated. Next, select the faces of the wrist side and delete them, refer to Figure 2-120.

In this section, you need to create the fingers of a hand.
1. Press SPACEBAR to maximize all viewports. Make sure the Modeling menuset is selected in the Menuset drop-down list. In the persp viewport, select the middle face, refer to Figure 2-121.

2. Choose Edit Mesh > Components > Extrude from the menubar; the polyExtrudeFace1 In-View Editor is displayed. Enter the value in In-View Editor, as shown in Figure 2-122; the face of middle finger is extruded. Click on the empty area of viewport; the polyExtrudeFace1 In-View Editor is closed.

3. Make sure all viewports are maximized. Select the faces of the middle finger in the persp viewport, refer to Figure 2-123.

Press E to activate the Rotate Tool and slightly rotate the selected faces in the side-X viewport. Similarly, select the top faces of middle finger in the side-X viewport and rotate slightly, as shown in Figure 2-124.

4. Press and hold the right mouse button on hand; a marking menu is displayed. Choose Object from the marking menu; the object selection mode is activated. Press W to activate the Move Tool. Next, choose Mesh Tools > Tools > Insert Edge Loop tool from the menubar, as shown in Figure 2-125.

Using this tool, insert one new edge, as shown in Figure 2-126. Choose Select Tool to deactivate the Insert Edge Loop tool.

5. Press and hold the right mouse button on hand; a marking menu is displayed. Choose Face from the marking menu; the face selection mode is activated. Select the faces of all fingers using the SHIFT key, as shown in Figure 2-127.

6. Choose Edit Mesh > Components > Extrude from the menubar; the polyExtrudeFace2 In-View Editor is displayed. Enter 2.1 and 3 in the Thickness and Division edit box, respectively. Next, click in the Keep Faces Together edit box so that it displays off. Next, enter 0.2 in the Offset edit box. The selected faces are extruded, as shown in Figure 2-128. Click in the empty area of viewport; the polyExtrudeFace2 In-View Editor is closed.

7. Press and hold the right mouse button on hand; a marking menu is displayed. Choose Vertex from the marking menu; the vertex selection mode is activated. Next, align vertices of all the fingers using Scale, Move, and Rotate tools to get the shape of hand, as shown in Figures 2-129 through 2-131.



8. Maximize the persp viewport and press 3 for preview of the smooth hand, as shown in Figure 2-132. Press 1 to turn off the smoothening of the object.
9. Make sure the persp viewport is maximized. Also make sure hand is selected. Next, choose Mesh Tools > Tools > Insert Edge Loop tool from the menubar. Using this tool, insert two new edges, refer to Figure 2-133. Choose Select Tool to deactivate the Insert Edge Loop tool.

1. Press and hold the right mouse button on hand; a marking menu is displayed. Choose Face from the marking menu; the face selection mode is activated. Select the top faces of the nail area of all fingers using the SHIFT key, as shown in Figure 2-133.

2. Choose Edit Mesh > Components > Extrude from the menubar; the polyExtrudeFace3 In-View Editor is displayed. Enter the required values, as shown in Figure 2-134. Also, slightly rotate the extruded faces. Click on the empty area of viewport; the polyExtrudeFace3 In-View Editor is closed.

3. Similarly select the faces of nail tip using the SHIFT key. Next, choose Edit Mesh > Components > Extrude from the menubar; the polyExtrudeFace4 In-View Editor is displayed. Enter the value, as shown in Figure 2-135. Now, click on the empty area of viewport; the polyExtrudeFace4 In-View Editor is closed.

4. Press and hold the right mouse button on hand; a marking menu is displayed. Choose Object from the marking menu; the object selection mode is activated. Press 3 for preview of the smooth hand, as shown in Figure 2-136. Press 1 for turning off smoothness preview.

1. Make sure the persp viewport is maximized. Also, make sure hand is selected. Next, choose Mesh Tools > Tools > Insert Edge Loop tool from the menubar. Using this tool, insert two new edge loops in the wrist area, as shown in Figure 2-137. Choose Select Tool to deactivate the Insert Edge Loop tool.

2. Select the edge and then press W to activate Move Tool and then move the edge, as shown in Figure 2-138. Now, adjust both the edges using Move Tool.

3. Select the last edge of the wrist and move it using Move Tool, as shown in Figure 2-139.

Next, choose Mesh Tools > Tools > Insert Edge Loop tool from the menubar. Using this tool, insert edges, as shown in Figure 2-140.

4. Adjust all edges using Move Tool, Scale Tool, and Rotate Tool for perfect shape. Press 3 for preview of the smooth hand, as shown in Figure 2-141.

5. Make sure Modeling is selected in the Menuset drop-down list. Next, select the hand and then choose Mesh>Retopologize from the menubar; the hand is smoothened.
Changing the Background Color of the Scene
1. In the Outliner window, click on the persp camera; the perspShape tab is displayed in the Attribute Editor. the perspShape tab is displayed in the Attribute Editor.
2. In the perspShape tab, expand the Environment area and drag the Background Color slider bar toward right to change the background color to white.
Saving and Rendering the Scene
1. Choose File > Save Scene from the menubar.
2. Maximize the persp viewport if not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software from the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene, refer to Figure 2-116.
1. Which of the following geometric shapes is formed by connecting a polygonal base and an apex?
(a) Prism (b) Pyramid
(c) Sphere (d) Cube
2. Which of the following shortcuts can be used to display an object in the object selection mode?
(a) F8 (b) F9
(c) F10 (d) F11
3. The __________ is used to merge two vertices together.
4. The __________ option is used to subtract the last selected geometry from the geometry that was selected first.
5. A __________ is a curve in three dimensional space such that its angle to a plane perpendicular to the axis is constant.
6. The __________ solids are those primitives in which all sides and angles are equal and all faces are identical.
7. The __________ tool is used to reduce the number of polygons in the selected region of an object.
8. The Insert Edge Loop Tool is used to create beveled transition surfaces on a profile curve. (T/F)
9. The Chamfer tool is used to merge the selected edges and vertices that are within a numerically specified threshold distance from each other. (T/F)
10. The Bridge tool is used to connect two edges or two faces of a polygon object. (T/F)
Answer the following questions:
1. Which of the following tools is used to add smoothness to a sharp edge?
(a) Extrude (b) Duplicate face
(c) Bevel (d) Merge to Center
2. Which of the following primitives is formed by an alternate arrangement of hexagons and pentagons?
(a) Prism (b) Helix
(c) Soccer ball (d) Sphere
3. The __________ option is used to create a duplicate copy of a selected face.
4. The __________ tool is used to add segments on both the sides of a selected edge.
5. The __________ tool is used to ungroup the combined polygon objects into separate polygon objects.
6. The __________ tool is used to make a polygon object smooth by adding divisions to it.
7. The __________ operation is used to merge two intersecting objects by deleting the intersecting geometry between them.
8. The Combine tool is used to group two or more polygon meshes into a single polygon object. (T/F)
9. The Multi-Cut tool is used to manually add segments between two edges of an object. (T/F)
10. The Detach tool is used to split a vertex into multiple vertices. (T/F)


After completing this chapter, you will be able to:
• Create NURBS Primitives
• Create NURBS curves
• Create surfaces
In Maya, there are three different types of modeling: NURBS, polygon, and subdivision surface. NURBS, which stands for Non-Uniform Rational B-Splines, is an industry standard for designing and modeling surfaces. NURBS modeling is suitable for modeling surfaces with complex curves. NURBS surfaces can be manipulated interactively with ease. Before modeling an object, you need to visualize it in 3D terms. Visualization of an object in 3D terms helps you in determining the type of modeling that you need to use for creating the object. In this chapter, you will learn about various NURBS modeling tools and techniques.
In this chapter, you will learn about NURBS curves and surfaces. NURBS (Non-Uniform Rational B-Spline) is a mathematical representation of 3D geometry that can describe any shape accurately. NURBS modeling is basically used for creating curved shapes and lines.
In Maya, there are default NURBS objects that resemble various geometrical objects. These NURBS objects are grouped together under the NURBS Primitives group in the menubar. To access the NURBS primitives, choose Create > Objects > NURBS Primitives from the menubar; a cascading menu will be displayed with all the default NURBS primitives. Some of the NURBS primitives can also be accessed from the Shelf, refer to Figure 3-1.

In order to access the NURBS modeling tools for the NURBS primitives, make sure that the Curves/Surfaces Shelf tab is chosen from the Shelf. The types of NURBS Primitives are discussed next.
Note
To create a NURBS object dynamically, you need to turn on the Interactive Creation option. To do so, choose Create > Objects > NURBS Primitives > Interactive Creation from the menubar.

A sphere is a solid object and every point on its surface is equidistant from its center, as shown in Figure 3-2. To create a sphere, choose Create > Objects > NURBS Primitives > Sphere from the menubar; a sphere will be created in all viewports. Alternatively, choose the NURBS Sphere tool from the Curves/Surfaces Shelf tab. You can create a sphere either dynamically or by entering values using the keyboard. Both the methods are discussed next.
To create a sphere dynamically, choose Create > Objects > NURBS Primitives > Sphere from the menubar; you will be prompted to drag the cursor on the grid to draw the sphere in the viewport. Press and hold the left mouse button, and drag the cursor up or down to define the radius of the sphere as required. Now, release the left mouse button; the sphere will be created in all viewports and will be visible in the Smooth Shade All mode. Press the numeric key 4 to change the display to the Wireframe mode. Alternatively, you can choose Shading > Wireframe from the Panel menu to change the display to the Wireframe mode. Press the numeric key 5 or choose Shading > Smooth Shade All from the Panel menu to revert to the Smooth Shade all mode.
Creating a Sphere by Using the Keyboard
To create a sphere by using the keyboard, double-click on the NURBS Sphere tool in the Curves/Surfaces Shelf tab; the Tool Setting (NURBS Sphere Tool) panel will be displayed, as shown in Figure 3-3.

In this panel, set the properties of the sphere by using the keyboard and then click in the viewport; the sphere will be created in all viewports. Alternatively, choose Create > Objects > NURBS Primitives > Sphere > Option Box from the menubar to invoke Tool Setting (NURBS Sphere Tool) panel. Choose Reset Tool to reset the settings of the Tool Setting (NURBS Sphere Tool) panel. The most commonly used options in this panel are discussed next.
Description Area
The text in the Description area gives you information about the method of creating sphere in the viewport.
Create Settings Area
The options in the Create Settings area of the Tool Setting (NURBS Sphere Tool) panel are used to adjust the parameters of the NURBS sphere. The options in this area are discussed next.
Start sweep angle and End sweep angle: The Start sweep angle and End sweep angle options are used to specify the start and end angles for a sphere. Move the sliders on the right of these parameters to change the values or enter the values in their respective text boxes. The values in these sliders range from 0 to 360 degrees. You can create a partial sphere, as shown in Figure 3-4 by changing the values in the Start sweep angle and End sweep angle edit boxes.
Surface degree: The Surface degree attribute is used to create a sphere with a faceted or smooth appearance. This attribute consists of two radio buttons: Linear and Cubic. The Linear radio button is used to give a faceted appearance to the sphere. The Cubic radio button is selected by default and gives a smooth appearance to the sphere, refer to Figure 3-5. Note that the number of segments remains the same on the sphere while using any of these two radio buttons.

Use Tolerance: The Use Tolerance attribute is used to improve the accuracy of the primitive’s by increasing or decreasing the number of sections and spans. If the Use Tolerance attribute is set to None, you can make the number of sections and spans on a sphere separately. If the Use Tolerance attribute is set to Local, you can change the number of sections and spans uniformly by moving the slider available below the attribute.
Number of sections and Number of spans: The Number of sections and Number of spans edit boxes are used to adjust the surface curves on a sphere, refer to Figure 3-6.

More the number of sections or spans on a NURBS object, more will be its smoothness. Surface curves are also known as Isoparms. You can enter the values directly in these edit boxes to set the number of sections/spans on a NURBS object. Alternatively, you can move the sliders on the right of these edit boxes.
After Creation Settings Area
The options in this area are used to adjust the number of sections and spans on a sphere after it is created in the viewport. To do so, select the Adjust sections and spans check box from this area and drag the cursor to create a sphere in the viewport. Next, you can drag the cursor to add or reduce sections in the sphere.
Single-click Settings Area
The options in this area are used to set the radius and axis of formation of the NURBS sphere. The settings of this area will be applicable only if the sphere is created using the single-click method. The options in this area are discussed next.
Radius: The Radius attribute is used to set the radius of the sphere by entering required value in the Radius edit box. Alternatively, you can drag the slider on the right of the attribute.
Axis: The Axis attribute is used to set the axis for creating a NURBS sphere. It has three radio buttons: X, Y, and Z. By default, the Y radio button is selected. You can use these radio buttons to set the axis for creating a NURBS sphere. Figure 3-7 shows the NURBS spheres created on the X, Y, and Z axes.

You can change the name and parameters of a sphere in the viewport. To do so, select a sphere in the viewport; the Channel Box / Layer Editor will be displayed, refer to Figure 3-8.

Now, to change the name of the selected sphere, click on nurbsSphere# in the Channel Box / Layer Editor; an edit box will appear. Specify a new name for the sphere and then press ENTER. You can also modify the sphere by using the parameters in the INPUTS area of the Channel Box / Layer Editor; the change will be reflected on the sphere in the viewport. To dynamically modify the parameters in the INPUTS area, select the attribute label in the Channel Box / Layer Editor. Next, place the cursor in the viewport, press and hold the middle mouse button, and then drag it horizontally in the viewport to make the changes.

A cube is a three-dimensional shape with six sides, as shown in Figure 3-9.

To create a NURBS cube, choose Create > Objects > NURBS Primitives > Cube from the menubar; the sphere will be created in all viewports. Alternatively, to create a cube, you can choose the NURBS Cube tool from the Curves/Surfaces Shelf tab. You can also create a cube dynamically or by entering values using the keyboard. Both the methods are discussed next.
Creating a Cube Dynamically
To create a cube dynamically, choose Create > Objects > NURBS Primitives > Cube from the menubar; you will be prompted to drag the cursor on the grid to draw a cube in the viewport. Press and hold the left mouse button and drag the cursor on the grid to define the base of the cube, as required. Now, release the left mouse button to get the desired base. Next, press and hold the left mouse button again and drag the cursor up to set the height of the cube and then release the left mouse button; the cube will be created in all viewports.
To create a cube by using the keyboard, double-click on the NURBS Cube tool in the Curves/Surfaces Shelf tab; the Tool Setting (NURBS Cube Tool) panel will be displayed on the viewport, as shown in Figure 3-10.

In this panel, set the properties of the cube by using the keyboard and then click in the viewport; a cube will be created in all viewports. Alternatively, choose Create > Objects > NURBS Primitives > Cube > Option Box from the menubar; to invoke the Tool Setting (NURBS Cube Tool) panel. Choose Reset Tool to reset the settings of the Tool Setting (NURBS Cube Tool) panel. The most commonly used options in this panel are discussed next.
Description Are
The Description area displays the information about the method of creating the cube in the viewport.
Create Settings Area
The options in the Create Settings area of the Tool Setting (NURBS Cube Tool) panel are used to set the parameters of the NURBS cube. Various options in this area are discussed next.
Surface degree: The radio buttons in the Surface degree attribute are used to create a cube with a faceted or smooth appearance. This attribute consists of five radio buttons: 1 Linear, 2, 3 Cubic, 5, and 7.
U patches and V patches: The U patches and V patches edit boxes are similar to the Number of sections and Number of spans edit boxes in the Tool Setting (NURBS Sphere Tool) panel and are used to create surface patches on the cube.
Single-click Settings: The options in this area are used to set the width, height, and depth for creating the NURBS cube. The settings will be applicable only if the cube is created using the single-click method.
Width, Height, and Depth: You can adjust the width, height, and depth of the NURBS cube by entering values in the Width, Height, and Depth edit boxes, respectively. Alternatively, you can set these values by moving the slider on the right of these edit boxes.
You can modify the name and other properties of the cube using the Channel Box / Layer Editor, as discussed in the NURBS sphere section.
A cylinder is a solid geometry with straight parallel sides and circular sections, as shown in Figure 3-11.

To create a cylinder in the viewport, choose Create > Objects > NURBS Primitives > Cylinder from the menubar; the cylinder will be created in all viewports. Alternatively, you can choose the NURBS Cylinder tool from the Curves/Surfaces Shelf tab. You can create a cylinder either dynamically or by entering values using the keyboard. Both the methods of creating the cylinder are discussed next.
To create a cylinder dynamically, choose Create > Objects > NURBS Primitives > Cylinder from the menubar; you will be prompted to drag the cursor on the grid. Press and hold the left mouse button and drag the cursor on the grid to define the base of the cylinder. Next, release the left mouse button to get the desired base. Now, press and hold the left mouse button again, drag the cursor up to set the height of the cylinder and then release the left mouse button; the cylinder will be created in all viewports.
To create a cylinder by using the keyboard, double-click on the NURBS Cylinder tool in the Curves / Surfaces Shelf tab; the Tool Setting (NURBS Cylinder Tool) panel will be displayed, as shown in Figure 3-12.

Set the properties of the cylinder to be created in the viewport using various options available in the Tool Setting (NURBS Cylinder Tool) panel and click in the viewport; a cylinder will be created in all viewports. Alternatively, choose Create > Objects > NURBS Primitives > Cylinder > Option Box from the menubar to invoke the Tool Setting (NURBS Cylinder Tool) panel. Choose Reset Tool to reset the settings of the Tool Setting (NURBS Cylinder Tool) panel.
You can modify the name and properties of the cylinder by using the Channel Box / Layer Editor, as discussed in the NURBS sphere section.

A cone is an object with a circular base and its sides tapered up to a point, as shown in Figure 3-13.

To create a cone, choose Create > Objects > NURBS Primitives > Cone from the menubar; the cone will be created in all viewports. Alternatively, you can create a cone by invoking the NURBS Cone tool from the Curves/Surfaces Shelf tab. You can create a cone either dynamically or by entering values using the keyboard. Both the methods of creating a cone are discussed next.
Creating a Cone Dynamically
To create a cone dynamically, choose Create > Objects > NURBS Primitives > Cone from the menubar; you will be prompted to drag the cursor on the grid. Press and hold the left mouse button and drag the cursor on the grid to define the base of the cone. Next, release the left mouse button to get the desired base. Now, press and hold the left mouse button again and drag the cursor up to set the height of the cone. Next, release the left mouse button; the cone will be created in all viewports.
To create a cone by using the keyboard, double-click on the NURBS Cone tool in the Curves/Surfaces Shelf tab; the Tool Setting (NURBS Cone Tool) panel will be displayed on the viewport, as shown in Figure 3-14.

In this panel, set the properties of the cone by using the keyboard and then click in the viewport; the cone will be created in all viewports. Alternatively, choose Create > Objects > NURBS Primitives > Cone > Option Box from the menubar to invoke the Tool Setting (NURBS Cone Tool) panel. Choose Reset Tool to reset the settings of the Tool Setting (NURBS Cone Tool) panel.

A plane is a two-dimensional flat surface, as shown in Figure 3-15.

To create a NURBS plane, choose Create > Objects > NURBS Primitives > Plane from the menubar. Alternatively, you can create a plane by invoking the NURBS Plane tool from the Curves/Surfaces Shelf tab. You can create a plane either dynamically or by entering values using the keyboard. Both the methods of creating a plane are discussed next.
To create a plane dynamically, choose Create > Objects > NURBS Primitives > Plane from the menubar; you will be prompted to drag the cursor on the grid. Next, press and hold the left mouse button and drag the cursor on the grid; a plane will be created in all viewports.
To create a plane by using the keyboard, double-click on the NURBS Plane tool in the Curves/Surfaces Shelf tab; the Tool Setting (NURBS Plane Tool) panel will be displayed on the viewport, as shown in Figure 3-16.

Next, in this panel, set the properties of the plane by using the keyboard and then click in the viewport; the plane will be created in all viewports. Alternatively, choose Create > Objects > NURBS Primitives > Plane > Option Box from the menubar to invoke the Tool Setting (NURBS Plane Tool) panel. Choose Reset Tool to reset the settings of the Tool Setting (NURBS Plane Tool) panel.

A torus is created by revolving a circular profile around a circular or an elliptical path, as shown in Figure 3-17.

To create a NURBS torus, choose Create > Objects > NURBS Primitives > Torus from the menubar. Alternatively, you can create a torus by choosing the NURBS Torus tool from the Curves/Surfaces Shelf tab. You can create a torus either dynamically or by entering values using the keyboard. Both the methods of creating a torus are discussed next.
To create a torus dynamically, choose Create > Objects > NURBS Primitives > Torus from the menubar; you will be prompted to drag the cursor on the grid to create a torus in the viewport. Press and hold the left mouse button, drag the cursor on the grid to define the radius of the torus, and then release the left mouse button. Now, press and hold the left mouse button again and drag the cursor to edit the section radius. Next, release the left mouse button; the torus will be created in all viewports.
To create a torus by using the keyboard, double-click on the NURBS Torus tool in the Curves / Surfaces Shelf tab; the Tool Setting (NURBS Torus Tool) panel will be displayed, as shown in Figure 3-18.

In this panel, set the properties of the torus by using the keyboard and then click in the viewport to create a torus. Alternatively, choose Create > Objects > NURBS Primitives > Torus > Option Box from the menubar to invoke the Tool Setting (NURBS Torus Tool) panel. Choose Reset Tool to reset the settings of the Tool Setting (NURBS Torus Tool) panel.

A circle is a closed plane curve in which every point on the curve is equidistant from the center, as shown in Figure 3-19.

To create a circle, choose Create > Objects > NURBS Primitives > Circle from the menubar. Alternatively, you can create a circle by choosing the NURBS Circle tool from the Curves/Surfaces Shelf tab. You can create a circle either dynamically or by entering values using the keyboard. Both the methods of creating circle are discussed next.
To create a circle dynamically, choose Create > Objects > NURBS Primitives > Circle from the menubar; you will be prompted to drag the cursor on the grid. Press and hold the left mouse button and drag the cursor on the grid and then release the left mouse button; the circle will be created in all viewports.
To create a circle by using the keyboard, double-click on the NURBS Circle tool in the Curves Shelf tab; the Tool Setting (NURBS Circle Tool) panel will be displayed, as shown in Figure 3-20.

In this panel, set the properties of the circle by using the keyboard and then click in the viewport to create a circle in all viewports. Alternatively, choose Create > Objects > NURBS Primitives > Circle > Option Box from the menubar to invoke the Tool Setting (NURBS Circle Tool) panel. Choose Reset Tool to reset the settings of the Tool Setting (NURBS Circle Tool) panel.

A square is a four-sided regular polygon with equal sides, as shown in Figure 3-21.

To create a square, choose Create > Objects > NURBS Primitives > Square from the menubar; the square will be created in all viewports. Alternatively, you can create a square by invoking the NURBS Square tool from the Curves Shelf tab. You can create a square either dynamically or by entering values by using the keyboard. Both the methods of creating a square are discussed next.
To create a square dynamically, choose Create > Objects > NURBS Primitives > Square from the menubar; you will be prompted to drag the cursor on the grid. Press and hold the left mouse button and drag the cursor on the grid. Next, release the left mouse button; the square will be created in all viewports.
To create a square by using the keyboard, double-click on the NURBS Square tool in the Curves Shelf tab; the Tool Setting (NURBS Square Tool) panel will be displayed on the viewport, as shown in Figure 3-22. Set the properties of the square using various options available in the Tool Setting (NURBS Square Tool) panel and click in the viewport to create a square in all viewports. Alternatively, choose Create > NURBS Primitives > Square > Option Box from the menubar to invoke the Tool Setting (NURBS Square Tool) panel. Choose Reset Tool to reset the settings of the Tool Setting (NURBS Square Tool) panel.

The Interactive Creation option is used to create objects dynamically. It is a toggle option in the NURBS Primitives cascading menu. The Interactive Creation option is not selected by default. To select this option, choose Create > Objects > NURBS Primitives > Interactive Creation from the menubar. It allows you to edit an object as required using the click-drag operations. If you clear this option, you need to modify the object using the Channel Box /Layer Editor.





TOOLS FOR CREATING NURBS CURVES
In Maya, you can create NURBS curves using various tools. The tools used to create NURBS curves are discussed next.

The CV Curve Tool is used to create curves in the viewport. A CV curve comprises of control vertices or CVs. To create a CV curve, choose Create > Objects > Curve Tools > CV Curve Tool from the menubar; the cursor will change into a plus sign. Next, click on different places in the viewport to create a curve. The first CV of the curve will be displayed as a box, and the second CV will be displayed as letter U. The box defines the starting point of the curve, and the letter U defines the direction of the curve. Press ENTER to finish the curve creation process. To edit the properties of a curve, choose Create > Objects > Curve Tools > CV Curve Tool Option Box from the menubar; the Tool Settings (CV Curve Tool) panel will be displayed, as shown in Figure 3-29. The options in the panel are discussed next.

The radio buttons corresponding to the Curve degree attribute are used to define the smoothness of a curve. By default, the 3 Cubic radio button is selected in the Curve degree area. The higher the degree of curve, the smoother it will be.
The radio buttons corresponding to the Knot spacing attribute are used to define the distribution of the knots on the curve. Knots are the parametric locations(u) along the curve. The Knot spacing attribute has two radio buttons: Uniform and Chord length. The Uniform radio button is selected by default and is used to create the U parametric location values that are easier to predict. The Chord length radio button is used to distribute the curvature in such a way that the surface displays a symmetrical texture applied over it.


The EP Curve Tool is also used to create an outline of a curve by placing edit points on it. To create an outline, choose Create > Objects > Curve Tools > EP Curve Tool from the menubar; the cursor sign will change into a plus sign. Now, click on different places in the viewport to create a curve. Next, press ENTER to finish the curve creation process. To modify the properties of the EP curve, choose Create > Objects > Curve Tools > EP Curve Tool > Option Box from the menubar; the Tool Settings (EP Curve Tool) panel will be displayed. Alternatively, you can invoke this panel from the Curve / Surfaces Shelf tab by double-clicking on the icon; the Tool Settings (EP Curve Tool) panel will be displayed. The options in the Tool Settings (EP Curve Tool) panel are similar to those discussed in the Tool Settings (CV Curve Tool) panel.
Note
The process of creating a curve using EP Curve Tool is different from that of CV Curve Tool. In both the cases if 3 cubic is selected from the Curve degree attribute, then the curve created using CV Curve Tool will create a smooth curve in the fourth segment whereas in case of EP curve Tool, a smooth curve will be created in the third segment.
The Pencil Curve Tool works similar to the brush tool available in other softwares. This tool is used to draw a freehand NURBS curve. To do so, choose Create > Objects > Curve Tools > Pencil Curve Tool from the menubar; the cursor will change into a pencil sign. Next, press and hold the left mouse button and drag the cursor in the viewport to create a curve. To set the properties of the curve, choose Create > Objects > Curve Tools > Pencil Curve Tool > Option Box from the menubar; the Tool Settings (Pencil Curve Tool) panel will be displayed. Alternatively, you can invoke this panel from the Curves/Surfaces Shelf tab by double-clicking on the icon; the Tool Settings (Pencil Curve Tool) panel will be displayed. The options in the Tool Settings (Pencil Curve Tool) panel are similar to those discussed in the Tool Settings (EP Curve Tool) panel.

The Arc Tools are used to create arc curves by specifying points in the viewport. In Maya, there are two types of arc tools: Three Point Circular Arc and Two Point Circular Arc. To create an arc, choose Create > Objects > Curve Tools from the menubar; a cascading menu will be displayed. Choose Two Point Circular Arc from the cascading menu to create an arc by defining the start and end points of the arc. Similarly, choose the Three Point Circular Arc from the cascading menu to create an arc by defining the start point, the curve point, and the end point.

The Bezier Curve Tool is used to create a smooth curved line in the viewport. It consists of two or more control points, which define the size and shape of the line. To create a smooth curved line, choose Create > Objects > Curve Tools > Bezier Curve Tool from the menubar; the cursor will change. Next, press and hold the left mouse button and drag the cursor in the viewport to create a curve. To set the properties of the curve, choose Create > Objects > Curve Tools > Bezier Curve Tool > Option Box from the menubar; the Tool Settings (Bezier Tool) panel will be displayed. Alternatively, you can invoke this panel by double-clicking on the Bezier Curve Tool icon in the Curves/Surfaces Shelf tab.
Maya provides a number of tools to create complex three dimensional surface models. To view the tools that are used to create various surfaces, select the Modeling option from the Menuset drop-down list in the Status Line. Next, choose the Surfaces menu to display all the surfacing tools in Maya, refer to Figure 3-30.


The Loft tool is used to skin a surface along the profile curves. While using this tool, at least two profile curves are required to create a NURBS surface. To create a NURBS surface by using this tool, create three curves, as shown in Figure 3-31.

Next, press and hold the SHIFT key and select the curves in the viewport. Now, choose Surfaces > Create > Loft from the menubar; the NURBS curves are lofted with a surface in the viewport, as shown in Figure 3-32. To set the properties of the lofted surface created, choose Surfaces > Create > Loft > Option Box from the menubar; the Loft Options window will be displayed, as shown in Figure 3-33. The options in the Loft Options window are discussed next.

The radio buttons corresponding to the Parameterization attribute are used to modify the parameters of the lofted surface. The Uniform radio button is used to set the number of control points uniformly along the curve. The Chord length radio button is used to parameterize the curve such that its value is proportional to the chord length. The Auto reverse check box is selected by default and is used to create a NURBS surface in the reverse order of selection of NURBS curves. Figure 3-34 shows the surface created with the Close check box cleared. Figure 3-35 shows the surface created with the Close check box selected.

The Surface degree attribute is used to specify the smoothness of a NURBS surface. The Cubic radio button corresponding to this attribute is selected by default. The Linear radio button is used to create the surface with edgy facets. To create a NURBS surface, choose Create > Objects > Curve Tools > CV Curve Tool from the menubar and then create NURBS curves in the viewport, as shown in Figure 3-36.

Next, select the Linear or Cubic radio button corresponding to the Surface degree attribute in the Loft Options window; the NURBS surfaces will be displayed, as shown in Figures 3-37 and 3-38.

The Section spans edit box is used to specify the number of spans on the NURBS surface. To do so, enter a value in the edit box to specify the number of sections in the NURBS surface. Alternatively, adjust the slider on the right of the Section spans edit box. More the number of spans, more will be the smoothness of the NURBS surface.
The options in the Output geometry are used to specify the type of outputs of the NURBS surface. Select the required radio button to get the output surface as NURBS, Polygons, or Bezier. After setting the options in the Loft Options window, choose the Loft button to create a NURBS surface.
Alternatively, choose the Apply button to create a NURBS surface. The function of the Loft and the Apply buttons is quite similar. On choosing the Loft button, the loft command will be applied to the NURBS curves and the Loft Options window will be closed. On the other hand, on choosing the Apply button, the loft command will be applied to the NURBS curves without closing the Loft Options window.

The Planar tool is used to create a NURBS surface with all the vertices lying on the same plane. To create a NURBS surface using this tool, create a close curve using a curve tool. The curve should form a close loop and should at least have three sides. Next, choose Surfaces > Create > Planar from the menubar; a NURBS surface will be created. To set the properties of the NURBS surface, choose Surfaces > Create > Planar > Option Box from the menubar; the Planar Trim Surface Options window will be displayed, as shown in Figure 3-39. The options in this window are discussed next.

Degree
The radio buttons corresponding to the Degree attribute are used to add smoothness to the edges of the surface created. By default, the Cubic radio button is selected. As a result, a planar surface with smooth edges is created. You can select the Linear radio button to create a planar surface with rough edges.
The radio buttons corresponding to the Curve range attribute are used to set curves for creating a planar surface. The Complete radio button is selected by default and is used to create a planar surface along the selected curve. The Partial radio button is used to display manipulators on the planar surface using the Show Manipulator tool and edit the plane along the input curve.
The Output geometry attribute specifies the type of geometry to be created. Select the NURBS radio button to set the output geometry as NURBS. Select the Polygons radio button to set the output geometry as polygon.
The Revolve tool is used to create a surface around a profile curve along a selected axis. The axis of revolution depends on the location of the pivot point of an object. To create a revolved surface, choose Create > Objects > Curve Tools > EP Curve Tool from the menubar and then create a profile curve in the front-Z viewport, refer to Figure 3-40.

Select the profile curve and choose Surfaces > Create > Revolve from the menubar; the profile curve will rotate around its pivot point, thus creating a revolved surface, as shown in Figure 3-41. Alternatively, you can choose Surfaces > Create > Revolve > Option Box from the menubar; the Revolve Options window will be displayed, as shown in Figure 3-42. The options in this window are discussed next.

The options corresponding to the Axis preset parameter are used to set the axis about which the curve will revolve. You can select the required radio button to set the axis of revolution of the curve. By default, the revolution axis is Y. You can also select the Free radio button to enter the value of the axis manually.
The edit boxes corresponding to the Axis attribute are inactive by default. On selecting the Free radio button in the Axis preset attribute, the Axis edit boxes will be enabled. Now, you can specify the axis about which you want to revolve the NURBS curve in the viewport.
The options corresponding to the Pivot attribute are used to define the rotation of the object from the default pivot location. It has two radio buttons: Object and Preset. The Object radio button is selected by default and is used to rotate an object at the default pivot location (0, 0, 0). Select the Preset radio button to change the X, Y, and Z location of the pivot point.
The Surface degree attribute is used to determine whether the direction of the surface created will be linear or cubic. It has two radio buttons: Linear and Cubic. If you select the Linear radio button, the surface will be formed with edgy facets. If you select the Cubic radio button, the edgy facets of the surface will become smooth.
The Start sweep angle and End sweep angle edit boxes are used to define the degree of revolution of a curve. By default, the values in these edit boxes are set to 0 and 360, respectively. You can drag the slider next to these edit boxes to change the values as required.
The radio buttons corresponding to the Use tolerance attribute are used to define the accuracy of the revolved NURBS surface. There are three radio buttons in this area: None, Local, and Global. By selecting the None radio button, you can make changes in the number of segments of the NURBS surface. The more the number of segments, the more will be the smoothness of the NURBS surface.
The Segments attribute is used to set the number of segments that are used to create the revolved surface. More the number of segments, more will be the smoothness of the surface. Either enter the required value in the attribute or drag the slider next to it. The default value in this attribute is 8.
The Curve range attribute is used to determine whether the entire profile will be revolved or only a part of profile curve will be revolved about its pivot point. There are two radio buttons corresponding to the Curve range attribute: Complete and Partial. The Complete radio button is selected by default and is used to revolve the entire profile curve about the pivot point. The Partial radio button is used to create a revolved surface by revolving a part of profile curve about its pivot point. You can also edit the curve range for rotation. To do so, select the revolved surface in the viewport; the Channel Box / Layer Editor will be displayed. Next, choose subCurve1 from the INPUTS area; the subCurve1 options will be displayed in the Channel Box / Layer Editor. Set the Min Value and the Max Value of subCurve1 in the Channel Box / Layer Editor. Alternatively, you can edit subCurve1 by using the Show Manipulator Tool. Choose Modify > Transform > Transformation Tools > Show Manipulator Tool from the menubar. Next, drag the Curve Segment Manipulator to set the partial curve range, refer to Figure 3-43, and then choose the Revolve tool to create the NURBS surface.

Output geometry
The Output geometry parameter is used to define the type of geometry to be created using the NURBS curve. The radio buttons in this area are used to convert the NURBS curve into four different types of geometries: NURBS, Polygons, Subdiv, and Bezier (Subdiv refers to subdivision surfaces). Select the required geometry to set the type of output geometry.

The Birail tool works similar to the Extrude tool. This tool is used to create surfaces using one curve or two profile curves along two path curves. You can create complex NURBS surfaces using this tool. Maya has three different types of Birail tools: Birail 1 Tool, Birail 2 Tool, and Birail 3+ Tool. Before creating a NURBS surface using different Birail tools, the following points should be kept in mind:
1. The profile curves and the path curves must touch each other and have continuity.
2. All profile curves should have the same number of CVs.
3. All path curves should also have the same number of CVs.
4. Press C to snap the curve of the profile curve and the path curve together.
5. If the profile curve and the path curve do not have the same number of CVs, you will have to draw the curves again.
The Extrude tool is used to extrude a particular object by sweeping its profile curve along the path curve. To extrude a surface, two curves are required: a profile curve and a path curve. The profile curve gives shape to a surface, whereas the path curve defines the path on which the shape will sweep to create a surface. To create an extruded surface, select the two curves in the viewport. The first curve selected will act as the profile curve, whereas the second curve will act as the path curve. Now, choose Surfaces > Create > Extrude from the menubar to extrude the surface. You can use this method to create objects such as curtains, parts of a vehicle, and so on. To adjust the properties of the Extrude tool, choose Surfaces > Create > Extrude > Option Box from the menubar; the Extrude Options window will be displayed, as shown in Figure 3-44. The options in this window are discussed next.

Style
The Style attribute consists of three radio buttons: Distance, Flat, and Tube. The Tube radio button is selected by default and is used to maintain a cross-section along the path with the reference vector remaining tangent to the path. The Distance radio button is used to extrude the profile in a straight line. The Flat radio button is used to maintain the orientation path of the profile curve.
The radio buttons corresponding to the Result position attribute are used to set the position at which the extruded surface will be created. By default, the At profile radio button is selected. It is used to position the extruded surface along the profile curve. The At path radio button is used to set the position of the extruded surface along the path curve. This attribute is available only if you set the Style to Tube or Flat.
The Pivot attribute is used to set the pivot point of an extruded surface and will be activated only when the Tube radio button is selected in the Style attribute. The two radio buttons corresponding to the Pivot attribute are: Closest end point and Component. By default, the Closest end point radio button is selected. As a result, an extruded surface is created close to the center of the bounding box of the profile curves. The Component radio button is used to create an extruded surface along the components of the profile curve. Figure 3-45 shows a profile curve and a path curve to create an extruded surface.

Figures 3-46 and 3-47 show extruded surfaces created on selecting the Closest end point and Component radio buttons, respectively.
The radio buttons corresponding to the Orientation attribute are used to set the orientation of an extruded surface. The Orientation attribute is available only when the Tube radio button is selected in the Extrude Options window. The Path direction radio button is used to extrude the profile curve along the direction of path curve. By default, the Profile normal radio button is selected. The Profile normal radio button is used to extrude the surface such that the path curve is created normal to the profile curve.
The Rotation attribute is used to rotate the profile curve along path. To do so, specify the angle of rotation in this attribute.
The Scale attribute is used to scale the profile while extruding it along the path curve. To do so, specify the scale factor in this attribute.
The radio buttons corresponding to the Curve range and Output geometry attributes are the same as discussed in the revolved surface section. On selecting the Distance radio button from the Style attribute, some other options are displayed, as shown in Figure 3-48.

These options are discussed next.
Extrude length
The Extrude length attribute is used to define the length of extrusion.
The radio buttons corresponding to the Direction attribute are used to define the direction of extrusion. It consists of two radio buttons: Specify and Profile normal. The Profile normal radio button is used to set the direction of the path to normal. The Specify radio button is used to manually set the direction for creating the surface in a particular axis. For example, if you select the X-axis, the extrusion will take place only in the X-direction.
The Surface degree attribute is used to give smoothness or sharpness to the surface created. This attribute consists of two radio buttons: Linear and Cubic. The Linear radio button is used to create sharp edges near the isoparms. The Cubic radio button is used to create smooth surfaces.

The Boundary tool is used to create a surface by filling the boundary curves. This tool creates a NURBS surface by filling the space between the curves. It is not necessary for the curves to have a closed loop, but they should intersect with each other at some point. To apply the Boundary tool, create four curves in the viewport, as shown in Figure 3-49.

Press and hold the SHIFT key and select all the curves in opposite pairs to maintain continuity. Now, choose Surfaces > Create > Boundary from the menubar to create the NURBS surface. To adjust the properties of the Boundary tool, choose Surfaces > Create > Boundary > Option Box from the menubar; the Boundary Options window will be displayed, as shown in Figure 3-50. The options in this window are similar to those discussed in other surfacing tools.


The Square tool is used to create a four-sided NURBS surface from the intersecting curves. On choosing this tool, a NURBS surface is created by filling the region defined by four intersecting curves. This tool is similar to the Boundary tool with the only difference that in the Boundary tool, you can select curves in any order, whereas in the Square tool, you need to select them in clockwise or counterclockwise direction. To use this tool, create four intersecting curves in the viewport. Next, press and hold the SHIFT key and select the curves either in clockwise or counterclockwise direction. Now, choose Surfaces > Create > Square from the menubar; the NURBS surface will be created.

The Bevel tool is used to create a NURBS surface by using the three-dimensional edge effect applied on the selected curves. The surface created by the Bevel tool has an open area that can be filled by using the Planar tool. To create a surface by using the Bevel tool, create a NURBS circle in the top-Y viewport, as shown in Figure 3-51.

Next, choose Surfaces > Create > Bevel from the menubar; a beveled surface will be created, as shown in Figure 3-52. You can adjust the properties of the beveled surface in the Channel Box / Layer Editor by changing the values in the bevel1 node of the INPUTS area as required, refer to Figure 3-53.

The Bevel Plus tool is used to extrude the closed curves and add beveled transition to the extruded surface. To create a surface by using this tool, create a NURBS circle in the top-Y viewport, as shown in Figure 3-54

and then choose Surfaces > Create > Bevel Plus from the menubar; a beveled surface will be created, as shown in Figure 3-55. You can adjust the properties of the beveled surface in the Channel Box / Layer Editor by changing the values in the bevelPlus1 node of the INPUTS area as required, refer to Figure 3-56.


The Sweep Mesh tool is used to create a polygon mesh on a straight line or on any curve. To create a polygon mesh, select the curve in the viewport, as shown in Figure 3-57.

Next, choose Create > Sweep Mesh from the menubar; the polygon mesh will be displayed in the viewport, as shown in Figure 3-58.
To change the appearance of the polygon mesh, make sure the Sweep Profiles rollout is expanded in the sweepMeshCreator1 tab of the Attribute Editor, refer to Figure 3-59.

Using the options in this tab, you can change the appearance of the polygon mesh. For example, you can change the type of polygon mesh using the Circle or Star radio button. Also, you can increase the segments in the Sides slider. The Cap check box is used to put cap on the open area of the mesh. You can also apply various operations on the polygon mesh using the sliders such as Scale Profile, Rotate Profile, Twist, and Taper available in the Transformation rollout of the Attribute Editor.
The One node for each curve radio button is available in the Sweep mesh Option dialog box. To understand the use of this radio button, select all the curves from the viewport. Next, choose Create > Sweep Mesh Option Box from the menubar; the polygon mesh will be displayed in the viewport and the Sweep mesh Option dialog box will be displayed, as shown in Figure 3-60.

If you select the One node for multiple curves radio button, you will get one creator node for all curves. Now, if you make changes in the parameters of the creator node, the changes will be reflected in all curves. However, if you select the One node for each curve radio button, a sweepmesh creator node will be generated for each curve. This creator node then allows us to edit each curve separately, refer to Figure 3-61.

In this tutorial, you will create model of a 3D flower, as shown in Figure 3-62, using curve tools and the loft method. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Create a profile shape.
c. Create leafs.
d. Change the background color of the scene.
e. Save and render the scene.
Creating a Project Folder
Create a new project folder with the name c03_tut1 at \Documents\maya2025 and then save the file with the name c03tut1, as discussed in Tutorial 1 of Chapter 2.
In this section, you will create a profile shape of the flower using the Circle tool.
1. Turn off the Interactive Creation option as discussed earlier. Choose the Four View button from the Tool Box to switch to four views. Move the cursor to the top-Y viewport and then press the SPACEBAR key to maximize the top-Y viewport. Choose Create > NURBS Primitives > Circle > Option Box from the menubar; the NURBS Circle Options window is displayed in the viewport. Enter required values in the NURBS Circle Options window, as shown in Figure 3-63.

2. Choose Edit > Duplicate > Duplicate from the menubar; a copy of the circle is created in the viewport. Select Move Tool from the Tool Box and then move the duplicate circle along the Y-axis in the persp viewport.
3. Press and hold the right mouse button and choose Control Vertex from the marking menu. The control vertices will be displayed in the viewport. Select every second vertex in the top-Y viewport, as shown in Figure 3-64.
4. Choose Scale Tool from the Tool Box and scale the selected control vertices, as shown in Figure 3-65.

5. Create 5 copies of the modified circle and then align them, as shown in Figures 3-66 and 3-67.

6. First select the shape marked as 1 as given in Figure 3-66 and then select other shapes using the SHIFT key in the order shown in Figure 3-66. Choose Surfaces > Create > Loft from the menubar; a surface is created, as shown in Figure 3-68.

Note
By default, the Two sided Lighting option is not enabled in Maya. As a result, the inner surface appears black in the viewport. To view the objects in uniform shading, choose Lighting > Two Sided Lighting from the Panel menu.
7. Now, you can select the curves and scale them as per your requirement, refer to Figure 3-69.

In this section, you will create leaves of the flower using the CV Curve /Tool.
1. Maximize the top-Y viewport. Choose Create > Curve Tools > CV Curve Tool > Option Box from the menubar; the Tool Settings (CV Curve Tool) panel is displayed. Select the 5 radio button corresponding to the Curve degree attribute.
2. Create 3 profile curves for the leaf in the top-Y viewport, as shown in Figure 3-70.

3. Activate the persp viewport, select profile 1 and right-click on it; a marking menu is displayed. Choose Control Vertex from the marking menu. Now, press SHIFT and select profile 2 and choose Control Vertex from the marking menu. Repeat the process for third profile as well.
4. Modify the shapes of leaf using control vertices, as shown in Figure 3-71.

5. Now, select profiles in an order using SHIFT and then choose Surfaces > Create > Loft from the menubar; a surface is created on the selected profile curves, refer to Figure 3-72. If leaf appears smaller in size, select surface and scale it by using Scale Tool from the Tool Box.

6. Select leaf in the viewport and then choose Edit > Duplicate > Duplicate from the menubar. Choose Rotate Tool from the Tool Box and rotate leaf along the Y axis. Similarly, create duplicate copies of leaf and then rotate and align them, refer to Figure 3-73.

Changing the Background Color of the Scene
In this section, you will change the background color of the scene.
1. In the Outliner window, click on the persp camera; the perspShape tab is displayed in the Attribute Editor. the perspShape tab is displayed in the Attribute Editor.
2. In the perspShape tab, expand the Environment area and drag the Background Color slider bar toward right to change the background color to white.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image of the scene by downloading the c03_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is mentioned in Tutorial 1.
1. Choose File > Save Scene from the menubar.
2. Maximize the persp viewport if not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software in the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene, refer to Figure 3-60.
In this tutorial, you will create the 3D model of a tea cup, as shown in Figure 3-74, using curve tools and surface methods. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Create a profile curve.
c. Create the tea cup using the Revolve tool.
d. Create creases in the tea cup.
e. Create the handle of the tea cup.
f. Change the background color of the scene.
g. Save and render the scene.
Creating a Project Folder
Create a new project folder with the name c03_tut2 at \Documents\maya2025 and then save the file with the name c03tut2, as discussed in Tutorial 1 of Chapter 2.
In this section, you will create a profile curve for the tea cup using CV Curve Tool.
1. Choose the Four View button from the Tool Box to switch to four views. Move the cursor to the front-Z viewport and then press the SPACEBAR key to maximize the front-Z viewport. Choose Create > Objects > Curve Tools > EP Curve Tool from the menubar.
2. In the front-Z viewport, create a profile curve starting from the origin, as shown in Figure 3-75. Next, press the ENTER key.
In this section, you will create the tea cup using the Revolve tool.
1. Choose the Four View button from the Tool Box to switch to four views. Move the cursor to the persp viewport and then press the SPACEBAR key to maximize the persp viewport. Select the profile curve in the viewport. Next, choose Surfaces > Create > Revolve from the menubar; the tea cup is created, as shown in Figure 3-76.

In this section, you will add creases to the tea cup to give it the required shape.
1. In the persp viewport, make sure the tea cup is selected. Next, press and hold the right mouse button over the tea cup; a marking menu is displayed. Choose Isoparm from the marking menu.
2. Choose a vertical isoparm of the tea cup and then drag the cursor; a dotted impression of the isoparm is created on the cup, refer to Figure 3-77.
3. Press and hold the SHIFT key and similarly create dotted impression of other vertical isoparms, as shown in Figure 3-77. You may need to rotate the viewport to select the vertical isoparms.
4. Make sure that Modeling is selected from the Menuset drop-down list in the Status Line. Choose Curves > Insert Knot from the menubar; the new isoparms are created on the tea cup, as shown in Figure 3-78.

5. Choose the Four View button from the Tool Box to switch to four views. Move the cursor to the front-Z viewport and then press the SPACEBAR key to maximize the front-Z viewport.
6. Press and hold the right mouse button over the tea cup; a marking menu is displayed. Choose Control Vertex from the marking menu; the vertex selection mode is activated. Next, press and hold the SHIFT key to select the vertices, as shown in Figure 3-79.

7. Choose Move Tool from the Tool Box and move the selected vertices downward along the Y-axis; creases are created in the tea cup, as shown in Figure 3-80.
8. Choose the Four View button from the Tool Box to switch to four views. Move the cursor to the top-Y viewport and then press the SPACEBAR key to maximize the top-Y viewport.
9. Make sure that the vertices are selected in the top-Y viewport. Next, choose the Scale Tool from the Tool Box and scale the selected vertices outward uniformly, as shown in Figure 3-81.

In this section, you will create the handle of the cup by using CV Curve Tool.
1. Choose the Four View button from the Tool Box to switch to four views. Move the cursor to the front-Z viewport and then press the SPACEBAR key to maximize the front-Z viewport. Choose Create > Objects > Curve Tools > CV Curve Tool from the menubar and draw a profile curve, as shown in Figure 3-82, and then press the ENTER key.

2. Choose the Four View button from the Tool Box to switch to four views. Move the cursor to the top-Y viewport and then press the SPACEBAR key to maximize the top-Y viewport. Choose Create > Objects > NURBS Primitives > Circle from the menubar and create a circle in the top-Y viewport.
3. Make sure the NURBS Circle is selected in the viewport. Set the parameters in the nurbsCircle1 area of the Channel Box / Layer Editor, as shown in Figure 3-83.

4. In the Channel Box / Layer Editor, expand the makeNurbCircle1 node in the INPUTS area and enter 0.2 in the Radius edit box.
5. Choose the Four View button from the Tool Box to switch to four views. Move the cursor to the persp viewport and then press the SPACEBAR key to maximize the persp viewport.
6. Make sure the NURBS circle is selected and then select the profile curve using the SHIFT key. Next, choose Surfaces > Create > Extrude from the menubar; the extruded surface is created, refer to Figure 3-84. Next, select the extruded surface. In the extrude1 tab of the Attribute Editor, make sure the Component Pivot is selected from the Use Component Pivot drop-down list.
7. Choose Move Tool and Rotate Tool to adjust the handle with the tea cup to get the final output, as shown in Figure 3-85.

Changing the Background Color of the Scene
In this section, you will change the background color of the scene.
1. In the Outliner window, click on the persp camera; the perspShape tab is displayed in the Attribute Editor. the perspShape tab is displayed in the Attribute Editor.
2. In the perspShape tab, expand the Environment area and drag the Background Color slider bar toward right to change the background color to white.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image of the scene by downloading the c03_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is mentioned in Tutorial 1.
1. Choose File > Save Scene from the menubar.
2. Maximize the persp viewport if not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software in the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene.
In this tutorial, you will create model of a twisted rope, as shown in Figure 3-86, using the Sweep Mesh tool.

(Expected time: 20 min)
The following steps are required to complete this tutorial:
a. Create a project folder.
b. Create a profile shape.
c. Create the twisted rope using the Sweep Mesh tool.
d. Change the background color of the scene.
e. Save and render the scene.
Creating a Project Folder
Create a new project folder with the name c03_tut3 at \Documents\maya2025 and then save the file with the name c03tut3, as discussed in Tutorial 1 of Chapter 2.
In this section, you will create a profile shape of the rope using EP Curve Tool.
1. Choose the Four View button from the Tool Box to switch to four views. Move the cursor to the top-Y viewport and then press the SPACEBAR key to maximize the top-Y viewport. Choose Create > Objects > Curve Tools > EP Curve Tool from the menubar.
2. In the top-Y viewport, create a profile curve of the rope. Next, press the ENTER key, refer to Figure 3-87.

To edit the curve, right-click on the top-Y viewport; a flyout is displayed. Next, choose Control Vertex from the flyout; the vertices are displayed on the curve, refer to Figure 3-88. Now, choose the vertex of the curve and activate the Move Tool and edit it, as shown in Figure 3-88.

In this section, you will create the twisted rope using the Sweep Mesh tool.
1. Choose the Four View button from the Tool Box to switch to four views. Make sure the profile curve is selected in the persp viewport. Next, choose Create > Sweep Mesh from the menubar, as shown in Figure 3-89;

the rope is created, as shown in Figure 3-90.

2. In the Attribute Editor, you will notice that the sweepMeshCreator1 tab is chosen. Make sure the Sweep Profiles rollout is expanded. Now, enter 12 in the Sides spinner of the Sweep Profiles rollout. Select the Cap check box; the start and end open areas of the rope will get capped, as shown in Figure 3-91.

Note
If the rope is not smooth then expand the Interopolation rollout and increase the value in the Precision slider to get the desired smoothness.
3. Expand the Distribution rollout in the Attribute Editor and select the Distribute check box. Notice that by default 5 is displayed in the Number of Instances spinner and five duplicates of rope are created in the viewport, as shown in Figure 3-92.

4. In the Distribution rollout, enter 6 in the Number of Instances spinner; 6 duplicate ropes are created, refer to Figure 3-93. Next, enter 0.635 in the Scale Instances slider.

5. Expand the Transformation rollout and enter 2 in the Twist spinner. Also, set the value in the Scale Instances slider according to the twist value. Figure 3-94 shows the twisted ropes.

Changing the Background Color of the Scene
In this section, you will change the background color of the scene.
1. In the Outliner window, click on the persp camera; the perspShape tab is displayed in the Attribute Editor. the perspShape tab is displayed in the Attribute Editor.
2. In the perspShape tab, expand the Environment area and drag the Background Color slider bar toward right to change the background color to white.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image of the scene by downloading the c03_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is mentioned in Tutorial 1.
1. Choose File > Save Scene from the menubar.
2. Maximize the persp viewport if not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software from the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene, refer to Figure 3-86.
Answer the following questions and then compare them to those given at the end of this
chapter:
1. Which of the following objects has a circular base and sides tapered to a point?
(a) Cone (b) Cylinder
(c) Torus (d) Square
2. Which of the following objects has every point equidistant from its center?
(a) Plane (b) Circle
(c) Torus (d) Sphere
3. The options in the __________ area are used to define the distribution of the knots on the curve.
4. NURBS stands for __________.
5. The default NURBS objects in Maya are grouped together under __________.
6. The __________ tool is used to create a surface around a profile curve along a selected axis.
7. You can switch from the wireframe mode to the object mode by pressing 4 on the keyboard. (T/F)
8. A cube is a two-dimensional shape with six square or rectangular sides. (T/F)
9. A square is a six-sided regular polygon with six equal sides and six right angles. (T/F)
10. The Boundary tool is used to create a surface by filling a surface between the boundary curves. (T/F)
Answer the following questions:
1. Which of the following is not a component of NURBS surface?
(a) Isoparm (b) Vertex
(c) Hull (d) Surface patch
2. Which of the following tools works similar to the brush tool in other software?
(a) EP Curve Tool (b) CV Curve Tool
(c) Pencil Curve Tool (d) Arc Tool
3. Which of the following keys is required to adjust the center pivot of an object?
(a) SPACEBAR (b) HOME
(c) CTRL (d) INSERT
4. ___________ is a four-sided regular polygon with equal sides.
5. The __________ option is used to determine whether the direction of the surface created will be linear or cubic.
6. __________ is the addition of surface between two or more specified curves.
7. The __________ option is used to create a sphere with a faceted or a smooth appearance.
8. The __________ is a solid object in which the surface is at an equal distance from the center.
9. The Square tool is used to create a surface from the intersecting NURBS curves. (T/F)
10. The NURBS curves, which are used to create the NURBS surfaces by using the Loft tool, should have curves with equal number of vertices. (T/F)
The rendered output of the models used in the following exercises can be accessed by downloading the c03_maya_2025_exr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Create the model of an apple, as shown in Figure 3-95. (Expected time: 15 min)
Create the model of a lantern, as shown in Figure 3-96. (Expected time: 15 min)

Create the model of a castle, as shown in Figure 3-97. (Expected time: 30 min)

Create the model of a candle stand, as shown in Figure 3-98. (Expected time: 15 min)
Create the model of a table, as shown in Figure 3-99. (Expected time: 15 min)

1. a, 2. d, 3. Knot Spacing, 4. Non uniform rational B-Spline, 5. NURBS Primitives, 6. Revolve, 7. F, 8. F, 9. F, 10.




Note
The curve will be projected at the exact position as visible through the camera of that particular viewport.








Note
The Attach Surfaces tool does not attach trimmed surfaces. In such cases, surfaces need to be untrimmed before attaching them using this tool.

















The Uniform radio button is used to rebuild the surface with uniform parameterization. On selecting this radio button, you can modify the number of U and V spans and their degree as required.
The Reduce radio button is used to remove the knots from the selected NURBS surface.
The Match knots radio button is used to match the curve degree, knot values, number of spans, and sections of other surfaces.
The No multiple knots radio button is used to remove the extra knots formed while rebuilding a surface.
The Non-rational radio button is used to convert a rational surface into a non-rational surface.
The End conditions radio button is used to rebuild the positioning of the CVs and knots of the selected NURBS surface.
The Trim convert radio button is used to convert a trimmed NURBS surface into a non-trim NURBS surface.
The Bezier radio button is used to rebuild a NURBS surface as a bezier surface.
The 0 to 1 radio button is used to specify the U and V parameters from 0 to 1 of the rebuild surface.
The Keep radio button is used to match the U and V parameters with that of the original surface.
The 0 to #spans radio button is used to get the rebuild surface spans to have integers knot values.












The General radio button is used to define the number of polygons in the U or in the V direction. On selecting this radio button, various options for setting the tessellation are displayed.
The Standard fit radio button is selected by default. This method is used to determine when to stop the tessellation by setting the fractional tolerance value. On selecting this radio button, the options related to it are displayed.
The Count radio button is used to specify the polygon count in the mesh after the mesh has been converted into polygons. The more the count value, the smoother will be the object.
The Control points radio button is used to create a new mesh while matching its CVs to the original NURBS surface. The resulting polygons will be quads by default.



a. Create a project folder.
b. Create a NURBS cylinder.
c. Add details to the hat.
d. Change background color of the scene.
e. Save and render the scene.
1. Maximize the top-Y viewport and then choose Create > Objects > NURBS Primitives > Cylinder > Option Box from the menubar; the NURBS Cylinder Option window is displayed on the viewport. Set the values of the parameters, as shown in Figure 4-37.

2. Select nurbsCylinder1 on the viewport and rename nurbsCylinder1 to hat.
3. In the front-Z viewport, press and hold the right mouse button on the hat; a marking menu is displayed. Choose Control Vertex from the marking menu; the vertex selection mode is activated. Now, select the vertices, as shown in Figure 4-38. Next, invoke Scale Tool from the Tool Box and scale up the vertices uniformly in the front-Z viewport, as shown in Figure 4-39.

4. Make sure the vertices of hat are selected. Select the green handle of Scale Tool and scale the selected vertices downward along the Y-axis; the mesh gets modified, as shown in Figure 4-40.

1. Maximize the top-Y viewport. Next, press and hold the SHIFT key and marquee-select the vertices, refer to Figure 4-41. Choose Scale Tool from the Tool Box, and scale the selected vertices inward along the Z-axis using the yellow handle; the mesh gets scaled, as shown in Figure 4-42.

2. Maximize the side-X viewport. Next, marquee-select the vertices using the SHIFT key, as shown in Figure 4-43. Next, choose Move Tool and move the vertices downward along the Y-axis, as shown in Figure 4-44.

3. Maximize the persp viewport. Press and hold the right mouse button over the lower part of hat; a marking menu is displayed. Next, choose Object Mode from the marking menu; the object selection mode is activated.
4. Select the model in the persp viewport. Next, press and hold the right mouse button over the lower part of hat and choose Isoparm from the marking menu; the color of the edges of hat turns blue.
5. In the persp viewport, select the isoparm, as shown in Figure 4-45. Drag the isoparm outward; a dotted isoparm is displayed on hat. Next, choose the Modeling menuset from the Menuset drop-down list in the Status Line and then choose Surfaces > Edit NURBS Surfaces > Insert Isoparms from the menubar; a new isoparm is added, as shown in Figure 4-46.

6. Make sure hat is selected. Next, choose Edit > Delete > Delete All by Type > History from the menubar; the history of all actions performed on the model is deleted.
7. Maximize the side-X viewport. Next, press and hold the right mouse button on hat; a marking menu is displayed. Choose Control Vertex from the marking menu; the vertex selection mode is activated. Next, marquee-select the vertices of hat by using the SHIFT key, as shown in Figure 4-47. Next, invoke Move Tool from the Tool Box, and move the vertices upward along the Y axis, as shown in Figure 4-48.
8. Press and hold the right mouse button over hat and choose Object Mode from the marking menu displayed; the object selection mode is activated. Maximize the top-Y viewport. Choose View > Predefined Bookmarks > Bottom from the Panel menu; the bottom viewport is activated.
9. Insert two new isoparms on hat, as discussed in steps 4 and 5. Figure 4-49 displays two isoparms added to hat in the bottom viewport.

10. Press and hold the right mouse button over the cylinder and choose Control Vertex from the marking menu displayed; the vertex selection mode is activated. Next, select the vertices using the SHIFT key, as shown in Figure 4-50.
11. Choose View > Predefined Bookmarks > Right Side from the Panel menu; the right side-X viewport is activated. Choose Move Tool from the Tool Box and move the selected vertices upward along the Y axis to get the final output, refer to Figure 4-51.

1. In the Outliner window, click on the persp camera; the perspShape tab is displayed in the Attribute Editor; the perspShape tab is displayed in the Attribute Editor.
2. In the perspShape tab, expand the Environment area and drag the Background Color slider bar toward right to change the background color to white.
1. Choose File > Save Scene from the menubar.
2. Maximize the persp viewport if not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software in the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene, refer to Figure 4-36.

a. Create a project folder.
b. Create the hull of the ship.
c. Create railings.
d. Create the deck.
e. Create the chimney.
f. Change the background color of the scene.
g. Save and render the scene.
1. Maximize the side-X viewport and choose Create > Objects > Curve Tools > EP Curve Tool > Option Box from the menubar; the Tool Settings (EP Curve Tool) window is displayed on the left of the viewport. In this window, select the 5 radio button from the Curve Degree attribute. Next, create a curve for the base of the ship in the side-X viewport, as shown in Figure 4-53.

To get the exact shape, select the curve and right-click on it to display a marking menu. Next, choose Control Vertex from the marking menu; the vertex mode is activated.
Now, you can select a vertex and modify the shape by using Move Tool.
2. Choose Move Tool from the Tool Box. Next, press and hold the d key and set the pivot point to the right end of the curve by moving the manipulators.
3. Make sure the curve is selected. Choose Edit > Duplicate > Duplicate Special > Option Box from the menubar; the Duplicate Special Options window is displayed, refer to Figure 4-54.

Enter the values in the window, as shown in Figure 4-54, and then choose the Duplicate Special button; duplicate curves are created in the viewport.
4. Select the duplicate curves one by one and rotate them along the Z axis using Rotate Tool, as shown in Figure 4-55.
5. Press and hold the SHIFT key and then select all the curves in the viewport one by one from bottom to top.
6. Choose Surfaces > Create > Loft from the menubar; a surface is created defining half of the ship base, as shown in Figure 4-56.

7. Make sure the lofted surface is selected and then choose Move Tool. Next, press and hold the D key and set the pivot point to the right end of the surface by moving the manipulators.
8. Choose Window > Editors > Outliner from the menubar; the Outliner window is displayed. In the Outliner window, select all the curves by using the SHIFT key. Next, choose Display > Object > Hide > Hide Selection from the menubar; the selected curves are hidden. Close the Outliner window.
9. In the side-X viewport, select the NURBS surface. Now, choose Surfaces > Edit NURBS Surfaces > Rebuild > Option Box from the menubar; the Rebuild Surface Options window is displayed. Set the parameters in this window, as shown in Figure 4-57, and then choose the Rebuild button; the selected surface is rebuilt.

10. Make sure the rebuilt surface is selected. Next, press and hold the right mouse button over it and choose Control Vertex from the marking menu displayed; the vertex selection mode is activated. Next, marquee-select the vertices using the SHIFT key, as shown in Figure 4-58. Move the vertices downward to create tail of the ship, as shown in Figure 4-59.

11. Maximize the persp viewport. Press and hold the right mouse button; a marking menu is displayed. Choose Object Mode from the marking menu; the object selection mode is activated. Select the surface of the ship and choose Edit > Duplicate > Duplicate Special > Option Box from the menubar to create a copy of the half part of the ship; the Duplicate Special Options window is displayed. In this window, select the Copy radio button and make sure -1 is entered in the first Scale edit box and enter 1 in the Number of copies edit box.
Next, choose the Duplicate Special button; a copy of the selected surface is created in the persp viewport, refer to Figure 4-60.
12. Make sure the copy of the surface is selected. Next, choose Curves > Reverse Direction from the menubar; the curve direction of the selected surface is reversed, as shown in Figure 4-60.
13. Make sure that one of the surfaces is selected. Press and hold the right mouse button over the surface; a marking menu is displayed. Choose Isoparm from the marking menu; the isoparm selection mode is activated.
14. Press and hold the right mouse button over another surface; a marking menu is displayed. Choose Isoparm from the marking menu; the isoparm selection mode is activated. Next, press SHIFT and select the topmost isoparm of both the surfaces, as shown in Figure 4-61. Next, choose Surfaces > Create > Loft from the menubar; a surface is created between the selected isoparms.

15. Make sure the newly created surface is selected and choose Surfaces > Edit NURBS Surfaces > Rebuild > Option Box from the menubar; the Rebuild Surfaces Options window is displayed. In this window, make sure 8 is entered in the Number of spans U edit box. Next, choose the Rebuild button; the newly created surface is rebuilt.
16. Maximize the top-Y viewport and press and hold the right mouse button on the selected surface; a marking menu is displayed. Choose Isoparm from the marking menu displayed and insert the two isoparms using the SHIFT key, as shown in Figure 4-62. Now, choose Surfaces > Edit NURBS Surfaces > Insert Isoparms from the menubar; two new isoparms are added to the surface.
17. Maximize the side-X viewport. Invoke Move Tool and move the newly created surface up along the Y axis.
18. In the side-X viewport, press and hold the right mouse button over the newly created surface; a marking menu is displayed. Choose Control Vertex from the marking menu; the vertex selection mode is activated. Select all the vertices of the newly created surface. Next, maximize the top-Y viewport and deselect the center vertices by pressing the SHIFT key and select all the corner vertices, as shown in Figure 4-63.

19. Maximize the persp viewport and then choose Move Tool from the Tool Box and move the selected vertices downward along the Y axis, as shown in Figure 4-64.

1. Maximize the top-Y viewport. Choose Create > Objects > Curve Tools > EP Curve Tool from the menubar and create a curve, refer to Figure 4-65. Now, move the curve using Move Tool. Figure 4-65 displays the position of the NURBS curve in all viewports.

2. Maximize the persp viewport and choose Create > Objects > NURBS Primitives > Cylinder from the menubar and create a cylinder in the viewport. Next, select the upper cap of the cylinder and delete it. Similarly, delete the lower cap of the cylinder.
3. Select the cylinder. In Channel Box / Layer Editor, expand makeNurbCylinder1 node in the INPUTS area and set the following parameters of the cylinder:
Radius: 0.2 Sections: 10 Height Ratio: 10
4. Select the Animation menuset from the Menuset drop-down list in the Status Line. Next, select the curve and then press and hold the SHIFT key and select the cylinder. Choose Constrain > Motion Paths > Attach to Motion Path > Option Box from the menubar; the Attach to Motion Path Options window is displayed in the viewport.
5. In this window, choose Start/End radio button in the Time range attribute and make sure 30 is entered in the End Time edit box. Next, choose the Attach button; the cylinder gets attached to the curve.
6. Choose Visualize > Snapshot > Create Animation Snapshot > Option Box from the menubar; the Animation Snapshot Options window is displayed in the viewport. Enter 30 in the End Time edit box, 2 in the Increment edit box, and then choose the Snapshot button; the cylinders are aligned on the curve surface, as shown in Figure 4-66.

Note
The value in the End Time edit box may vary depending on the size of the NURBS surface created.
7. Maximize the front-Z viewport and choose Create > Objects > NURBS Primitives > Circle from the menubar and create a circle on the curve in the viewport, refer to Figure 4-67. Make sure the circle is selected in the front-Z viewport. In the Channel Box / Layer Editor, enter 90 in the Rotate X and -38 in the Rotate Y edit boxes. Next, expand makeNurbCircle1 node in the INPUTS area of the Channel Box / Layer Editor and set the radius of the circle to 0.3.
8. Select the Modeling menuset from the Menuset drop-down list in the Status Line. Now, select the circle and then the curve from the viewport. Choose Surfaces > Extrude > Option Box from the menubar; the Extrude Options window is displayed. In this window, make sure the Tube radio button corresponding to the Style attribute is selected. Also, select the At path radio button corresponding to the Result position attribute and Component radio button corresponding to the Pivot attribute. Next, choose the Extrude button; the circle is extruded and the handrail is created, refer to Figure 4-68.
9. Maximize the persp viewport. Next, invoke the Move Tool and move the handrail up along the Y axis to align it, refer to Figure 4-68. Now, press CTRL+D; a copy of handrail is created and then align it using Move Tool, as shown in Figure 4-68.

10. Choose Windows > Editors > Outliner from the menubar; the Outliner window is displayed. In the Outliner window, select the curve5 and the nurbsCircle1 curve; the nurb circle and the handrail curve is selected in the viewport. Next, choose Display > Object > Hide > Hide Selection from the menubar to hide the selected curves.
11. Select the complete railing and press CTRL+G; the selected railing is grouped. Choose Edit > Delete > Delete by Type > History from the menubar; the history of the surfaces created earlier is deleted. Next, choose Modify > Transform > Freeze Transformations from the menubar and then press D to set pivot at the center of the ship if not at the center.
12. Make sure the complete railing is selected and choose Edit > Duplicate > Duplicate Special from the menubar; a copy of the railings is created and gets placed on the other half of the ship. Next, choose Curves > Edit >Reverse Direction from the menubar; the curve direction of the copied railing surface is reversed, as shown in Figure 4-69.

1. Maximize the top-Y viewport. Choose Create > Objects > Polygon Primitives > Cube from the menubar. Next, create a cube in the viewport. In the Channel Box / Layer Editor, expand the polyCube1 node of the INPUTS area and set the parameters as follows:
Width: 5 Subdivisions Width: 2
Height: 1 Subdivision Depth: 4
Depth: 5
2. Press and hold the right mouse button on the cube; a marking menu is displayed. Choose Vertex from the marking menu displayed. Next, choose Scale Tool from the Tool Box and adjust the vertex of the cube to form the shape, as shown in Figure 4-70.

3. Maximize the persp viewport. Press and hold the right mouse button on the cube; a marking menu is displayed. Choose Object Mode from the marking menu displayed. Next, select the cube and choose Edit > Duplicate > Duplicate from the menubar; a copy of the cube is created. Similarly, create one more duplicate of the deck. Choose Move Tool and then Scale Tool to align the duplicated decks on the ship, as shown in Figure 4-71.

Creating the Chimney
In this section, you will create the chimney for the ship using the Polygon Cylinder tool.
1. Maximize the top-Y viewport. Choose Create > Objects > Polygon Primitives > Cylinder from the menubar and create three cylinders in the viewport. The cylinders will act as chimneys for the ship. In the Channel Box / Layer Editor, set the parameters as given next.
|
Cylinder |
Radius |
Height |
|
Cylinder1 |
0.8 |
8 |
|
Cylinder2 |
0.6 |
6 |
|
Cylinder3 |
0.4 |
4 |
Note
The radius and height of the cylinders may vary depending on the size of the ship. Therefore, you need to set the respective values accordingly.
2. Maximize the persp viewport and align the cylinders to create the chimneys, as shown in Figure 4-72.

1. In the Outliner window, click on the persp camera; the perspShape tab is displayed in the Attribute Editor. the perspShape tab is displayed in the Attribute Editor.
2. In the perspShape tab, expand the Environment area and drag the Background Color slider bar toward right to change the background color to white.
1. Choose File > Save Scene from the menubar.
2. Maximize the persp viewport if not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software in the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene, refer to Figure 4-52.
1. Which of the following tools is used to create a new segment at the intersection of two surfaces?
(a) Intersect Surfaces (b) Untrim Surfaces
(c) Attach Surfaces (d) None of these
2. Which of the following tools is used to paint a mesh to give it a smoother look?
(a) Pull (b) Push
(c) Smooth (d) Relax
3. The __________ tool is used to rebuild the U and V spans.
4. The __________ tool is used to undo the last trim operation.
5. The __________ tool is used to reverse the U and V directions of selected surface.
6. The __________ Geometry Tool is used to sculpt a NURBS or polygon object manually in the viewport.
7. The NURBS to Subdiv conversion tool is used to convert a NURBS mesh into a subdiv mesh. (T/F)
8. The Sculpt Geometry Tool is used to sculpt a NURBS or polygon object manually in the viewport. (T/F)
9. The Offset Surfaces tool is used to create copy of a selected surface at a particular distance. (T/F)
10. The Insert Isoparms tool is used to insert an isoparm into an existing NURBS surface. (T/F)
Answer the following questions:
1. Which of the following operations is used to relax bumps over a surface?
(a) Push (b) Pull
(c) Relax (d) Erase
2. Which of the following tools is used to create a copy of the selected surface by creating an offset at a specified distance?
(a) Offset Surface (b) Attach Surface
(c) Align Surface (d) Detach Surface
3. The __________ tool is used to extend an edge of the NURBS surface.
4. The __________ radio button is used to remove extra knots formed while rebuilding a surface.
5. The Pinch operation is used to pull the selected vertices toward each other while using the Sculpt Geometry Tool. (T/F)
6. The Extend Surfaces tool is used to extend the edge of a NURBS surface. (T/F)
7. The Reverse Surface Direction tool is used to reverse or swap the U and V directions of a selected surface. (T/F)
8. The Erase operation is used to push the NURBS mesh inside a surface. (T/F)
9. The Extend Surfaces tool is used to rebuild a NURBS surface. (T/F)
10. The Detach tool is used to detach a surface by selecting isoparm. (T/F)


After completing this chapter, you will be able to:
• Use different UV mapping techniques
• Use the UV Editor
• Use various tools and options in the UV Editor
UV mapping is a process of creating or editing UVs for an object, where U and V denote the axes of 2D texture and determine how the texture will be mapped to the surface of an object. In Maya, various types of UV mapping techniques are used to apply texture on an object. In this chapter, you will learn about the tools and techniques used in Maya to create and apply different UV maps.
UV mapping is a technique in which a 3D object is unfolded and split into 2D patches. It is used to place texture directly on the surface mesh. The UV coordinates are used to position textures on the surfaces. To access a UV mapping technique, select Modeling from the Menuset drop-down list in the Status Line. Next, choose the required mapping technique from the UV menu of the menubar. There are six types of UV mapping used in Maya and all of them are discussed in the chapter.
The UV Editor, as shown in Figure 5-1, is used to view and edit the UV texture coordinates within a 2D view.

To view the UV coordinates of an object, create a cube in the viewport and then select it. Next, choose UV > UV Editor from the menubar; UV Editor will be displayed with the UV texture coordinates of the object. Figure 5-1 shows the UV coordinates of a cube primitive in the UV Editor. In the UV Editor, the tools are grouped together in the toolbar and are discussed next.


The tools in the View Toolbar of the UV Editor are used to change the display of the UV Shells in the UV Editor and the viewport. Some of the tools are discussed next.
This tool is used to display the UVs in wireframe. The background will be transparent. You can also choose View > Wireframe > Option Box from the menubar to display the Wireframe Options window. Using the options in this window, you can change the color of the wireframe.

This tool is used to display the UVs in semi-transparent shading. You can change the color of the shading by choosing View > Shaded > Option Box from the UV Editor menubar.

This tool is used to display the stretched and compressed UVs. The red faces indicate stretching and the blue faces indicate compression, and white faces indicate optimal UVs. You can also enable this option by choosing View > UV Distortion from the UV Editor menubar.

The Texture Border tool is used to toggle the display of texture borders on the UV shells. To do so, choose this tool from the UV Editor toolbar; the border of UV texture coordinates will be displayed as a thick line.

This tool is used to display the color of the UV borders selected components. This tool is helpful in finding the areas where shells share same edges.

Isolate Select
The Isolate Select tool is used to toggle between the display of the selected UVs and the isolated UVs in the UV Editor. To do so, select the UVs of the object to be displayed from the UV Editor and then choose the Isolate Select tool from the UV Editor toolbar to toggle the display of the selected UVs and the isolated UVs.
This tool is used to save image of the current UV layout.
The Checker Map tool is used to find out problems like stretched and overlapping UVs, by applying checker texture to UV mesh.
This tool is used to display either the RGBA or alpha channels.
The UV Toolkit is located at the right side of UV Editor and contains all tools to manipulate the UVs. In the UV Toolkit, the tools are arranged in various areas, as shown in Figure 5-2. These tools are discussed next.

This tool is used to select the vertex of the mesh in UV Editor. You can also invoke this tool by pressing F9.
To convert selection to vertices, hold down the CTRL key and then choose this tool. To convert the selection to the vertex perimeter, hold down the CTRL+SHIFT keys and then choose this tool. You can clear the selection by right-clicking on this tool.
This tool is used to select the edges of the mesh in UV Editor. You can also invoke this tool by pressing F10. Hold down the CTRL key and then choose this tool to convert the selection into edges. Hold down the CTRL+SHIFT keys and then choose this tool to convert the selection into the edge perimeter. You can clear the selection by right-clicking on this tool.
This tool is used to select the polygons of the mesh in UV Editor. You can also invoke this tool by pressing F11. Hold down the CTRL key and then choose this tool to convert the selection into polygons. Hold down the CTRL+SHIFT keys and then choose this tool to convert selection to the polygon perimeter. You can clear the selection by right-clicking on this tool.
This tool is used to make UV selection. You can also invoke this tool by pressing F12. Hold down the CTRL key and then choose this tool to convert the selection to UVs. Hold down the CTRL+SHIFT keys and then choose this tool to convert selection to the UV perimeter. You can clear the selection by right-clicking on this tool.
This tool is used to make UV shell selection. You can also invoke this tool by pressing ALT+F12. Hold down the CTRL key and then choose this tool to convert selection to UV shells. You can clear the selection by right-clicking on this tool.
This options in the Symmetry drop-down list are used to activate the symmetry selection. To quickly mirror current selection about a chosen axis, choose the Symmetrize button located on the right of the Symmetry drop-down list.

This tool is used to paint over selected UVs to lock them. The locked UVs cannot be moved. The pinned areas of the mesh are highlighted in blue color.
This tool is used to paint over UVs to lock them. To change settings of this tool, hold the SHIFT key and then choose this tool; the Tool Settings (Pin UV Tool) panel will be displayed. From this panel, you can change the Size and Strength of the brush.
This tool is used to lock or unlock the selected UVs.
This tool is used to unlock the selected UVs in UV Editor.
This tool is used to unlocked all the pinned UVs in the UV Editor.
The tools in the Select By Type area are used to select the UVs in different modes. These tools are discussed next.
These tools are used to select the UVs that have clockwise and counterclockwise winding order.
These tools are used to select the overlapped and non-overlapped UVs of the mesh in the UV Editor.
This tool is used to select the open ends of a UV shell.
This tool is used to select the UVs corresponding to unmapped faces. This will select any areas where texture maps do not appear or appear incorrectly.
The options in this area are used to select the range of the UVs using a gradient. In this area, select the Soft Select check box; the Volume drop-down and the curve area are activated. Next, you can select the range of UVs by using curve in the curve area. The Reset Curve button is used to reset the curve into the original position.
The tools in this area are used to transform the selected UVs precisely in the UV Editor. Some of the tools in this area are discussed next.
The options in this area are used to define a custom pivot that you can use with the transformation tools.
The options in this area are used to translate the selected UVs in increments. You can specify the increment in the Move input field and then click on any of the seven buttons to move the selected UVs in the corresponding direction. The tools in the Tools area, refer to Figure 5-4,

are used to move UVs in the UV space efficiently. Press and Hold SHIFT and then choose Move Tool to open the corresponding tool setting window. These tools are discussed next.
The Lattice tool is used to create a lattice around the UVs to deform the 2D texture coordinates. To do so, choose the Lattice Tool button from the Tools area. Now, press and hold the right mouse button in the UV Editor area; a marking menu will be displayed. Choose UV from the marking menu and marquee select the UVs of the object; a UV lattice will be displayed on the selected UVs. Now, you can deform the 2D coordinates by moving the lattice control points.
The Grab tool moves UVs along the direction of dragging the cursor. This tool is useful for making subtle adjustments to the texture of the model. To use this tool, place the cursor on the UVs that you want move and then drag the cursor to change the polygons of the UVs.
The Pinch tool is used to sharpen the soft UVs. This tool pulls the UVs toward the center of the cursor of the tool.
The Symmetrize tool is used to mirror UVs across the U and V axes. The symmetry line is displayed as bold line.
The Smear tool is used to move the UVs in the direction tangent to their original position on the surface.
The options in this area are used to rotate the selected UVs by increment.
The options in this area are used to scale the selected UVs by increment.
The tools in the Create area, refer to Figure 5-5, are used to create new UV mappings for the meshes. These tools are discussed next.


The automatic mapping technique is used to project UV texture coordinates on the selected objects from multiple angles at the same time. This type of mapping is mainly used to create UVs for complex objects on which other mapping techniques cannot be applied. The automatic mapping technique is best suitable for the objects that are hollow and are projected outward. On applying this technique, a number of projection planes of different colors are created around the polygonal object, as shown in Figure 5-6.

The color of a projection plane indicates the projection orientation of the object. For example, the light blue color of the projection plane indicates that the projection face is oriented away from the polygonal object, whereas the lavender color of the projection plane indicates that this plane is facing toward the polygonal object. You can also change the default settings of the automatic UV mapping. To do so, choose Create > Automatic > Option Box from the UV Editor menubar; the Polygon Automatic Mapping Options window will be displayed. From this window, you can set the number of projection planes using the Planes attribute.
The cylindrical mapping technique is used for cylindrical projection of UVs on a polygonal object. This technique works best for objects that can be completely enclosed in the cylindrical projection area. Before applying cylindrical mapping, you need to assign texture to the object. To understand the cylindrical mapping, create a polygon cylinder in the viewport and press and hold the right mouse button over it; a marking menu will be displayed. Choose Assign Favorite Material > Lambert from the marking menu; the Attribute Editor will be displayed on the right side of the viewport. In the Attribute Editor, choose the checker button on the right of the Color attribute in the lambert# tab; the Create Render Node window will be displayed. Choose the Checker button from this window; the checker texture will be assigned to the object. Press 6 to display the checker texture on the object. You will observe that the checker pattern created on the object is in distorted form.
The checker texture helps you to judge how the texture will appear. If the checkers in the checker map stretch, the texture will also stretch. To avoid the texture from stretching, select the cylinder from the viewport and choose UV > Create > Cylindrical from the menubar; the cylindrical mapping projection manipulators will be displayed on the object, as shown in Figure 5-7.

You can now use these manipulators to adjust the cylindrical mapping as required. You can also change the default settings of the cylindrical mapping. To do so, choose UV > Create > Cylindrical > Option Box from the menubar; the Cylindrical Mapping Options window will be displayed, as shown in Figure 5-8. In this window, set the values of the attribute as required and then choose the Project button.



The camera-based mapping technique is used to create UV texture for the coordinates on a polygonal object, based on the current camera view. In this type of projection, UVs are created on the object based on faces visible in the view plane. To create UVs using this tool, select a polygonal object from the viewport, press and hold the right-mouse button over it. Next, choose Face from the marking menu displayed; the face mode will be activated. Now, select the faces for which you want to create the UVs. After selecting the faces, choose UV > Create > Camera-Based from the menubar; the projection will be applied to the selected faces.
The normal-based mapping technique creates UVs based on the normals of associated vertices. It creates a planar projection based on the average vector of the face normals and the active selection.
Best Plane UV mapping is used to project UVs on the selected faces or vertices of a polygon mesh by projecting the best possible plane connecting components you specify. It is especially useful for projecting the UV’s onto a subset of selected faces. You can select the faces you want to map and then choose UV > Create > Best Plane from the menubar; the projection will be applied.
Planar
The planar mapping technique is used to map UV texture coordinates on the mesh through an imaginary plane. This is the best suited technique for objects with a flat surface. On applying this projection to an object, the projection manipulator handles will be displayed on that object, as shown in Figure 5-11.

Using these manipulator handles, you can set the planar mapping. You can also apply the planar mapping on specific faces of an object. To do so, select a polygonal object from the viewport. Next, press and hold the right mouse button over the object; a marking menu will be displayed. Choose Face from the marking menu displayed; the face selection mode will be activated. Now, you can select the faces on which you want to apply the planar mapping. After selecting the faces, choose UV > Create > Planar from the menubar; the planar mapping will be applied on the selected faces. You can also modify the default settings of the planar mapping. To do so, choose Create > Planar > Option Box from the menubar; the Planar Mapping Options window will be displayed, as shown in Figure 5-12. Set the required parameters in the window and then choose the Project button.

The contour stretch technique is used to project a texture image onto the selected polygons of an object. Contour stretch mapping analyzes a four-cornered selection to determine how to stretch the UV coordinates of the polygons over the image. It does not have the same alignment and positioning options as are available in other mapping methods.
The options in the Cut and Sew area are used to weld or separate the selected edges. These tools are discussed next.
The Auto-Seams tool finds out best edges on the mesh or UV shells to act as a seam.
The Cut tool is used to create the border to split UVs.
This tool separates faces connected to the selected components and then convert the separated faces into a new UV shell.
This tool creates a normalized square UV shell that is evenly distributed in the 0 to 1 grid space. The cutting is done along the edge perimeter of the current selection.
This tool attaches UVs along the selected borders but does not move them together.
This tool welds the UVs along the edges when you drag the mouse pointer.
This tool is used to stitch two selected edges by moving one shell toward another. The A to B and B to A tools let you set the direction of the stitch. Choose the A to B tool to transform the smallest UV shell before sticking to the target. Choose the B to A tool to transform the largest UV shell before sticking to the target.
The tools in this area are used to spread UVs around a seam. These tools are discussed next.
This tool is used to automatically spread UVs for better texture distribution.
You can use this tool to untangle and relax the UVs by dragging over them.
This tool unwraps the UVs. It ensures that UVs do not overlap.
This tool allows you to unfold UVs by dragging over them.
This tool supports the legacy algorithm. It allows you to unwrap selected mesh in the specified direction. The direction is defined by the U and V tools available on right of this tool. When the U tool is chosen, the unfolding is done using a horizontal constraint. When the V tool is chosen, the unfolding is done using a vertical constraint.
This tool allows you to align the adjacent UVs whose edges are within certain angle threshold. The threshold is defined by using the edit box available on the right of this tool. The U and V tools on the right of the edit box define the direction along which the UV edge loops will be straighten.
This tool allows you to untangle all UVs along the border of a UV shell. To properly use this tool, you must select internal or border UVs. Do not mix both in the selection to get predictable result. If you are using internal UVs, the UVs must fall along the same edge loop.
The options in this area are used to align and place UVs relative to each other.
The buttons available in this area are used to align the UVs. To do so, select the UVs and then choose one of the six buttons to align the UVs so that they are coplanar in the specified direction. Choose the Linear Align button to align selected UVs along a linear line running through the selected UVs.
The buttons and tools in this area allow you to snap UV shells. To do so, select UV shells and then choose one of the nine buttons to position UVs in the UV space. The Snap Together tool allows you to snap two shells together using a selected UV point on each shell. The direction is defined by the AB and BA buttons available on right of this tool. The Snap and Stack tool allows you to snap and stack multiple shells together using the selected component on each shell. The Match Grid tool moves selected UVs to its nearest grid intersection. The Match UVs tool moves the selected UVs to a certain threshold distance. Hold SHIFT and choose the Match UVs tool to set the threshold. The Normalize tool allows you to scale the UVs to fit within 0 to 1 grid space.
The tools in this area are used to position and align UVs relative to each other. These tools are discussed next.
This option allows you to distribute the selected UV shells in the chosen direction with a specified unit space between them. You can click the arrow icons corresponding to the Distribute attribute to define the direction. You can also choose the Target button if you want to distribute them evenly in the direction of the last selected shell. The last selected shell acts as a target shell.
This tool is used to rotate the selected UV shells so they are placed parallel to the most adjacent U or V axis.
This tool rotates the selected shells so that they are positioned parallel to the selected edge.
This tool moves selected shells to the center of the UV space so that they overlap.
This tool is used to unstack the overlapped shells.
This tool stacks and rotates the shells so that they are positioned parallel to the adjacent U or V axis.
This tool stacks those shells which are topologically similar.
This tool gathers those UV shells to 0 to 1 space which are placed outside the 0 to 1 grid space.
This tool randomly transforms the shells in the UV space.
Select two UVs and then choose this tool to display a chosen measurement between the selected UVs. This tool has the following options: U Distance, V Distance, Pixel Distance, and Angle Between.
This tool automatically arranges a UV shell in the 0 to 1 grid for maximize usage of the UV space.
This tool automatically arranges a UV shell in the 0 to 1 grid for full usage of the UV space along a specified direction. The direction can be specified using the U and V buttons located next to this tool.
Using UV sets, you can create multiple layers of texture coordinates for a mesh. These sets are useful when you are stacking multiple UV layouts to perform multi-texturing on a surface. The options in the UV Sets area allow you to create UV sets for multi-texturing. To create an empty UV set, select the object and then choose the Create empty UV set button; a set with the name UVSet is displayed in the UV Set list. If you want to view the creation options, hold SHIFT and then choose the Create empty UV set button to open the Create UV Set Options window. Specify the desired values and then choose the Create button to create the set. Now, select the set and create UVs using one of the mapping operations.
In this tutorial, you will model a wooden box and then apply texture to it. The final rendered output of the model is displayed in Figure 5-13. (Expected time: 15 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Download the texture file.
c. Create a polygon cube.
d. Fit the texture using the 2D UV coordinates.
e. Change the background color of the scene.
f. Save and render the scene.
Create a new project folder with the name c05_tut1 at \Documents\maya2025 and then save the file with the name c05tut1 folder, as discussed in Tutorial 1 of Chapter 2.
In this section, you need to download the texture file.
1. Download the c05_maya_2025_tut.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
2. Extract the contents of the zip file to the Documents folder. Next, copy the woodbox-texture.jpg file from \Documents\maya2025\c05_maya_2025_tut to \Documents\maya2025\c05_tut1\sourceimages.
1. Choose Create > Objects > Polygon Primitives > Cube from the menubar and click in the viewport; a cube is created in the persp viewport.
2. In the Channel Box / Layer Editor, expand the polyCube1 node in the INPUTS area and then set 8 as the value for the Width, Height, and Depth attributes.
In this section, you need to apply the texture to the polygon cube using the 2D UV coordinates.
1. Choose Windows > Editors > Rendering Editors > Hypershade from the menubar; the Hypershade window is displayed.
2. Choose the Lambert shader from the Create panel; a lambert shader node is created in the Browser panel with the name lambert#. Press and hold the CTRL key and double-click on the lambert# shader in the Browser panel; the Rename node window is displayed, as shown in Figure 5-14.

Enter Wood box in the Enter new name text box and then choose the OK button; the Lambert shader is renamed to Wood box. Also, the Wood box tab is displayed in Property Editor.
3. In the Wood box tab of Property Editor, click on the checker button next to the Color attribute, as shown in Figure 5-15; the Create Render Node window is displayed. In this window, choose the File button; the File Attributes area is displayed in the file1 tab of the Property Editor. Click on the folder icon located on the right of the Image Name attribute; the Open dialog box is displayed. In this dialog box, select the woodbox-texture.jpg file and then choose the Open button.
4. Select the polygon cube in the viewport. In the Hypershade window, press and hold the right mouse button over the Wood box shader; a marking menu is displayed. Choose the Assign Material To Selection option from this marking menu; the texture is applied to the cube. Now, click anywhere in the viewport and press 6 to view the texture in the viewport. Figure 5-16 shows the polygon cube with the texture applied.

5. Make sure the cube is selected and then choose Windows > Editor > Modeling Editors > UV Editor from the menubar; the UV Editor is displayed. Next, choose View > Grid from the UV Editor menubar; the grid becomes invisible and the UV shell for the cube is displayed, as shown in Figure 5-17.
6. Press and hold the right mouse button in the empty space of the UV Editor; a marking menu is displayed. Choose UV from the marking menu and select all the UVs. Invoke Scale Tool from the Tool Box; various handles are displayed. Scale the selected UVs using the marque selection along the X axis by dragging the red handle and then align the edges with the vertical lines of the woodbox-texture.jpg. The entire texture is mapped on to the cube, except on to the two areas that are not covered in the V area. Figure 5-18 shows the selected 2D UV texture coordinates after scaling them.

Note
In the UV Editor, the area of the texture within the UV coordinates will only be visible on the object in the viewport.
7. Press and hold the right mouse button in the empty space of UV Editor; a marking menu is displayed. Next, choose Edge from the marking menu. Select edge 12 from UV Editor, refer to Figure 5-19.

Now, choose Cut/Sew > Cut from the UV Editor menubar; the UVs of selected edges are separated from the edge. Next, select edge 4, refer to Figure 5-18 and choose Cut/Sew > Move and Sew from the UV Editor menubar; the edge corresponding to the selected edge of the 2D texture coordinate is moved and sewed. Figure 5-20 displays the 2D UV coordinate partially mapped over the texture.
8. In UV Editor, select edge 13, refer to Figure 5-18. Choose Cut/Sew > Cut from the UV Editor menubar; the UVs of selected edges are separated from the edge. Now, select edge 6, refer to Figure 5-18. Choose Cut/Sew > Move and Sew from the menubar; the edge corresponding to the selected edge of the 2D texture coordinate is moved and sewed to match the 2D UV coordinate completely with the texture. Figure 5-21 displays the UV coordinate completely mapped over the texture.

9. Close UV Editor and the Hypershade window. Now, you can rotate the view in the persp viewport to check that the texture is properly applied on the polygon cube, or not. You can also scale the UVs, if the texture is stretched.
In this section, you need to change the background color of the scene.
1. In the Outliner window, click on the persp camera; the perspShape tab is displayed in the Attribute Editor.
2. In the perspShape tab, expand the Environment area and drag the Background Color slider bar toward right to change the background color to white. Close the Outliner window.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image of the model by downloading the c05_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar.
2. Maximize the persp viewport if not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software in the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene, refer to Figure 5-13.
In this tutorial, you will create the model of a hut and then unwrap it, refer to Figures 5-22 and 5-23. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Create the hut.
c. Assign a texture to the hut.
d. Unwrap the hut.
e. Change the background color of the scene.
f. Save and render the scene.
Creating a Project Folder
Create a new project folder with the name c05_tut2 at \Documents\maya2025 and then save the file with the name c05tut2, as discussed in Tutorial 1 of Chapter 2.
Creating the Hut
In this section, you need to create the model of the hut.
1. Choose Create > Objects > Polygon Primitives > Cube from the menubar and create a cube in the viewport.
2. Make sure that the cube is selected in the viewport. In the Channel Box / Layer Editor, expand the polyCube1 node of the INPUTS area and set the parameters as follows:
Width: 8 Height: 7
Depth: 8 Subdivisions Width: 2
3. Next, rename the cube to hut, as discussed earlier.
4. Activate the front-Z viewport. Make sure hut is selected. Press and hold the right mouse button over it; a marking menu is displayed. Choose Vertex from the marking menu; the vertex selection mode is activated. Next, marquee-select the top-center vertices of hut, refer to Figure 5-24. Choose Move Tool from the Tool Box and move the selected vertices upward along the Y-axis, refer to Figure 5-24.
5. Make sure the Modeling menuset from the Menuset drop-down list is selected. Next, press and hold the right mouse button over hut; a marking menu is displayed. Choose Object Mode from the marking menu; the object selection mode is activated. Select hut and then choose Mesh Tools > Tools > Insert Edge Loop from the menubar and insert four edges, refer to Figure 5-25. Now, choose Scale Tool from the Tool Box and scale the inserted horizontal edges along the Y axis to make them straight, refer to Figure 5-25. Choose Move Tool from the Tool Box and align the horizontal lines, as shown in figure 5-25.

6. Press and hold the right mouse button over hut; a marking menu is displayed. Choose Face from the marking menu; the face selection mode is activated. Next, select the faces of hut, as shown in Figure 5-26, and press DELETE; the selected faces are deleted.
7. Press and hold the right mouse button over hut; a marking menu is displayed. Choose Edge from the marking menu; the edge selection mode is activated. Now, select the edges of hut, refer to Figure 5-27.

8. Choose Edit Mesh > Components > Extrude from the menubar; the polyExtrudeEdge1 In-View Editor is displayed in the viewport. Next, invoke Scale Tool by pressing the R key and uniformly scale the selected edges inward, refer to Figure 5-28.
9. Maximize the persp viewport. Next, press and hold the right mouse button over hut; a marking menu is displayed. Choose Face from the marking menu; the face selection mode is activated. Select the faces using the SHIFT key, refer to Figure 5-29 and choose Edit Mesh > Components > Extrude from the menubar; the polyExtrudeFace1 In-View Editor is displayed in the viewport. Enter 0.2 in the Thickness edit box of the polyExtrudeFace1 In-View Editor, refer to Figure 5-29.

10. Select the top faces of the hut using the SHIFT key, as shown in Figure 5-30. Next, choose Edit Mesh > Components > Extrude from the menubar, the polyExtrudeFace2 In-View Editor is displayed in the viewport. Enter 0.25 in the Thickness edit box of the polyExtrudeFace2 In-View Editor, refer to Figure 5-31.

1. Choose Select Tool from the Tool Box; the Extrude tool is deactivated. Press and hold the right mouse button over hut; a marking menu is displayed. Choose Object Mode from the marking menu; the object selection mode is activated. Select the hut. Next, press and hold the right mouse button over it; a marking menu is displayed. Choose Assign Favorite Material > Lambert from the marking menu, as shown in Figure 5-32; the lambert2 tab is displayed in the Attribute Editor.
2. In the Common Material Attributes area of the lambert2 tab, click on the checker button beside the Color attribute; the Create Render Node window is displayed. Choose the Checker button from this window, as shown in Figure 5-33.
3. Press 6; the checker texture is displayed on hut. You will notice that the checker pattern appears distorted.
In this section, you need to unwrap the hut for proper distribution of UVs.
1. In the persp viewport, press and hold the right mouse button over hut; a marking menu is displayed. Choose Face from the marking menu; the face selection mode is activated. Select the front faces of hut, as shown in Figure 5-34. Next, choose UV > Create > Planar > Option Box from the menubar; the Planar Mapping Options window is displayed. In the Projection Manipulator area of the window, select the Z axis radio button corresponding to the Project from attribute. Next, choose the Apply button; the checker pattern is distributed uniformly. Choose the Close button to close the window.

2. Choose Windows > Editors > Modeling Editors > UV Editor from the menubar; the UV Editor is displayed with unwrapped hut, as shown in Figure 5-35.

3. In the UV Editor, press the W key and move the selected part out of the UV texture area, as shown in Figure 5-36.

Next, you will project a uniform texture on the left side of hut.
4. In the persp viewport, press and hold the right mouse button over hut; a marking menu is displayed. Choose Face from this marking menu; the face selection mode is activated. Next, select the faces of the left part of hut, as shown in Figure 5-37.
5. Choose UV > Create > Planar > Option Box from the menubar; the Planar Mapping Options window is displayed. In the Projection Manipulator area of the window, select the X axis radio button corresponding to the Project from parameter. Next, choose the Apply button; the checker pattern is distributed uniformly. Now, choose the close button to close the window.
6. In the UV Editor, move the selected part of hut in such a way that it lies at the left side to the front part of hut. Next, invoke the Scale Tool and scale the hut uniformly, as shown in Figure 5-38.
7. Repeat the same procedure to unwrap the right part of the hut, and then move it to the right of the front part in UV Editor, refer to Figure 5-39. Next, press and hold the right mouse button over the front part of hut in UV Editor; a marking menu is displayed. Choose Edge from the marking menu. Next, select the right edges of the front part, as shown in Figure 5-39. You will notice that the left edges of the right side of hut get selected automatically.

8. In UV Editor, choose the Cut/Sew > Move and Sew tool from the menubar; the selected edges get attached, as shown in Figure 5-40.

9. Similarly, choose the left edges of the front part of hut. You will notice that the left edges of the left part of hut get selected. On choosing the Cut/Sew > Move and Sew tool from the menubar, the faces get distorted.
10. Press and hold the right mouse button over the left side of hut; a marking menu is displayed. Choose UV from the marking menu and then marquee select all the UVs of the left part of hut, as shown in Figure 5-41.

11. Choose Modify > Flip from the menubar; the selected UVs flip in the U direction.
12. Press and hold the right mouse button over the left part of hut; a marking menu is displayed. Choose Edge from the marking menu. Next, choose the right edges of the left part of hut and then choose Cut/Sew > Move and Sew tool from the menubar; the selected edges of the front and side parts of hut are attached, as shown in Figure 5-42.
13. Similarly, unwrap the roof, back side, and bottom sides of hut. The final model will have uniform distribution of checkers on all the sides, as shown in Figure 5-43.

Note
The checkers in the viewport should form a square shape.
In this section, you will change the background color of the scene.
1. In the Outliner window, click on the persp camera; the perspShape tab is displayed in the Attribute Editor. Select the persp camera in the Outliner window; the perspShape tab is displayed in the Attribute Editor.
2. In the perspShape tab, expand the Environment area and drag the Background Color slider bar toward right to change the background color to white.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image of the model by downloading the c05_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar.
2. Maximize the persp viewport if not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software in the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene, refer to Figure 5-22.
Answer the following questions and then compare them to those given at the end of this chapter:
1. Which of the following key and mouse combinations is used to pan in the UV Editor?
(a) ALT+MMB (b) CTRL+MMB
(c) SHIFT+MMB (d) ALT+CTRL+MMB
2. Which of the following mapping techniques is used to map complex objects?
(a) Planar (b) Spherical
(c) Cylindrical (d) Automatic
3. You can select UVs and UV shells in the scene as well as in the __________.
4. The __________ is used for creating UVs through a spherical projection around a polygonal object.
5. You can view and edit the 2D texture coordinates of an object by using the __________.
6. You can show or hide the texture image in the viewport by pressing the __________ key in the keyboard.
7. The UV Distortion tool is used to display the stretched and compressed UVs. (T/F)
8. Spherical mapping is mainly used for planar objects. (T/F)
9. The navigation options in the UV Editor are different from those that are displayed in the normal viewport area. (T/F)
10. The Counter Stretch mapping technique analyzes a four-cornered selection to determine how to stretch the UV coordinates of the polygons over the image. (T/F)
Answer the following questions:
1. Which of the following is a UV mapping technique used in Maya?
(a) Planar (b) Cylindrical
(c) Spherical (d) All of these
2. Which of the following tools is used to create a lattice around the UVs for deformation?
(a) UV Lattice Tool (b) Lattice UV Tool
(c) Lattice (d) Grab
3. The __________ tool is used to unwrap a selected mesh without overlapping the UVs.
4. The __________ tool is used to automatically spread UVs for better texture distribution.
5. The __________ tool is used to arrange the UVs in a cleaner layout.
6. The __________ tool automatically arranges a UV shell in the 0 to 1 grid for maximum utilization of the UV space along a specified direction.
7. The Sew tool attaches UVs along the selected borders but does not move them together. (T/F)
8. The Straighten UVs tool allows you to align the adjacent UVs whose edges are within certain angle threshold. (T/F)
9. The Create Shell (Grid) tool creates a normalized square UV shell that is evenly distributed in the 0 to 1 grid space. (T/F)
10. The Camera-Based tool is used to create UV texture for the coordinates on a polygonal object, based on the current camera view. (T/F)
The rendered output of the models used in the following exercises can be accessed by
downloading the c05_maya_2025_exr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Create a model of the interior of a house, as shown in Figure 5-44, and unwrap it.(Expected time: 20 min)

Create a model of the exterior of a house, as shown in Figure 5-45, and unwrap it.(Expected time: 20 min)

1. a, 2. d, 3. UV Editor, 4. spherical mapping, 5. UV Editor, 6. 6, 7. T, 8. F, 9. F, 10. T
After completing this chapter, you will be able to:
• Navigate in the Hypershade window
• Use shaders
• Apply textures and colors to objects
WORKING IN THE Hypershade WINDOW

The options in the Hypershade window can be used to create, edit, and connect the rendering nodes such as textures, materials, and lights. To open this window, choose Windows > Editors > Rendering Editors > Hypershade from the menubar; the Hypershade window will be displayed, as shown in Figure 6-1. The components of the Hypershade window are discussed next.

The Create panel is located on the left of the Untitled_1 tab in the Hypershade window, refer to Figure 6-1. This panel consists of different types of nodes that are used to create different shading effects. These nodes are divided into three categories: Favorites, Maya, and Arnold. These categories are further divided into sections. You can also search the nodes by their respective names in the Hypershade window. To do so, enter the name of the required node in the search text box located at the top of the Create panel; the render node with that particular name will be displayed in the node list. To increase or decrease the size of node icons, drag the slider bar located on the right of the search text box. On moving the slider bar to right, the size of the icons will increase, and on moving it to left, the size of the icons will decrease. The Create panel is discussed in detail later in this chapter.

The Browser panel toolbar is located on the top of the Hypershade window, refer to Figure 6-3. The buttons in this toolbar are used to control viewing, listing, and ordering of the options in the different tabs of the Browser panel.

This button is used to toggle on and off the swatch generation functionality for all nodes.
This button is used to display node swatches as icons.
This button is used to display names of various node swatches in the form of a list in the Browser panel.
View as small/medium/large/extra large swatches
These buttons are used to change the size of the swatches.
Sort by name
This button is used to arrange node swatches alphabetically (A-Z) in the Hypershade window.
This button is used to arrange nodes according to their shader types. For example, on choosing this button, all the Blinn shaders will be grouped together in a single group and all the Anisotropic shaders will be grouped together under another group. Apart from grouping and arranging similar types of shaders, you can also use this button to arrange the types of shaders alphabetically.
This button is used to arrange nodes according to the time of their creation (oldest to newest). It means that the nodes created first will be displayed first, then the next, and so on.
This button is used to reverse the arrangement of nodes in the Hypershade window, irrespective of their sequence of placement in the Untitled_1 tab of the Hypershade window.
This area is located on the right of the Create panel. By default, the Untitled_1 tab is displayed in this panel, refer to Figure 6-1. The Work Area displays the shading network for the selected node. A shading network is an arrangement of nodes that affect the final look of the surface on which the material is applied.
A toolbar, referred to as the Work Area toolbar, is located on the top of the Work Area. It consists of various buttons that are used to control shading and texturing, refer to Figure 6-4. Some of the commonly used buttons in this toolbar are discussed next.

Clear graph
This button is used to clear the nodes and shading networks in the Work Area. Alternatively, you can choose Graph > Clear Graph from the menubar in the Hypershade window.
Add selected nodes to graph
This button is used to add the selected material node in the work area. Alternatively, you can choose Graph > Add Selected to Graph from the menubar in the Hypershade window.
Remove selected nodes from graph
This button is used to remove selected nodes from the Work Area. Alternatively, you can choose Graph > Remove Selected from Graph from the menubar in the Hypershade window.
Rearrange graph
This button is used to rearrange nodes in the Work Area such that all nodes and networks are displayed properly in a defined manner. Alternatively, you can choose Graph > Rearrange Graph from the menubar in the Hypershade window.
Graph materials on selected objects
This button is used to display the shading group networks of the selected object. Alternatively, you can choose Graph > Graph Materials on Selected Objects from the menubar in the Hypershade window.
Hide attributes on selected nodes
This button is used to hide the attributes of selected nodes. In this mode, only the input and output master ports are shown.
Show connected attributes on selected nodes
This button changes the view mode to the connected mode. In this mode, the input and the output master ports as well as the connected node attributes are shown.
Show primary attributes on selected nodes
This button changes the view mode of the selected nodes to full. In this mode, the input and the output master ports as well as the primary node attributes are displayed.
Show attributes from custom attribute view
This button is used to view all the nodes created in the Hypershade window.
Toggle the display of the attribute filter field on selected nodes on/off
This button is used to display and hide the attribute filter field on the material nodes.
Toggle the icon swatch size of selected nodes to small/large
This button is used to toggle swatch icon size larger or smaller.
Grid show/hide
This button is used to show or hide the background grid.
This button is used to snap the nodes to the grid.
This button is used to restore last closed or deleted tab. This icon becomes active when you have deleted a tab.
By default, the cameras, shading groups, and shading nodes are displayed in the Untitled_1 tab. You can filter nodes by name using the text box on the right of this button. When no filter is applied, this icon appears gray.
In Maya, the shaders are controlled by attributes. To view these attributes, click on a shader in the Browser panel of the Hypershade window; all attributes of the corresponding shader will be displayed in the Property Editor, refer to Figure 6-5.

You can tear off the Property Editor panel from the Hypershade window. By choosing the top right button, you can toggle between Lookdev view and Attribute Editor view.
The Common Material Properties area consists of general attributes of an object. These attributes are discussed next.
The Color attribute is used to assign a basic color to the surface. To do so, click on the color swatch on the right of the Color attribute; the Color History palette will be displayed, as shown in Figure 6-6.

Choose a color from the Color History palette and then click anywhere outside the palette; the shader will display the color selected from this window. Next, adjust the brightness of the color by dragging the slider available on the right of the Color attribute.
The File button allows you to add images as maps and textures, whereas the PSD File button allows you to add the Photoshop file as maps and textures. If you choose the File button from the Create Render Node window, the File Attributes area will be displayed in the Property Editor. Choose the folder button on the right of the Image Name attribute; the Open window will be displayed. Choose the image file from the location on the disk and then choose the Open button. Similarly, add the PSD texture by choosing the PSD File button from the Create Render Node window.
The Transparency attribute is used to make an object transparent. To set the transparency of an object, adjust the slider on the right of the Transparency attribute in the Property Editor. You can also apply a transparency map to an object. To do so, choose the checker button on the right of the Transparency attribute; the Create Render Node window will be displayed, refer to Figure 6-7. Choose the required map from the default maps and textures in the Create Render Node window and then choose the Close button. The lighter area in the material map will become transparent and the darker area will become opaque.
The Ambient Color attribute is black by default; therefore it does not affect the default color of the material. When you make the ambient color brighter, it affects the material color by adding more light to it. To vary the effect of ambient color, drag the slider on the right of the Ambient Color attribute. Figure 6-8 shows the uppermost sphere with Ambient Color set to black, the middle sphere with Ambient Color set to medium gray, and the bottommost sphere with Ambient Color set to white.

The Incandescence attribute is used to self-illuminate an object such that the object creates a self-illuminating effect around it. For example, you can illuminate a bulb or tube light. Figure 6-9 shows the difference between a normal sphere (left) and a sphere with the Incandescence attribute (right) applied to it.
The Diffuse attribute is used to control the distribution of light on the surface of an object. The higher the Diffuse value, the more is the illumination on the surface when light falls on it. On the contrary, the lower the Diffuse value, the more is the light absorbed by that particular surface, resulting into a darker area, especially while making a metallic surface.
The Bump Mapping/Normal Mapping area is used to add bump effect to an object on rendering. To make this attribute visible, choose the Toggle between Lookdev view and Attribute Editor view button in the Property Editor. This attribute does not modify the surface of the object, but it shows roughness on the surface on rendering. To apply bump map to an object, choose the checker button on the right of the Map attribute; the Create Render Node window will be displayed, refer to Figure 6-7. Select the map or texture to which you want to apply the bump and then choose the Close button. Render the object to see the bump effect. Figure 6-10 shows the object after applying different textures to the Map attribute.

The options in this area are used to set the parameters of special effects applied to an object. These special effects are visible only when the object is rendered. This area consists of only the Glow Intensity attribute to add glow effect on the edges of objects. To display the Glow Intensity attribute, choose the Toggle between Lookdev view and Attribute Editor view button available on the top-right corner of the Property Editor. The glow effect is discussed next.
The Glow Intensity attribute is used to add glow to the edges of an object, as shown in Figure 6-11.

To add glow intensity to an object, enter the required value in the Glow Intensity edit box located in the Special Effects area, or drag the slider on the right of the Glow Intensity attribute. Next, set the renderer to Maya Software and then choose the Render the current frame button from the Status Line to render and adjust the glow as required. You can also hide the source of the glow object. To do so, select the Hide Source check box from the Special Effects area. You can also add a light glow source to an object. To do so, choose the checker button on the right of the Glow Intensity attribute; the Create Render Node window will be displayed. Select the Glow option on the left pane of the window and then select the Optical FX option from the right pane of the window, as shown in Figure 6-12.

The Optical FX option will be added to the object. Now, render the scene to see the final effect.
The options in this area are used to calculate the matte (alpha channel or mask) for the material. The Matte Opacity Mode drop-down list in the Matte Opacity area has three options: Black Hole, Solid Matte, and Opacity Gain.
As you know, that the Create panel is located on the bottom-left in the Hypershade window. This panel has different types of nodes which are used to create different shading networks. These nodes are divided into three categories: Favorites, Maya, and Arnold. These categories are further divided into sections. Among these sections, the Surface section which comes under the Maya category consists of all shaders/nodes that are required to apply texture to an object. The Surface section is discussed next.
By default, all shaders/nodes of this section are displayed in this section. The Surface section is mainly used to define the physical appearances of objects. The most commonly used shaders in the Surface section are discussed next.
The Shaderfx Shader helps you in creating your own advanced viewport shaders by connecting various shading nodes. The resulting materials can be visualized real time in Viewport 2.0 while connecting various shaders.
This shader lets you balance diffusion/reflection and microsurface detail/reflectivity using roughness, normal, and metallic maps.
Anisotropic
The Anisotropic shader is used to create deformed surfaces such as foil wrapper, wrapped plastic, hair, or brushed metal. The directions of the highlights change according to direction of the object in the viewport. Due to this property, the elliptical or anisotropic highlights are created, as shown in Figure 6-13. Some of the examples of the objects created by applying the Anisotropic shader are CDs, feather, and utensils.
The Bifrost Aero Material shader is a mental ray material that creates atmospheric effects such as smoke and mist. This shader gets automatically applied to the aero and bifrost Aero Mesh objects while creating a Bifrost simulation. It is a volume ray marcher that accumulates the shading contributions from emission, absorption, and scattering at each step based on the density. You need to install mental ray renderer if you want to use it. Maya Software, Maya Hardware, and Maya Vector renderers do not support this shader. Some of its attributes are supported by the Maya Hardware 2.0 renderer.
The Bifrost Foam Material shader is used to create bubbles, foam, and spray effects. By using this shader, you can also generate foam if you emit liquid into an existing liquid with a different density, such as in the case of a hot-tub liquid effect.
The Bifrost Liquid Material shader is used to render the Bifrost voxels or the mesh. This shader is automatically applied to the bifrost and bifrostMesh objects while creating a Bifrost simulation. It uses many of the standard mental ray attributes. You can change the velocity and vorticity in the Bifrost channels area to remap the diffuse, reflection, and refraction colors. You need to install mental ray renderer if you want to use it. Maya Software, Maya Hardware, and Maya Vector renderers do not support this shader. Some of its attributes are supported by the Maya Hardware 2.0 renderer.
The Blinn shader is mainly used to create shiny metallic surfaces such as brass and aluminium. Figure 6-14 shows the Blinn shader applied to a sphere.

The Hair Tube Shader is mainly used for hair. The HairTubeShader node is automatically created while converting nHair into polygons. To apply a new Hair Tube Shader on a newly created nHair, the nHair must be converted into a polygon.
The Lambert shader is mainly used to create unpolished surfaces. This shader diffuses and scatters light evenly on the object created in the viewport, thus giving it an unpolished appearance. It has no specular highlighting properties. Figure 6-15 shows a sphere with the Lambert shader applied to it.
The Layered Shader is used when multiple materials are needed to be applied to the surface of an object. Figure 6-16 shows an object with the Layered Shader applied to it. It helps in creating a surface with distinct look and style. In this shader, different textures and shades are blended together to give a realistic look to the surface of an object. The Layered Shader takes more time in rendering.

To apply the Layered Shader, choose Windows > Editors > Rendering Editors > Hypershade from the menubar; the Hypershade window will be displayed. In the Hypershade window, choose the Layered Shader from the left of the Create panel; layeredShader1 will be created in the Untitled_1 tab. Next, choose the Lambert and Anisotropic shaders from the Create area; the lambert2 and anisotropic1 shaders will be created in the Untitled_1 tab. Click on the layeredShader1 shader in the Untitled_1 tab; the layeredShader1 tab will be displayed in the Property Editor, as shown in Figure 6-17.

Next, press and hold the middle mouse button over the lambert2 shader in the Hypershade window and drag it to the green swatch in the Layered Shader Attributes area of the Attribute Editor; the lambert2 swatch is created in the Layered Shader Attributes area.
Similarly, add the anisotropic1 shader to the green swatch in the Layered Shader Attributes area of the Property Editor; the anisotropic1 swatch is created in the Layered Shader Attributes area. Choose the cross box under the green swatch to delete swatch from the Layered Shader Attributes area. Now, double-click on the lambert2 shader and adjust the transparency of this shader from the Common Material Attributes area of the lambert2 shader in the Attribute Editor. Next, choose the gray color swatch of the Color attribute; the Color History palette will be displayed. Select the required color for the shader from this palette and then click anywhere outside the palette to close the Color History palette. Finally, select the object in the viewport and then press and hold the right mouse button over the layeredShader1 shader in the Hypershade window. Next, choose Assign Material To Viewport Selection from the marking menu displayed; the layeredShader1 shader will be applied to the object.
The Ocean Shader is used to create realistic ocean. It can also be used to stimulate waves in the viewport. To use this shader, create a plane in the viewport with the Width Subdivisions and Height Subdivisions set to 20 each. Next, choose Windows > Editors > Rendering Editors > Hypershade from the menubar; the Hypershade window will be displayed. Choose Ocean Shader from the Hypershade window; the oceanShader1 will be created in the Browser area. Select the plane in the viewport, and press and hold the right mouse button over the OceanShader1 in the Hypershade window; a marking menu will be displayed. Choose Assign Material To Selection from the marking menu; the material will be applied to the plane in the viewport. Set the renderer to Maya Software and then choose the Render the current frame button from the Status Line to render the scene; the plane rendered using Ocean Shader is shown in Figure 6-18.

You can also set the properties of the Ocean Shader to modify the wavelengths and other attributes related to waves. To do so, select the plane in the viewport and then press and hold the right mouse button over it; a marking menu will be displayed. Choose Material Attributes from the marking menu. Expand the Common Material Attributes area in the Property Editor. This area shows the general attributes of an ocean, mainly the colors that can be applied to the ocean, as shown in Figure 6-19.

You can also set the attributes of ocean in this area as required. To do so, expand the Ocean Attributes area. On expanding this area, three more areas will be displayed, namely Wave Height, Wave Turbulence, and Wave Peaking. The attributes in the Wave Height area are used to specify the height of the waves relative to their wavelengths. The attributes in the Wave Turbulence area are used to give variation in the movement of the waves while animating at different frequencies. The attributes in the Wave Peaking area are used to set the depth of the crests in the wavelengths.
Note
If you apply the Ocean Shader to an object and then choose the Play forwards button, you will notice that the in-built animation is being played in the viewport. Also, while using the Ocean Shader, you always need to apply general lighting to brighten the scene.
The Phong shader is used to add shine to an object, as shown in Figure 6-20.

A phong surface reflects light, thus creating a specular highlight on the object. The Phong shader has certain characteristics such as diffusion and specularity that can be used to create smooth light reflecting surfaces. For example, you can create plastics, glass, ceramics, and most of the metals by using the Phong shader.
The Phong E shader is used to produce glossy surfaces. This shader is perfect for creating plastics, bathroom accessories, and car modeling. Figure 6-21 shows the Phong E shader applied to a sphere.
The Ramp Shader is used to apply additional control over the colors of shader with respect to change in light and direction of the object in the viewport. All attributes related to colors in this shader are controlled by ramps. Ramps are known as gradients and are used to create smooth transitions among different colors. You can apply the Ramp Shader to an object in the viewport. To do so, invoke the Hypershade window and choose the Ramp Shader from the Create panel. Next, click on the rampShader1 shader in the Untitled_1 tab; the attributes of the rampShader1 will be displayed in the rampShader1 tab in the Property Editor, as shown in Figure 6-22 and then click on the color ramp on the right of the Selected Color attribute; a new color entry will be created. Drag the circular handle on top of the new color node to adjust it, as shown in Figure 6-23.

Select the circular handle and choose the color swatch on the right of the Selected Color attribute. To add a map to a particular color entry, select the handle and choose the checker box on the right of the Selected Color attribute; the Create Render Node window will be displayed. In the Create Render Node window, choose the Mountain texture and then select the object in the viewport. Next, press and hold the right mouse button on the rampShader1 in the Hypershade window and choose the Assign Material To Viewport Selection option from the marking menu; the object after applying the rampShader1 will appear, refer to Figure 6-24.
Note
You can also assign different color effects to an object by changing the values of the Interpolation and Color Input attributes in the rampShader1 tab of the Property Editor.
The Shading Map shader is used to apply a non-photorealistic effect on an object in the viewport, as shown in Figure 6-25. This shader works in accordance with the basic shaders, Phong and Blinn. When you apply this shader to an object, first the color of the basic shader is applied to the object and then this color is replaced by the Shading Map shader, thus creating a non-photorealistic effect on it. The hue and brightness of the original color affects the mapping on the object. To apply the Shading Map shader to an object, choose Shading Map from the Create panel in the Hypershade window. Next, select the object in the viewport, press and hold the right mouse button over the Shading Map shader, and choose Assign Material To Viewport Selection from the marking menu; the Shading Map shader will be applied to the object in the viewport.

Surface Shader
The Surface Shader is used to connect a keyable attribute to a shading group, and then to connect the shading group to an object. For example, you can connect the rotation of an object to the Out Color attribute of a Surface Shader, so that the color of the object changes according to its rotation.
The Use Background shader is used to merge the object created in the viewport to the image applied in the background such that the object seems to be a part of the background.
The Standard Surface Shader material is similar to the aiStandardSurface material and can be used to create any type of material like wood, plastic, chrome, or aluminium. This material is compatible with all other rendering engines.
Tutorials
In this tutorial, you will create a polygon cube and apply texture of an old house to it, refer to Figure 6-26. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Download texture files.
c. Create a polygon cube.
d. Apply the checker pattern to the cube.
e. Create a texture in Adobe Photoshop.
f. Apply the texture to the cube.
g. Change the background color of the scene.
h. Save and render the scene.
Creating a Project Folder
Create a new project folder with the name c06_tut1 at \Documents\maya2025 and then save the file with the name c06tut1, as discussed in Tutorial 1 of Chapter 2.
In this section, you will download the texture files.
1. Download the c06_maya_2025_tut.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide
2. Extract the contents of the zip file to the Documents folder. Navigate to \Documents\c06_maya_2025\tut and then copy the entire texture files to the \Documents\maya2025\c06_tut1\sourceimages.
In this section, you will create a cube using cube polygon primitive.
1. Choose Create > Objects > Polygon Primitives from the menubar; a flyout is displayed. Next, choose the Interactive Creation option from the flyout.
2. Choose Create > Objects > Polygon Primitives > Cube > Option Box from the menubar; the Tool Settings (Polygon Cube Tool) panel is displayed. Alternatively, double-click on the Polygon Cube icon in the Polygons tab of the Shelf to display the Tool Settings (Polygon Cube Tool) panel.
3. Enter values in this window, as shown in Figure 6-27. Next, click in the persp viewport; a cube is displayed in the persp viewport.

In this section, you will apply the checker pattern to the cube.
1. Choose Windows > Editors > Rendering Editors > Hypershade from the menubar; the Hypershade window is displayed.
2. Choose the Lambert shader from the Create panel in the Hypershade window; the Lambert shader with the name lambert2 is created in the Browser panel. Next, press the CTRL key and double-click on the lambert2 shader in the Browser panel; the Rename node dialog box is displayed. Enter initial_texture in the Enter new name edit box, and then choose the OK button; the lambert2 shader is renamed as initial_texture.
3. Click on the initial_texture shader in the Browser panel; the initial_texture tab is displayed in the Property Editor.
4. In the Common Material Properties area of the initial_texture tab, click on the checker button corresponding to the Color attribute, refer to Figure 6-28; the Create Render Node window is displayed.

5. Choose the Checker button from the Create Render Node window, refer to Figure 6-29.
6. Select the polygon cube in the viewport. Now, in the Untitled_1 tab of the Hypershade window, press and hold the right mouse button on the initial_texture shader; a marking menu is displayed. Choose the Assign Material To Selection option from the marking menu, as shown in Figure 6-30; the initial_texture shader is applied to the polygon cube. Press 6; the texture is displayed on the cube in the viewport.

7. Make sure the cube is selected in the viewport. Select the Modeling menuset from the Menuset drop-down list if not already selected. Choose UV > UV Editor from the menubar; the UV Editor is displayed, as shown in Figure 6-31.

8. In the UV Editor, choose the Texture borders button if not already chosen; the uvs of the cube are highlighted. Now, choose Image > UV Snapshot from the UV Editor menubar; the UV Snapshot Options window is displayed, as shown in Figure 6-32.

Choose the Browse button; the Save Snapshot dialog box is displayed. In this dialog box, browse to the location \Documents\maya2025\c06_tut1\images. Next, save the UV snapshot with the name UV snapshot and choose the Save button; the Save Snapshot dialog box closes. Next, enter 1024 in the Size X (px) edit box in the UV snapshot area; you will notice that 1024 gets automatically entered in the Size Y (px) edit box. Choose the Apply and Close button from the UV Snapshot Options window. Close the Hypershade and the UV Editor windows.
Now, you will open the UV snapshot.iff file in Adobe Photoshop.
In this section, you will create a texture for the cube using Adobe Photoshop.
1. Open the UV snapshot.iff file in Adobe Photoshop. The file opens in the canvas area and a layer with the name Layer 0 is created in the Layers panel.
2. Choose the Create a new layer button in the Layers panel; a new layer with the name Layer 1 is created.
3. Make sure the newly created layer is selected and set Set foreground color to black color in the Tool Box. Next, press ALT+BACKSPACE; the Layer 1 is filled with black color.
4. Move this layer below Layer 0; the faces are now visible in the canvas area, as shown in Figure 6-33.

5. Choose File > Open from the menubar; the Open dialog box is displayed. In this dialog box, browse to \Documents\maya2025\c06_tut1\sourceimages\frontwalltexture.jpg and choose the Open button; the frontwalltexture.jpg is loaded. Choose Move Tool, and drag the image and place it on face 1, refer to Figure 6-34. Press CTRL+T; Transform Tool is activated. Next, scale the image such that it fits into face 1, as shown in Figure 6-34. Next, press ENTER; the transformation is applied.

6. Choose Burn Tool and darken Layer 2.
7. Create a new layer, and using Brush Tool, create different patterns to make the image dirty with opacity equal to 15 and brush size equal to 5, as shown in Figure 6-35.
8. Open the files doortexture.jpg and windowtexture.jpg from the sourceimages folder, as discussed earlier. Next, choose Move Tool and place the images on face 1. Invoke Transform Tool by pressing CTRL+T, and scale the textures to fit them on face 1, as shown in Figure 6-36.

9. Select the layer having door, and then choose the Add a layer style button from the Layers panel; a flyout is displayed. Choose the Bevel Emboss option from the flyout; the Layer Style dialog box is displayed. In this dialog box, enter the values, as shown in Figure 6-37. Now, choose the OK button; a depth is created in the door. Repeat the same procedure to create depth in the window.

10. Select the layer having window in the canvas and press and hold ALT, and then drag the layer; a duplicate copy of the window is created. Next, place the window on face 1, as shown in Figure 6-38.
11. Open the sidewallstexture.jpeg file from the sourceimages folder, as discussed earlier, and place it on face 2 and face 3. Create different patterns on the faces using Burn Tool and Brush Tool, as shown in Figure 6-39.

12. Similarly, apply the roof.jpeg, backside.jpeg, and ground.jpeg texture files at the top, back, and base of the cube, respectively, as shown in Figure 6-40. Next, create different patterns on the textures to make the textures worn out, as shown in Figure 6-40. Make the area below the windows darker to show seepage in the walls. Next, turn off Layer 0 so that the seams are not visible in the texture.

13. Choose File > Save As from the menubar; the Save As dialog box is displayed. In this dialog box, enter Cube_UVs in the File Name text box. Next, make sure the Photoshop (*.PSD;*.PDD) option is selected in the Format drop-down list. Next, browse to \Documents\maya2025\c06_tut1\sourceimages and choose the Save button; the file is saved at the specified location.
Next, you will switch back to Autodesk Maya and apply the texture created in Photoshop to the cube.
In this section, you will apply the texture created in Photoshop to the cube.
1. Make sure the cube is selected in the viewport. Next, choose Windows > Editors > Rendering Editors > Hypershade from the menubar; the Hypershade window is displayed.
2. Choose the Lambert shader from the Create panel; the Lambert shader with the name lambert3 is created in the Untitled_1 tab. Press CTRL and then double-click on the lambert3 shader in the Create panel; the Rename node window is displayed. Enter oldhouse in the text box and press ENTER; the lambert3 shader is renamed as oldhouse. Click on the oldhouse shader; the oldhouse tab is displayed in the Property Editor.
3. In the oldhouse tab, click on the checker button corresponding to the Color attribute in the Common Material Properties area; the Create Render Node window is displayed. Choose the PSD File button from the Create Render Node window; the psdFileText1 tab is displayed in the Property Editor, as shown in Figure 6-41.

4. Click on the folder icon on the right of the Image Name text box in the File Attributes area; the Open dialog box is displayed. Next, browse and select Cube_UVs.psd and then choose the Open button.
5. Select the cube in the persp viewport. In the Browser panel of the Hypershade window, press and hold the right mouse button over the oldhouse shader; a marking menu is displayed. Choose the Assign Material To Selection option from the marking menu; the texture is applied to all sides of the cube, as shown in Figure 6-42. Close the Hypershade window.
In this section, you will change the background color of the scene.
1. Choose Windows > Editors > Outliner from the menubar; the Outliner window is displayed. Click on the persp camera in the Outliner window; the perspShape tab is displayed in the Attribute Editor.
2. Expand the Environment area in the perspShape tab and drag the Background Color slider bar toward right to change the background color to white.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image of the scene by downloading the c06_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. Maximize the persp viewport if not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Hardware 2.0 in the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene, refer to Figure 6-26.
In this tutorial, you will create the model of an eyeball and then apply texture to it, as shown in Figure 6-43. (Expected time: 15 min)
The following steps are required to complete this tutorial: 
a. Create a project folder.
b. Create the NURBS sphere.
c. Assign material to the sphere.
d. Change the background color of the scene.
e. Save and render the scene.
Create a new project folder with the name c06_tut2 at \Documents\maya2025 and then save the file with the name c06tut2, as discussed in Tutorial 1 of Chapter 2.
In this section, you will create the NURBS sphere for the eyeball.
1. Maximize the front-Z viewport and then choose Create > Objects > NURBS Primitives > Sphere from the menubar. Next, create a NURBS sphere in the viewport and then set the following parameters in the Channel Box/Layer Editor.
Radius : 2 Rotate X : 90 Rotate Z : -90
2. Maximize the persp viewport.
In this section, you will create a material for the eyeball and then assign it to the NURBS sphere.
1. Choose Windows > Editors > Rendering Editors > Hypershade from the menubar; the Hypershade window is displayed. Select the Blinn shader from the Create area in this window; the blinn1 shader is created in the Browser panel of the Hypershade window.
2. Press and hold the CTRL key and double-click on the blinn1 shader in the Browser panel; the Rename node window is displayed. Enter eye in the Enter new name text box and then choose the OK button; the blinn1 shader is renamed as eye.
3. Select the sphere in the viewport. Press and hold the right mouse button on the eye shader in the Browser panel of the Hypershade window and choose Assign Material to Selection from the marking menu; the eye shader is applied to the sphere.
4. Click on the eye shader in the Hypershade window; the eye tab is displayed in the Property Editor.
5. In the Common Material Properties area of the eye tab, choose the checker button on the right of the Color attribute; the Create Render Node window is displayed. Choose the Ramp button from the Create Render Node window; the ramp1 shader tab is created in the Property Editor.
6. In the ramp1 shader tab, select the U Ramp option from the Type drop-down list and Bump from the Interpolation drop-down list in the Ramp Attributes area. Next, press 6 to view the texture in the viewport.
By default, two color nodes are available in the ramp color area. You will create two more nodes by following the steps given next.
7. Click on the ramp color area twice in the Ramp Attributes area; two more nodes are created. Next, arrange the nodes, as shown in Figure 6-44.

8. Select the color node 1, refer to Figure 6-45, from the Ramp Attributes area in the ramp1 tab and then click on the color swatch of the Selected Color attribute; the Color History palette is displayed. Make sure that the HSV option is selected in the drop-down list below the color wheel in the Ramp Attributes area. Next, make sure the HSV values in the Color History palette are 0.
9. Select the color node 2 from the Ramp Attributes area in the ramp1 tab and then click on the color swatch in the Selected Color attribute; the Color History palette is displayed. Next, enter the following HSV values in the Color History palette:
H: 0 S: 0 V: 1
10. Select the color node 3 from the Ramp Attributes area in the ramp1 tab and then click on the color swatch in the Selected Color attribute; the Color History palette is displayed. Next, enter the following HSV values in the Color History palette:
H: 0 S: 0 V: 0
11. Select the color node 4 from the Ramp Attributes area in the ramp1 tab and then click on the color swatch in the Selected Color attribute; the Color History palette is displayed. Next, make sure the HSV values in the Color History palette are as follows:
H: 0 S: 0 V: 1
Figure 6-45 shows the nodes after the colors are assigned and are arranged in the color area. Figure 6-46 displays the eyeball after material is applied to it.

12. Select the color node 2 from the Ramp Attributes area in the Property Editor, refer to Figure 6-45. Next, click on the checker button on the right of the Selected Color attribute; the Create Render Node window is displayed. Choose Fractal from the Create Render Node window, as shown in Figure 6-47; the fractal texture is applied to the eyeball, as shown in Figure 6-48. Also, the fractal1 tab is displayed in the Property Editor.

13. Make sure the fractal1 tab is selected in the Property Editor. Expand the Color Balance area and choose the gray color swatch on the right of the Default Color attribute; the Color History palette is displayed. In the Color History palette, set the following values for H, S, and V:
H: 199 S: 0.967 V: 0.779
14. In the Color Balance area, choose the color swatch corresponding to the Color Gain attribute; the Color History palette is displayed. In the Color History palette, set the following values of H, S, and V:
H: 199 S: 0.8 V: 1
15. In the Color Balance area, choose the color swatch corresponding to the Color Offset attribute; the Color History palette is displayed. In the Color History palette, set the following values of H, S, and V:
H: 191 S: 0.967 V: 0.3
16. In the Common Material Properties area, set the value of the Diffuse and Eccentricity attributes as 1 and 0 respectively in the Specular Shading area.
Changing the Background Color of the Scene
In this section, you will change the background color of the scene.
1. Choose Windows > Editors > Outliner from the menubar; the Outliner window is displayed. Select the persp camera in the Outliner window; the perspShape tab is displayed in the Attribute Editor.
2. Expand the Environment area in the perspShape tab and drag the Background Color slider bar toward right to change the background color to white.
In this section, you will save and then render the scene that you have created. You can view the final rendered image of the scene by downloading the c06_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar.
2. Maximize the persp viewport if not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software from the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene, refer to Figure 6-43.
In this tutorial, you will create the model of a bulb and then apply multiple textures to it. The final rendered output is shown in Figure 6-49. (Expected time: 20 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Create the model of a bulb.
c. Apply chrome texture to the bottom of the bulb.
d. Apply texture to the glass portion of the bulb.
e. Add lights.
f. Save and render the scene.
In this section, you will create two profile curves using EP Curve Tool to create a bulb.
1. Choose Create > Objects > Curve Tools > EP Curve Tool from the menubar.
2. Maximize the front-Z viewport and draw two profile curves, as shown in Figure 6-50. Make sure Move Tool is active. Next, press and hold the D key and set the pivot point for both the curves at the center of the grid by moving the pivot point manipulators if the pivot points are not at the center.
3. Select both the profile curves in the front-Z viewport and then choose the Modeling menuset from the Menuset drop-down list in the Status Line.
4. Choose Surfaces > Create > Revolve from the menubar; the profile curves rotate at 360 degrees. As a result, the bulb is created in the viewport, as shown in Figure 6-51.

Note
After applying the Revolve tool if the surface of the profile curve is black then select the surface and choose Surfaces > Edit NURBS Surfaces > Reverse Direction from the menubar; the profile curve is reversed.
Applying the Chrome Texture to the Bottom of the Bulb
In this section, you will create the chrome texture and apply it to the bottom of the bulb.
1. Choose Windows > Editors > Rendering Editors > Hypershade from the menubar; the Hypershade window is displayed.
2. Choose the Blinn shader from the Create panel in the Hypershade window; the Blinn shader named blinn1 is displayed in the Browser panel.
3. Press the CTRL key and double-click on the blinn1 shader in the Browser panel; the Rename node window is displayed. Enter Chrome as the new name of the shader in this window and choose the OK button; the shader is renamed to Chrome.
4. Select the bottom part of the bulb in the viewport. In the Hypershade window, press and hold the right mouse button on the Chrome shader and choose Assign Material to Selection from the marking menu displayed; the Chrome shader is applied at the bottom part of the bulb.
5. In the Hypershade window, click on the Chrome shader; the Chrome tab is displayed in the Property Editor.
6. In the Chrome tab, expand the Specular Shading area. If this area is not available in the Property Editor panel, choose Toggle between Lookdev view and Attribute Editor view from the top right area of the Property Editor panel. Make sure the values for the attributes are set, as shown in Figure 6-52.

7. Click on the checker button corresponding to the Reflected Color attribute in the Specular Shading area; the Create Render Node window is displayed.
8. Choose the Env Ball button from the Create Render Node window, as shown in
Figure 6-53; the envBall1 tab is displayed in the Property Editor.

9. In the Environment Ball Attributes area of the envBall1 tab, choose the checker button on the right of the Image option; the Create Render Node window is displayed. Choose the Stucco button from the Create Render Node window, as shown in Figure 6-54; the Stucco1 tab is displayed in the Property Editor.
10. In the Stucco Attributes area of the Stucco1 tab, enter 40 as the value of the Shaker. Next, choose the color swatch corresponding to the Channel 1 attribute; the Color History palette is displayed. In the Color History palette, set the following values of H, S, and V:
H: 0 S: 0 V: 0.4
11. In the Stucco Attributes area of the Stucco1 tab, choose the color swatch corresponding to the Channel 2 attribute; the Color History palette is displayed. In the Color History palette, set the following values for H, S, and V:
H: 0 S: 0 V: 1
Note
The Stucco texture is a color map. It randomly mixes any two colors as channel 1 and 2 to create a final combination of colors as cloud or stain.
1. Choose the Lambert shader from the Create panel of the Hypershade window; the lambert2 shader is created in the Untitled_1 tab of the Hypershade window. Press CTRL and then double-click on it in the Browser panel; the Rename node window is displayed. Type Bulb in the Enter new name text box and choose the OK button to close the window. Next, assign the Bulb shader to the glass portion of the bulb, as discussed earlier.
2. In the Hypershade window, select the Bulb shader; the Bulb tab is displayed in the Property Editor.
3. In the Common Material Properties area of the Bulb tab, choose the color swatch corresponding to the Color attribute; the Color History palette is displayed. In the Color History palette, set the following values for H, S, and V:
H: 46 S: 1 V: 1
4. In the Common Material Attributes area of the Bulb tab, choose the color swatch corresponding to the Incandescence attribute; the Color History palette is displayed. In the Color History palette, set the following values for H, S, and V:
H: 60 S: 0.451 V: 0.902
5. In the Property Editor, choose the Toggle between Lockdev view and Attribute Editor view button and then expand the Special Effects area and enter 0.147 as the value of Glow Intensity.
6. Close the Hypershade window.
In this section, you will add lights to the scene.
1. Choose Create > Objects > Lights > Directional Light from the menubar; a directional light is created in the viewport. Set the translation and rotation parameters of the directional light in Channel Box / Layer Box Editor as follows:
Translate Y: 2.49 Translate Z: -2.94 Rotate X: -123.2
2. Press CTRL+A; the Attribute Editor is displayed. In the directionalLightShape1 tab of the Attribute Editor, enter 1.2 as the value of the Intensity. Next, choose the color swatch corresponding to the Color attribute; the Color History palette is displayed. In the Color History palette, set the following values for H, S, and V:
H: 65 S: 0.658 V: 0.975
In this section, you will save the scene that you have created and render it. You can view the final rendered image of the model by downloading the c06_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. Maximize the persp viewport if not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software from the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene, refer to Figure 6-49.
Answer the following questions and then compare them to those given at the end of this chapter:
1. Which of the following numeric keys is used to view the object in the shaded mode?
(a) 1 (b) 5
(c) 4 (d) 3
2. In the Ocean Shader, the ___________ attribute is used to specify the height of the waves relative to its length.
3. The __________ shader is used to apply multiple materials to the surface of an object.
4. The __________ shader is used to apply a non-photorealistic effect on an object.
5. In the Hypershade window, the main toolbar is located below the __________.
6. The __________ attribute is used to illuminate an object such that the object creates a self-illuminating effect around it.
7. The Transparency attribute is used to make an object opaque. (T/F)
8. The Lambert shader is mainly used to create polished surfaces. (T/F)
Answer the following questions:
1. Which of the following attributes is used to add glow to the edges of an object?
(a) Incandescence (b) Ambient Color
(c) Glow Intensity (d) None of these
2. When you double-click on any of the shader swatches, then related attributes appear in the __________.
3. The __________ parameter is used to adjust the density of the mask channels.
4. The __________ button is used to alphabetically arrange the shader icons.
5. The __________ connections are created automatically by Maya based on the type of node selected.
6. The properties of the Anisotropic shader change according to the direction of the object it is applied on. (T/F)
7. The Clear graph tool is used to rearrange the nodes in the current layout such that all nodes and networks are displayed properly in the Hypershade window. (T/F)
8. The View as icons button is used to display the default name of the shader icons. (T/F)
The rendered output of the models used in the following exercises can be accessed by
downloading the c06_maya_2025_exr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Create the model of a house, shown in Figure 6-55. Unwrap it and then apply textures to it to get the final output, as shown in Figure 6-56. (Expected time: 30 min)


Create the model of a house, shown in Figure 6-57, and then apply textures to it to get the final output, as shown in Figure 6-58. (Expected time: 30 min)

Create a scene showing the model of a study table with objects, as shown in Figure 6-59, and then apply textures to the objects in the scene, as shown in the same figure. (Expected time: 30 min)

1. b, 2. Weight Height, 3. Layered Shader, 4. Shading Map, 5. menubar, 6. Incandescence, 7. T, 8. F
After completing this chapter, you will be able to:
• Work with standard Maya lights
• Add glow and halo effects to lights
• Apply the Physical Sun and Sky effect to a scene
• Work with the camera
Lights are objects that produce real lighting effects like street lights, flash lights, house-hold lights, and so on. When there is no light in a scene, the scene is rendered with default lighting. Moreover, light objects can be used to project the images. In this chapter, you will learn about various lights that you can use in your scene to give it realistic lighting effects.
There are six types of lights in Maya. To create a light, choose Create > Objects > Lights from the menubar; a cascading menu will be displayed. Choose the required light from the cascading menu and click in the viewport; the light will be created in your scene. Different types of lights in Maya are discussed next.

The ambient light is a single point light that projects the rays uniformly in all directions and lights up the scene. To create an ambient light, choose Create > Objects > Lights > Ambient Light from the menubar; ambient light will be created at the center of the viewport. You can modify the attributes of this light. To do so, select the ambient light in the viewport. Next, choose Windows > Editors > General Editor > Attribute Editor from the menubar; the Attribute Editor displaying the properties of the ambient light will be displayed on the right of the viewport. Some of the attributes in Maya are common for all lights. These attributes are discussed next.
The options in this area control the general attributes of the ambient light. To set these attributes, select the light in the viewport and choose Windows > Editors > General Editors > Attribute Editor from the menubar; the Attribute Editor will be displayed. Expand the Ambient Light Attributes area, if not already expanded; various options will be displayed, refer to Figure 7-1. These options are discussed next.

Type
The Type drop-down list is having various options of lights to be displayed in the viewport. To change a light, select the required option from the Type drop-down list; the current light will be replaced by the light selected from this drop-down list.
Color
The Color attribute is used to set the color of the light. To do so, choose the color swatch on the right of the Color attribute; the Color History palette will be displayed, as shown in Figure 7-2.

Set the desired color for the light in this palette and click anywhere outside this palette; the selected color will be applied to the light. You can also assign a texture to the light. To do so, choose the checker box on the right of the Color attribute, refer to Figure 7-1; the Create Render Node window will be displayed. Choose the desired texture map from the Create Render Node window and then choose the Close button; the texture will be assigned to the light. To see the effect of the light you need to render the scene. To do so, invoke the Render the current frame button from the Status Line. Figure 7-3 shows an ambient light without applying the checker map to the Color attribute and Figure 7-4 shows the ambient light with the checker map assigned to the Color attribute.

The Intensity attribute is used to set the brightness of the light. To do so, enter the desired value in the Intensity edit box or move the slider at its right to adjust the intensity. If the value specified in this edit box is 0, there will be no illumination in the scene at all and it will appear completely black on rendering. The Illuminates by Default check box is selected by default and is used to illuminate all objects in the viewport. When this check box is cleared, the light would only illuminate the objects to which it is linked. You will learn about light linking later in the chapter.
Ambient Shade
The Ambient Shade attribute is used to control the proportion of directional light to the ambient light. To apply ambient shade, enter a value in the Ambient Shade edit box or adjust the slider at the right of this edit box. The ambient shade value ranges from 0 to 1. If the value in this attribute is set to 0, the light will come from all the directions, and if the value in this attribute is set to 1, the light will come from the point where the light is placed. In other words, the ambient light will act like a point light, when the value of the Ambient Shade attribute is 1. The default value of the Ambient Shade attribute is 0.45. Figure 7-5 shows the ambient light when the Ambient Shade value is set to 0.25 and Figure 7-6 shows the ambient light when the Ambient shade value is set to 1.

The attributes in this area are used to control the appearance of raytrace shadows produced by the light. Raytrace shadows are soft and transparent shadows. These shadows will be visible in the render only when raytracing is enabled in the Render Settings window. To do so, choose Windows > Editors > Rendering Editors > Render Settings from the menubar; the Render Settings window will be displayed. Select Maya Software from the Render Using drop-down list and then choose the Maya Software tab and expand the Raytracing Quality area. In this area, select the Raytracing check box to enable raytracing.

The directional light is used to create a distant point light. The light rays coming from the directional light are parallel to each other. To create a directional light, choose Create > Objects > Lights > Directional Light from the menubar; a directional light will be created on the grid in the viewport, as shown in Figure 7-7.

You can also modify the attributes of this light. To do so, select the light in the viewport; the Attribute Editor showing the attributes of the directional light will be displayed on the right of the viewport. Some of the attributes of the directional light are same as those of the ambient light as discussed earlier. The remaining attributes are discussed next.
The attributes in this area are used to control the depth map shadows produced by the light. A depth map shadow gives good result and does not take more render time. A depth map contains the depth data rendered from a light’s position in the scene. Some of the attributes in this area are discussed next.
Use Depth Map Shadows
This attribute is used to enable depth map shadow calculations.
Resolution
This attribute is used to set the resolution of the depth map shadows. On increasing the resolution, the render time of the depth map shadows also increases.
Filter Size
This attribute is used to control the softness of the shadow edges. The higher the value of the filter size, the softer will be the shadow edges but it will also increase the render time.
Bias
This attribute is used to offset the depth map toward or away from the light.
Note
1. Directional light can be used to view the area illuminated by it. To do so, make sure the light is selected and then choose Panels > Look Through Selected from the Panel menu; you can now look through the selected light. Use ALT+MMB to pan the view, ALT+ RMB to zoom in and out the view, and ALT+ LMB to rotate in the viewport. To go back to the view, choose Panels > Perspective > persp from the Panel menu.

The point light is a single source of light which projects light evenly in all directions. To create a point light, choose Create > Objects > Lights > Point Light from the menubar; a point light will be created at the center of the viewport, as shown in Figure 7-8.

The attributes in this area are used to modify the visual aspects of a selected light. Expand the Light Effects area in the Attribute Editor, if not already expanded, refer to Figure 7-9. Alternatively, select point light in the viewport and choose Windows > Editors > General Editors > Attribute Editor from the menubar. The attributes in this area are discussed next.

Light Fog
The Light Fog attribute is used to add the fog effect to the scene. Choose the checker box corresponding to the Light Fog attribute in the Attribute Editor, refer to Figure 7-10;

the Light Fog Attributes area will be displayed, as shown in Figure 7-10. Adjust the attributes in the Light Fog Attributes area as required. The density of the fog will be higher near the light and it decreases gradually as you move away from it.
Fog Type
The options in the Fog Type drop-down list are used to select the type of fog to be used. By default, the Normal option is selected in the Fog Type drop-down list. Select the Linear option if you want the fog to diminish slowly from the center of the light. By selecting the Exponential option, the fog will diminish quickly from the center of the light.
The Fog Radius attribute is used to set the radius of the fog for the selected light.
Fog Intensity
The Fog Intensity attribute is used to increase or decrease the intensity of the fog.
The Light Glow attribute is used to add glow to the selected light. On choosing the checker box on the right of this attribute, the opticalFX1 node will be added to the selected light and it will be displayed in the Attribute Editor, refer to Figure 7-11.


The spot light evenly throws a beam of light within a narrow range in a conical shape, refer to Figure 7-12.

Figure 7-13 shows a flower pot illuminated by a spot light. To create a spot light, choose Create > Objects > Lights > Spot Light from the menubar; the spot light will be created at the center of the viewport. Most of the attributes of the spot light are similar to those of the ambient light. Some of its other attributes are discussed next.
Spot Light Attributes Area
The attributes in this area are used to adjust the angles of the spot light. These attributes are discussed next.
Decay Rate
This drop-down list is available only in the Spot, Area, and Point lights. It is used to determine the rate at which the light decreases or fades away with distance. The options in this drop-down list are discussed next.
No Decay
The No Decay option is used to illuminate all the objects in the scene when there is no decay in the light.
Linear
The Linear option is used to linearly decrease the intensity of light linearly with distance. This rate is slower than the real world light.
Quadratic
The Quadratic option is used to decrease the intensity of light proportionally to the square of distance. This rate imitates the real world decay rate.
Cubic
The Cubic option is used to decrease the intensity of the light proportionally to the cube of distance.
The Cone Angle attribute is used to increase or decrease the illumination of the spot light. By default, the angle value in this attribute is set to 40.00.
The Penumbra Angle attribute controls the angle from the edge of the beam of the spot light where the intensity of the spot light falls to zero. The higher the value of the Penumbra Angle attribute, the lower will be the intensity of the edges, as shown in Figures 7-14 and 7-15.

Dropoff
The Dropoff attribute is used to control the intensity of the light from the center to the edge of the spot light beam area. The higher the value of this attribute, the lower will be the intensity of the spot light beam.
The attributes in the Light Effects area are used to assign fog effects to the light. These attributes are discussed next.
The Light Fog attribute is used to add fog effect to the selected light. Choose the checker box on the right of the Light Fog attribute; the light fog attributes will be added to the selected light in the Attribute Editor.
Fog Spread
The Fog Spread attribute is used to spread the fog coming from a spot light. The more the Fog Spread value, the thicker will be the fog at the edges of the spot light, as shown in Figures 7-16 and 7-17.

The Fog Intensity attribute is used to adjust the fog intensity of the selected light. If you want the light to be displayed in a certain shape, or as if it is coming from a half opened door, you can do so by adjusting its parameters. To do so, select the Barn Doors check box in the Light Effects area of the Attribute Editor; the attributes related to the barn doors will be activated. Set the required values in the Barn Doors edit boxes and render the scene to display the effect. The default values in all the edit boxes are shown in Figure 7-18.
You can also create shadows of an object in the viewport. To do so, expand the Shadows area in the Attribute Editor. Next, select the Use Depth Map Shadows check box from the Depth Map Shadow Attributes area to activate shadows in the viewport, as shown in Figure 7-19.


The area light is a type of light that has a two-dimensional rectangular light source. It emits light from a rectangular area. The larger the size of the light, the more illuminated the scene will be. To create an area light, choose Create > Objects > Lights > Area Light from the menubar; an area light will be created at the center of the viewport, as shown in Figure 7-20.

It is used to create high quality still images. Therefore, the scene with an area light will take more time for rendering as compared to the other lights. The attributes of this light are similar to those of the ambient light except the Decay Rate which is discussed next. The attributes of the Area light are similar to those discussed in other lights.

The volume light is used to add a volume light to the scene. This light is represented by the icon shown in Figure 7-21. The innermost area of the volume light icon represents the visual extent of the light. You can also use this light as a negative light. For example, you can use it to remove illumination from a particular area or to lighten up the dark shadows in the scene. To create a volume light, choose Create > Objects > Lights > Volume Light from the menubar; a volume light will be created at the center of the viewport, as shown in Figure 7-21. Figure 7-22 shows the effect of the volume light. The attributes of the volume light are similar to those discussed in other lights.

The glow and halo effects are used to add a realistic effect to the scene. These effects can be added to any light by using the Attribute Editor. To add these effects to a light, select the light in the viewport and choose Windows > Editors > General Editors > Attribute Editor from the menubar; the Attribute Editor displaying the attributes of the selected light will be displayed. Choose the checker box on the right of the Color attribute, refer to Figure 7-23; the Create Render Node window will be displayed in the viewport. Select the Glow option from the left pane of the Create Render Node window.

Next, choose Optical FX from the right pane of the window; the Optical FX Attributes area will be displayed in the Attribute Editor, as shown in Figure 7-24.

The attributes in this area are used to control the visual aspect of glow, halo, and lens effects.
Various attributes in this area are discussed next.
The Active check box is used to toggle the display of optical effects on rendering. This check box is selected by default.
The Lens Flare check box is used to create a bright light source illuminating the surfaces of a lens of a camera. This is called the lens effect. It reduces the contrast and creates bright streak patterns on an image.
To apply this effect to a scene, select the Lens Flare check box from the Optical FX Attributes area; the lens effect will be created on the selected light. Figure 7-25 shows the light without lens flare and Figure 7-26 shows the light with lens flare.

Glow Type
The options in the Glow Type drop-down list are used to apply various glow effects to the selected light. The options available in this drop-down list are: None, Linear, Exponential, Ball, Lens Flare, and Rim Halo.
Figures 7-27 through 7-31 show all the glow effects on selecting different options from this drop-down list.




Radial Frequency
The Radial Frequency attribute is used to control the smoothness of the glow radial noise. The default value of this attribute is set to 0.5.
The Star Points attribute is used to change the number of star points emitting from a light. Figures 7-37 and 7-38 show lights on entering different values in the Star Points edit box. The default value of this attribute is set to 4.



The Rotation attribute is used to rotate the star effects and the glow noise from the center of the light. The value of slider next to this attribute ranges from 0 to 360, but you can also enter any other value as per your requirement in this edit box. The default value of this attribute is 0.
Light linking is a process of linking light to specific objects in a scene. To link lights, the light affects only the object to which it is linked in the scene. To link an object to the light, select the light and then select the Rendering menu from the Menuset drop-down list in the Status Line. Next, choose Lighting/Shading > Light Linking > Light Linking Editor > Light-Centric from the menubar; the Relationship Editor will be displayed in the viewport, refer to Figure 7-39.

Select the light that you want to link from the Light Sources area and then select the objects from the Illuminated Objects area of the Relationship Editor; now the light source will illuminate only the linked objects. Next, close the Relationship Editor.
In Maya, cameras are used to view a scene from different angles. These cameras work in a similar way as the still and video cameras in the real world. There are five types of cameras in Maya: Camera, Camera and Aim, Camera Aim and Up, Stereo Camera, and Multi-Stereo Rig. These camera types are created with the help of the Camera, Camera and Aim, Camera Aim and Up, Stereo Camera, and Multi-Stereo Rig tools, respectively. These tools are discussed next.
The Camera tool is used to create a basic camera in the scene. The camera created using this tool is ideal for static scenes and simple animations. To create a camera using this tool, choose Create > Objects > Cameras > Camera from the menubar; a camera will be created in the viewport, as shown in Figure 7-40. You can adjust the camera to focus on any object, as shown in Figure 7-41. You can also set the properties of the camera in the Attribute Editor. To do so, select the camera; the Attribute Editor will be displayed with the Camera Attributes area expanded, as shown in Figure 7-42. The attributes in this area are discussed next.

The options in the Controls drop-down list are used to display the type of camera which will currently display in the viewport.
The Angle of View attribute is used to specify the angle of view of the camera. This attribute is affected by the value specified in the Focal Length edit box.
The Focal Length attribute is used to specify the focal length of the camera in millimeters. On increasing the value of the Focal Length attribute, the camera will zoom in and size of the objects in the camera view will be increased and vice versa.
The Camera Scale attribute is used to scale the size of the camera that is indirectly proportional to the scene.
The Auto Render Clip Plane check box affects only the Maya Software renderer. When this check box is selected, the near and far clipping planes are automatically set to enclose all the objects within the view of the camera. You must set the values for the planes manually for Hardware, Maya Software, and Arnold renderers.
The near and far clipping planes are two imaginary planes located at two specific distances. You can specify the value of these planes in the Near Clip Plane and Far Clip Plane edit boxes. The objects between these two planes will be rendered in the camera view.
Note
1. The clipping planes are not visible in the scene.
3. If a part of a project is in front of the near clipping plane, only the part of the object beyond the near clipping plane will be rendered.
4. For the Maya Software renderer if a part of the object is beyond the far clipping plane, the entire object is rendered.
The Camera and Aim tool is used to create a basic camera and an aim vector control. To do so, choose Create > Objects > Cameras > Camera and Aim from the menubar; a camera will be created in the viewport, refer to Figure 7-43. This control is used to aim the camera at a specified point in the scene, refer to Figure 7-44.


The Camera, Aim and Up tool is used to create a basic camera with an aim vector and an up vector control. To do so, choose Create > Objects > Cameras > Camera, Aim and Up from the menubar; a camera will be created in the viewport, as shown in Figure 7-45.
This aim vector control is used to aim the camera at a specified point in the scene. The up vector control is used to rotate the camera, refer to Figure 7-46.


The Stereo Camera tool is used to create stereoscopic cameras to produce an anaglyph or parallel image. This image when composited in a compositor produces renders with a depth illusion. To create a stereo camera, choose Create > Objects > Cameras > Stereo Cameras from the menubar; a stereo camera will be created in the viewport.

The Multi Stereo Rig tool is used to create multi-camera rig for stereo cameras. By default, it is a three layered camera rig.
In this tutorial, you will create a scene in which the light is scattering through a cylindrical object, as shown in Figure 7-47. (Expected time: 15 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Create a cylinder.
c. Add a point light in the scene.
d. Save and render the scene.
Creating a Project Folder
Create a new project folder with the name c07_tut1 at \Documents\maya2025 and then save the file with the name c07tut1, as discussed in Tutorial 1 of Chapter 2.
In this section, you will create a cylindrical object through which the light will scatter in all directions.
1. Maximize the top-Y viewport. Next, choose Create > Objects > Polygon Primitives > Cylinder from the menubar and then create a cylinder.
2. In the Channel Box / Layer Editor, expand the polyCylinder1 node in the INPUTS area and set the parameters as follows:
Radius: 2 Height: 10
Subdivisions Axis: 50 Subdivisions Height: 25
3. In the Channel Box / Layer Editor, enter 2 in the Scale X, Scale Y, and Scale Z edit boxes and enter 0 in the Translate X and Z edit boxes, and 10 in the Translate Y edit box.
4. Maximize the persp viewport. Next, press and hold the right mouse button on the cylinder; a marking menu is displayed. Choose Face from the marking menu; the face selection mode is activated. Next, delete the top and bottom faces of the cylinder.
5. Delete some more faces of the cylinder randomly, as shown in Figure 7-48.
6. Choose Create > Objects > Polygon Primitives > Plane from the menubar. Next, create a plane in the persp viewport. Now, choose Move Tool from the Tool Box and place the plane below the cylinder.
7. In the Channel Box / Layer Editor, expand the polyPlane1 node in the INPUTS area and set the parameters as follows:
Width: 80 Height: 80
8. Make sure the Modeling menuset is selected from the Menuset drop-down list in the Status Line. Next, press and hold the right mouse button on the cylinder; a marking menu is displayed. Choose Face from the marking menu; the face selection mode is activated. Select all the faces of the cylinder. Next, choose Edit Mesh > Components > Extrude from the menubar; the polyExtrudeFace1 In-View Editor is displayed in the viewport. Now, enter 0.6 in the Thickness edit box of the polyExtrudeFace1 In-View Editor. Press W to exit the tool.
9. Press and hold the right mouse button on the cylinder; a marking menu is displayed. Choose Object Mode from the marking menu; the object selection mode is activated.
In this section, you will add a point light to the scene. It will act as the source of light.
1. Choose Create > Objects > Lights > Point Light from the menubar; a point light is created in the viewport.
2. In the Channel Box / Layer Editor, enter 10 in the Translate Y edit box.
3. Make sure the point light is selected in the viewport. Next, press CTRL+A; the pointLightShape1 tab is displayed in the Attribute Editor with the attributes of the point light.
4. In the Point Light Attributes area, click on the color swatch on the right of the Color attribute; the Color History palette is displayed. Set the color of the light to orange. Alternatively, select RGB, 0 to 1.0 option from the drop-down list located at the bottom right of the Color History palette and then set the values as given below:
R: 0.667 G: 0.35 B: 0.078
Next, click anywhere outside the palette to close it and then enter 30 in the Intensity edit box.
5. In the Light Effects area of the pointLightShape1 tab, choose the checker button on the right of the Light Fog attribute; the lightFog1 tab is displayed in the Attribute Editor.
6. Select the point light in the viewport. Make sure that the pointLightShape1 tab is chosen in the Attribute Editor and then set the parameters in the Light Effects area as follows:
Fog Radius: 40 Fog Intensity: 4
7. Choose the checker button on the right side of the Light Glow attribute; the opticalFX1 tab is displayed in the Attribute Editor.
8. Select the point light in the viewport. In the pointLightShape1 tab in the Attribute Editor, expand the Shadows area and select the Use Depth Map Shadows check box in the Depth Map Shadow Attributes area.
9. In the Depth Map Shadow Attributes area, set the parameters as follows:
Resolution: 1024 Fog Shadow Samples: 50
10. In the sphereShape# tab of the Attribute Editor, expand the Render Stats area. Next, select the Volume Samples Override check box and enter 2 in the Volume Samples edit box.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image of the scene by downloading the c07_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar.
2. Maximize the persp viewport if not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software in the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene, refer to Figure 7-46.
In this tutorial, you will add lights to an underwater scene to get the final output, as shown in Figure 7-49. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Download and open the file.
c. Add lights to the scene.
d. Save and render the scene.
Create a new project folder with the name c07_tut2 at \Documents\maya2025, as discussed in Tutorial 1 of Chapter 2.
In this section, you will download and open the file.
1. Download the c07_maya_2025_tut.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya> Autodesk Maya 2025: A Comprehensive Guide.
2. Extract the contents of the zip file to the Documents folder. Next, navigate to \Documents\c07_maya_2025_tut and then copy all the texture files to \Documents\maya2025\c07_tut2\sourceimages.
3. Choose File > Open Scene from the menubar; the Open dialog box is displayed. In this dialog box, browse to \Documents\c07_maya_2025_tut and select c07_tut2_start file from it. Choose the Open button; the file opens.
4. Now, choose File > Save Scene As from the menubar; the Save As dialog box is displayed. As the project folder is already set, the path \Documents\maya2025\c07_tut2\scenes is displayed in the Look In drop-down list. Save the file with the name c07tut2.mb in this folder.
In this section, you will add spot light to the scene.
1. Choose Create > Objects > Lights > Spot Light from the menubar; the spot light is created in the viewport. In the Channel Box / Layer Editor, set the parameters as follows:
Translate X: 1.034 Translate Y: 51.527 Translate Z: 1.499
Rotate X: 121.306 Rotate Y: 73.369 Rotate Z: -180
Figure 7-50 displays the light after entering the values in the Channel Box / Layer Editor.
2. Make sure the spot light is selected in the viewport. Choose Display > Object > Show > Light Manipulators from the menubar; the light manipulators are displayed, refer to Figure 7-51. Select the manipulator ring 10, press and hold the left mouse button on it, and then move it downward till the number on the ring changes to about 100; the fog area of the light is increased.
3. In the perps viewport, make sure the spot light is selected. Choose Display > Object > Hide > Light Manipulators from the menubar to hide the manipulators.
4. Choose Windows > Editors > General Editors > Attribute Editor from the menubar; the spotLightShape1 tab is displayed in the Attribute Editor. In this tab, choose the checker button on the right of the Color attribute; the Create Render Node window is displayed. Choose the File button from this window; the File Attributes area is displayed in the Attribute Editor.

5. Choose the folder icon corresponding to the Image Name attribute in the Attribute Editor; the Open dialog box is displayed. In this dialog box, select texture_light.jpg and then choose the Open button to open the selected file.
6. Select the spot light and enter 60 in the Cone Angle attribute in the Spot Light Attributes area of the spotLightShape1 tab. Expand the Light Effects area and then choose the checker button on the right of the Light Fog attribute; the fog effect is applied to the spot light.
7. Select the spot light. In the Attribute Editor, enter 1.5 in the Fog Spread edit box and 2 in the Fog Intensity edit box. Make sure the persp viewport is active and choose the Render the current frame button from the Status Line; the fog effect is displayed, as shown in Figure 7-52.

8. Choose Create > Objects > Lights > Ambient Light from the menubar; the ambient light is created in the viewport. In the Channel Box / Layer Editor, set the parameters as follows:
Translate X: 65 Translate Y: 26 Translate Z: 152
9. Choose Panels > Perspective > camera# from the Panel menu to switch from the persp view to the camera view. Adjust the view of the camera in the viewport, if required.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image of the scene by downloading the c07_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar.
2. Maximize the persp viewport if not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software in the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene, refer to Figure 7-48.
In this tutorial, you will add lights to an interior scene to get the final output, as shown in Figure 7-53. (Expected time: 20 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Download and open the file.
c. Add physical sky to the scene.
d. Add lights to the scene.
e. Save and render the scene.
Create a new project folder with the name c07_tut3 at \Documents\maya2025, as discussed in Tutorial 1 of Chapter 2.
In this section, you will download and open the file.
1. Download the c07_maya_2025_tut.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya> Autodesk Maya 2025: A Comprehensive
Guide.
2. Extract the contents of the zip file to the Documents folder. Next, navigate to \Documents\c07_maya_2025_tut and then copy all the texture files to \Documents\maya2025\c07_tut3\sourceimages.
3. Choose File > Open Scene from the menubar; the Open dialog box is displayed. In this dialog box, browse to \Documents\c07_maya_2025_tut and select c07_tut3_start file from it. Choose the Open button; the file opens.
4. Now, choose File > Save Scene As from the menubar; the Save As dialog box is displayed. As the project folder is already set, the path \Documents\maya2025\c07_tut3\scenes is displayed in the Look In drop-down list. Save the file with the name c07tut3.mb in this folder.
In this section, you will add physical sky to the scene using the Render Settings window and then change the attributes of the physical sky.
1. Choose the Display render settings button from the Status Line; the Render Settings window is displayed.
2. In this window, choose the Arnold Renderer tab. Next, expand the Environment area and then choose the checker button on the right of the Background (Legacy) attribute; a flyout is displayed. Next, choose Create Physical Sky Shader from the flyout, refer to Figure 7-54.

You will notice that aiPhysicalSky is displayed in the edit box located next to the Background (Legacy) attribute.
3. Make sure the camera1 view is selected. Next, choose Arnold > Open Arnold RenderView from the menubar; the Arnold RenderView window is displayed. In this window, choose the red triangle button located at the upper right corner; the rendered view is displayed, as shown in Figure 7-55. Next, minimize the Arnold RenderView window.


Next, you will change the attributes of aiphysicalsky.
4. Make sure the Environment area of the Render Settings window is expanded. Next, click on the button located next to the checker button of the Background (Legacy) attribute; aiphysicalsky tab is displayed in the Attribute Editor.
5. In the Physical Sky Attributes area of the aiphysicalsky tab, click on color swatch located next to the Sky Tint attribute; the Color History palette is displayed. In this palette, set the following values of H and S:
H: 60 S: 0.654
6. Click on the color swatch located next to the Sun Tint attribute; the Color History palette is displayed. In this palette. set the following values of H and S:
H: 13.846 S: 0.756
7. Click on the color swatch located next to the Ground Aibedo attribute; the Color History palette is displayed. In this palette, set the following values of H, S, and V:
H: 60 S: 0.429 V: 0.955
8. Set the values of the remaining attributes in the Physical Sky Attributes area, as shown in Figure 7-56.

9. Maximize the Arnold RenderView window. Next, choose the red triangle button located at the upper right corner; the rendered view is displayed, as shown in Figure 7-57.

In this section, you will add directional light and arnold area lights to the scene.
1. Choose Create > Lights > Directional Light from the menubar; the directional light is created in the viewport with the name directionalLight1. In the Channel Box / Layer Editor, set the parameters in the directionLight1 area, as shown in Figure 7-58;

directionalLight1 is placed, as shown in Figure 7-59.

2. Make sure the Arnold RenderView window is displayed. Next, choose the red triangle button located at the upper right corner; the rendered view is displayed, as shown in Figure 7-60.

Next, you will add area lights in the scene to illuminate it further.
3. Choose Arnold > Lights > Area Light from the menubar; arnold area light is created in the viewport with the name aiAreaLight1 in the Outliner window.
4. Make sure aiAreaLight1 is selected. In the Channel Box / Layer Editor, set the parameters in the aiAreaLight1 area, as shown in Figure 7-61.

5. In the Attributes Editor, make sure the aiAreaLightShape1 tab is chosen and the Arnold Area Light Attributes area is expanded. Next, click on the color swatch located next to the Color attribute; the Color History palette is displayed. In this palette, set the following values of H and S:
H: 50.769 S: 0.519
6. Click on the color swatch located next to the Shadow Color attribute; the Color History palette is displayed. In this palette, set the following values of S and V:
S: 0 V: 0.051
7. Set the values of the remaining attributes in the Arnold Area Light Attributes area, as shown in Figure 7-62.

8. Create three copies of aiAreaLight1. Next, scale and align them on the walls, as shown in Figure 7-63.
9. Change the intensity of three copied area lights to 1.5 in the Arnold Area Light Attributes area of the Attribute Editor.
Next, you will further modify the render settings.
10. Maximize the Render Settings window. In the Sampling area, set 5, 5, and 4 in the Camera(AA), Diffuse, and Specular edit boxes, respectively.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image of the scene by downloading the c07_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar.

2. Maximize the persp viewport if it is not already maximized. Choose the Render the current frame button from the Status Line; the Render View window is displayed. This window shows the final output of the scene, refer to Figure 7-53.
Answer the following questions and then compare them to those given at the end of this chapter:
1. Which of the following lights is used to focus on an object?
(a) spot light (b) ambient light
(c) area light (d) none of these
2. A __________ emits light from a specific point and radiates in a conical shape.
3. An __________ behaves more like a point light as its Ambient Shade parameter approaches to 1.
4. The __________ is a phenomenon of linking light with some specific objects in a scene.
5. The __________ attribute is used to control the brightness of the spot light near edges.
6. The __________ attribute helps you control the smoothness of the glow radial noise.
7. The Focal Length attribute is used to zoom in and out the camera. (T/F)
8. The working of the spot light is similar to that of the directional light. (T/F)
9. The Camera and Aim tool is used to create a basic camera and an aim vector control. (T/F)
Answer the following questions:
1. Which of the following attributes is used to control the smoothness of the glow radial noise?
(a) Halo Type (b) Radial frequency
(c) Star Points (d) Rotation
2. The __________ attribute is used to spread fog coming from the spot light.
3. The __________ attribute is used to control the intensity of the light flowing from the center to the edge of the spot light beam area.
4. The __________ attribute is used to increase or decrease the illumination of the spot light.
5. The __________ check box is used to add the lens flare effect to the selected light.
6. The Focal Length attribute is used to specify the focal length of the camera measured in centimeters. (T/F)
The rendered output of the models used in the following exercise can be accessed by
downloading the c07_maya_2025_exr.zip file from www.cadcim.com. The path of the file is as follows:
Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Create and texture the scene shown in Figure 7-64 and then add lights to it to get the output shown in Figure 7-65. (Expected time: 15 min)

1. a, 2. Spot Light, 3. Ambient Light, 4. Light linking, 5. Dropoff, 6. Radial, 7. T, 8. T, 9. F
After completing this chapter, you will be able to:
• Understand the basic concepts of animation
• Understand different types of animation
• Use the Graph Editor for editing animation
• Use Animation layers
Animation is a process of displaying a sequence of images in order to create an illusion of movement. In this chapter, you will animate models using various animation techniques such as keyframe animation, path animation, nonlinear animation, and technical animation.
To animate a 3D object, you need to record its position, rotation, and scale on different frames. These frames are known as keyframes. The keys between the keyframes contain information about the actions performed in the animation. When an animation is played, the frames are displayed one after the other in quick succession which creates an optical illusion of motion. In this chapter, you will also learn about the playback control buttons available at the bottom of the interface and various additional tools used for creating an animation.
The AI powered animation tools in Maya 2025 introduce advanced features that significantly
streamline the animation workflow. These tools include automated in between, which generates
in between frames, and motion prediction that suggests fluid motion paths based on existing
animations. Users can apply different animation styles to their motion data with style transfer,
while character behavior simulation creates realistic actions based on context. Additionally, enhanced rigging assistance offers optimal rig setup suggestions, all aimed at boosting creativity
and efficiency in the animation process.
Animation Performance Improvements in Maya 2025 include enhanced playback performance
and optimized caching systems, resulting in smoother animation work flows, particularly for
complex scenes.
In Maya, you can create animation using different techniques such as Keyframe Animation, Effects Animation, Nonlinear Animation, Path Animation, Motion Capture Animation, and Technical Animation. Some of these techniques are discussed below.
The Keyframe animation is used to animate objects by manually setting the keyframes over time. It is the most commonly used animation type as it is highly flexible and helps to create complex animations easily.
The Effects animation is also known as the dynamic animation. It is used to create and simulate physical phenomena such as fire and smoke. Animation of fluids, particles, and hair/fur are some examples of effects animation.
The Nonlinear animation is an advanced method of animation. It is used to blend, duplicate, and split animation clips to achieve different motion effects. The nonlinear animation is controlled by using the Trax Editor. For example, you can loop the walk cycle of your character by using Graph Editor.
The Path animation is used to animate an object’s translation and rotation attributes on the basis of a NURBS curve. This type of animation is used to animate an object along a path such as a moving car on the road or a moving train on the railtrack.
The Motion Capture animation is the process of recording human body movement for immediate or delayed analysis and playback. It is used to animate a character by using the motion capturing devices. A motion capture device helps in real time monitoring and recording of data.
The Technical Animation is used to animate an object by linking the translation and rotation attributes of one object with another object. The linking is done by setting driven keys in such a way that the attributes of one object are governed by the attributes of another object. For example, if you want to animate a locomotive engine, you need to link various parts of the engine by using the technical animation.
In Maya, you can edit and view an animation. It can be done using various buttons such as Playback Controls, Animation Preferences, and so on. Some of these buttons are discussed below.
The Playback Controls, shown in Figure 8-1, are used to control the animation in a scene. These buttons are located on the Time Slider at the bottom of the interface. The animation playback control buttons in Maya are discussed next.

The Play forwards button is used to play the animation in the forward direction. When you choose this button, it turns into the Stop playback button.
The Play backwards button is used to play the animation in backward direction. When you choose the Play backwards button, it turns into the Stop playback button.
Stop playback
The Stop playback button is used to stop the animation. You can stop an animation at any frame. Alternatively, you can press the ESC key to stop the animation.
The Step forward one key button is used to jump from the current key to the next key in forward direction in the active time segment.
The Step back one key button is used to jump from the current key to the next key in backward direction in the active time segment.
The Step back one frame button is used to step backward by one frame at a time in backward direction. You can view the current frame on the Time Slider when it moves from one frame to another. The keyboard shortcut for this button is ALT+,(comma).
The Step forward one frame button is used to step one frame at a time in forward by one frame in the active time segment. The keyboard shortcut for this button is ALT+.(dot).
The Go to end of playback range button is used to go to the last frame of the active time segment.
The Go to start of playback range button is used to go to the first frame of the active time segment.
The options in the Select the playback speed drop-down list are used to set playback speed of the current scene. The default option is 24 fps.
Right-click on this button; a shortcut menu will be displayed. Next, choose the desired option to create, edit, show, delete, frame bookmarks, and so on.
This button is used to cycle through three animation playback states, namely: Play once, Continuous loop, and Oscillating loop. You need to click on this button to change animation playback states. The Continuous loop option is used to repeat the animation from start. The Play once option is used to play the animation only once. The Oscillating loop option is used to repeat the animation forward and backward.
The Volume button is used to adjust the sound in a scene. When you click on this button, a slider is displayed to adjust the sound level. If you double-click on this button, sound is turned off and the button icon modifies to show muted sound. Right-click on this button; a shortcut menu will be displayed. The options in this shortcut menu are used to perform various operations such as to import audio into the scene, delete audio from the scene, mute audio, and so on. You can also use the option in the shortcut menu to display the method in which the audio waveform will be displayed on the Time Slider. The options in this shortcut menu are also available in the new Audio menu added in the menubar. This Audio menu is visible when you select Animation from the Menuset drop-down list in the Status Line.
The Animation preferences button is used to display the Preferences window with the Time Slider option selected by default in the Categories list. The options in this window are used to edit the animation settings in Maya. To do so, choose the Animation preferences button located below the Go to end of playback range button in the playback control area; the Preferences window will be displayed in the viewport, as shown in Figure 8-2.

Alternatively, you can choose Windows > Editors > Settings/Preferences > Preferences from the menubar; the Preferences window will be displayed. Next, choose Time Slider from the Categories list in this window; the Time Slider: Animation Time Slider and Playback Preferences area will be displayed on the right of this window. Adjust the required parameters in the Playback area of this window. The options in this window are discussed next.
The options in the Time Slider area are used to specify the time range, play back start/end, and so on. Various options in the Time Slider area are discussed below.
Framerate
The Framerate drop-down list allows you to specify the playback speed of your animation. If you select a higher frame rate such as 30 frames per second (fps) or 60 fps, it will result in a smoother and more intricate motion, whereas selecting a lower frame rate such as 24 fps or 15 fps results in a more fragmented and stylistic motion.
Keep Keys at current frames
The Keep Keys at current frames check box is used to control how keyframes are inserted or modified when you manipulate an animated object’s position, rotation, or scale.
Round time range to whole value
The Round time range to whole value check box is used to control whether the start and end times of the animation timeline are automatically rounded to whole frame values. This option is useful for maintaining frame-accurate animations and ensuring that the animation timeline aligns with the whole frame numbers.
Playback start/end
The Playback start/end edit boxes are used to determine the start and end time of the playback range. The default playback values of the start time and end time are 1 and 120, respectively.
Animation start/end
The Animation start/end edit boxes are used to determine the start and end time of animation range. The default values of animation start time and end time are 1 and 200, respectively.
Playback start/end fields
The Playback start/end fields check box is used to define and control the start and end frames for playback in the Time Slider.
Blue Pencil Frames
The radio buttons corresponding to the Blue Pencil Frames attribute are used to display or handle the Blue Pencil drawings in the 3D viewport. By default, the Always radio button is selected.
Key ticks
The radio buttons corresponding to the Key ticks attribute are used to specify the appearance of the line markers on the Time Slider. By default, the Active radio button is selected.
Key tick size
The Key tick size attribute is used to specify the thickness of the line markers on the Time Slider.
Tick Span
The Tick Span attribute is used to specify the interval between the ticks displayed in the Time Slider. The default value for this attribute is 0.
The options in this area are used to change the playback settings of the scene.
Playback speed
The options in the Playback speed drop-down list are used to specify the speed of the playback. By default, the Play every frame option is selected.
Update view
The radio buttons corresponding to the Update view attribute are used to play the animation clip in the current active view only. By default, the Active radio button is selected. On selecting the All radio button, the animation clip will be played in all the views.
Looping
The radio buttons corresponding to the Looping attribute are used to specify the way the playback will start/end. By default, the Continuous radio button is selected.
Playback by
The Playback by attribute is used to play the animation clip at every frame. For example, if it is set to 10.00, the animation will be played on every 10th frame.
Max Playback Speed
The options in the Max Playback Speed drop-down list are used to clamp the playback speed of the current animation. By default, the Free option is selected.
COMMONLY USED TERMS IN ANIMATION
In Maya, some terms are used very commonly. These terms are discussed next.
The frame rate is termed as the number of frames or images displayed per second in a sequence. It is abbreviated as fps (frames per second). It is the total number of frames played per second in an animation.
The term range is used to define the total length of an animation. The range of an animation is calculated in frames. For calculating the range of an animation, multiply the frame rate with the total time of animation. For example, if you have a frame rate of 24 fps and the total time of the animation is 5 secs, then the range of the animation will be: 24 X 5 = 120 frames.
Setting keys is defined as the process of specifying the translational, rotational, and scale values of an object on a particular frame. For example, to set a key for translation of an object, select the object that you need to animate and choose a frame in the timeline on which you want to set the key. Then, select the Animation menuset from the Menuset drop-down list in the Status Line. Next, choose Key > Set > Set Key from the menubar; the key will be set at the selected frame in the timeline. In the Channel Box / Layer Editor, press and hold the right mouse button on any translate axis; a flyout will be displayed. Choose Key Selected from the flyout; the key for the selected translate axis will be set. On setting the keys, the default background color of the attributes in the Channel Box / Layer Editor will change to peach color, indicating that the keys are set for the selected attributes.

UNDERSTANDING DIFFERENT TYPES OF ANIMATIONS
In the beginning of this chapter, you learned in brief about different types of animations. Now, you will learn to animate objects using some of these animation types.
The path animation method is used to animate an object along a path. To do so, activate the top-Y viewport, choose Create > Objects > Curve Tools > EP Curve Tool from the menubar, and then create a curve, refer to Figure 8-3. Next, choose Create > Objects > NURBS Primitives > Sphere from the menubar and create a sphere in the viewport, as shown in Figure 8-3.

Now, press and hold the SHIFT key and select the sphere first and then the curve. Next, select the Animation menuset from the Menuset drop-down list in the Status Line. Next, choose Constrain > Motion Paths > Attach to Motion Path from the menubar; the sphere will be attached to the curve. Choose the Play forwards button from the playback controls; the sphere will start moving along the path. You can also use a closed path to animate an object.
Sometimes, when you choose the Play forwards button from the animation playback controls, the sphere may not sail smoothly on the curve. To overcome this problem, select the sphere from the viewport and choose Constrain > Motion Paths > Flow Path Object from the menubar; a lattice will be created for the object throughout the curve. The lattice provides smoothness to the motion of the sphere. To detach the sphere from the curve, select it. In the Channel Box / Layer Editor, press and hold the SHIFT key and select the Translate X, Translate Y, Translate Z, Rotate X, Rotate Y, and Rotate Z options. Now, press and hold the right mouse button over the selected attributes; a flyout will be displayed. Choose Break Connections from the flyout; the sphere will be detached from the curve. Similarly, you can detach the curve from the sphere.

Note
If an object gets distorted on applying the Flow Path Object option, choose Windows > Editors > Outliner from the menubar and select the FFD1 lattice and FFD1Base options from the Outliner window. Then, scale the two selected lattices such that the object fits well into the lattice structure.
The keyframe animation method is the standard method used for animating an object. It is used to animate an object by creating smooth transitions between different keyframes. This is done by setting the keys for the object at two extreme positions. Maya interpolates the value for the keyed attributes with the change in the timeline between the two set keys.
You can set the key for animating an object by pressing S on the keyboard. Alternatively, select the frame at which you want to set the key and choose Key > Set > Set Key from the menubar; a keyframe will be set at the selected frame. You can also use the auto keyframe method to set the keys for creating an animation. To do so, activate the persp viewport and choose Create > Objects > Polygon Primitives > Cube from the menubar; to create a polygon cube in the viewport. Next, choose the Animation preferences button located below the animation playback controls; the Preferences window will be displayed with the Time Slider: Animation Time Slider and Playback Preferences area on the right of the Preferences window, as shown in Figure 8-4. Set the required parameters in this window and choose the Save button.

Select the polygon cube from the viewport and choose Modify > Transform > Freeze Transformations from the menubar; the move, rotate and scale attributes of the cube will be set to 0. Set the Time Slider to frame 1. Next, choose Key > Set > Set Key from the menubar; the key will be set on frame 1 and then set the value in the Time Slider to frame 300. Next, set the Translate X value in the Channel Box / Layer Editor to 15 and choose Key > Set > Set Key from the menubar; the key will be set for the selected frame. Now, choose the Play forwards button from the playback controls to preview the animation. Move the Time Slider to frame 150. Next, set the Translate Z value to 5. Now, choose Key > Set > Set Key from the menubar to set the key. Then, choose the Play forwards button from the playback controls to preview the animation; the cube will move along the curve path.
If you want the cube to rotate while animating, select the cube and set the current time indicator to frame 0 on the timeline. Now, press SHIFT+E to set the keys for rotation. In the Channel Box / Layer Editor, set the Time Slider to frame 24 and set the Rotate Y attribute to 300 in the Channel Box / Layer Editor. Then, press SHIFT+E again; the keys for rotation will be set. Finally, choose the Play forwards button from the animation playback controls to preview the animation; the cube will rotate on its own axis. To translate the position of the cube in the viewport, move the current time indicator to frame 1 in the timeline. Now, press SHIFT+W to set the keys for translation. Next, move the current time indicator to frame 24 and set the Translate X attribute to 20 in the Channel Box / Layer Editor. Press SHIFT+W to set the translate key and choose the Play forwards button from the playback controls to preview the animation; the cube will translate and rotate simultaneously. You can also set the keys for animation by enabling the Auto keyframe toggle button in the timeline. It is a toggle button which turns red when active and sets the keys automatically, refer to Figure 8-5.

The nonlinear animation is used to animate an object that is independent of time. These clips can be used repeatedly to add motion to your scene which saves a lot of time for creating the animation. To apply nonlinear animation to an object, you need to use the Trax Editor. To display the Trax Editor, choose Windows > Editors > Animation Editors > Trax Editor from the menubar; Trax Editor will be displayed, as shown in Figure 8-6.

The Key menu in the menubar contains options that are used to edit and control animations in Maya. These options are discussed next.
The options to manipulate the keys are discussed next.
The Set Key option is used to set a key for an object in the viewport. To set a key on the timeline, select the object and choose Key > Set > Set Key from the menubar; a red-colored key will be created indicating that a keyframe is set on the selected frame in the timeline for the selected object, refer to Figure 8-7.

The Set Breakdown Key option is used to create a key that will maintain proportional time relationship between the adjacent keys. On doing so, the color of the selected key will change to green in the timeline.
The Set Driven Key option is used to link different objects together such that the attributes of one object control the attributes of another object. In this case, one object acts as a driver and the other object acts as a driven, and all attributes of the driven object are controlled by the driver. To set the driver and the driven objects, choose Key > Set > Set Driven Key > Set from the menubar; the Set Driven Key window will be displayed, as shown in Figure 8-8.

Now, select the object that you want to set as the driver key from the viewport and choose the Load Driver button from the Set Driven Key window; the selected object will act as the driver key and its attributes will be displayed on the right in the Set Driven Key window. Next, select the required object from the viewport and choose the Load Driven button from the Set Driven Key window; the selected object will be the driven key. The Set Driven Key window is discussed in detail in the next chapter.
Cut Keys
The Cut Keys option is used to cut keys from the timeline.
The Copy Keys option is used to copy keys from the timeline.
The Paste Keys option is used to paste keys from the clipboard to the place where the current time indicator is located.
The Delete Keys option is used to delete the selected keys from the timeline.
The Bake Simulation option is used to bake the current simulation. To bake an animation, choose Key > Edit > Bake Simulation from the menubar.
The Hold Current Keys option is used to set all keys for animated attributes of the selected object in the viewport at the current time.
You can insert a key simultaneously for translation, rotation, and scaling of an object by choosing Keys > Insert > Insert Key from the menubar or by pressing ALT+I as the hot key.
You can insert a key specifically for translation of an object by choosing Keys > Insert > Insert Key on Translate from the menubar or by pressing CTRL+SHIFT+W as the hot key.
You can insert a key specifically for rotation of an object by choosing Keys > Insert > Insert Key on Rotate from the menubar or by pressing CTRL+SHIFT+E as the hot key.
You can insert a key specifically for scaling of an object by choosing Keys > Insert > Insert Key on Scale from the menubar or by pressing CTRL+SHIFT+R as the hot key.
The options in the Visualize menu are used to create and update snapshots, create motion trails, turn on ghosting for objects, create and edit Time Slider bookmarks, and so on. Some of the options in this menu are discussed next.
In Maya 2025, Blue Pencil feature is introduced that allows you to draw and animate 2D annotations right on the top of the Maya Viewport. This feature can be used for blocking out animations, drawings, animated storyboards, or adding annotated notes to animations and other effects. To understand the use of this feature, choose the Blue Pencil icon in the Panel toolbar, as shown in Figure 8-9;

the Blue Pencil toolbar will be displayed below the Shelf, as shown in Figure 8-10. The Blue Pencil toolbar contains tools that are used to draw and animate 2D annotations in Maya. Some important tools in this toolbar are discussed next.

The Brush tool is used to draw freehand 2D strokes with soft edge in the Viewport at the current time in the Time Slider. You can set the size, opacity, and pressure of the brush as per your requirement.
The Eraser tool is used to erase brush strokes of the pencil sketch at the current frame.You can set the size and pressure of the eraser as per your requirement.
The Text tool is used to add a text box to the scene in which you can type the required text. You can set the font, size, and opacity of the text as per your requirement.
The Line tool is used to create a straight line. You can set the size and opacity of the line as per your requirement.
The Arrow tool is used to create an arrow for annotation purpose. You can set the size and opacity of the arrow as per your requirement.
The Ellipse tool is used to create an oval or circle 2D shape. You can set the size and opacity of the ellipse as per your requirement.
The Rectangle tool is used to create a square or rectangle shape. You can set the size and opacity of the rectangle as per your requirement.
The Transform tool is used to move, scale, and rotate 2D sketches, strokes, shapes, and text. To understand the use of this tool, choose the Rectangle tool from the Blue Pencil toolbar. Next, draw the rectangle shape in the viewport. Now, choose the Transform tool from the Blue Pencil toolbar. Create the transform area over the rectangle shape and then right-click; a flyout will be displayed. Choose the Transform option from the flyout and move the rectangle to another position, refer to Figure 8-11.

The Draw Color tool is used to set the color of the 2D drawing shapes. When you choose the Draw Color tool, the Color History dialog box will be displayed. In this dialog box, you can change the color of the 2D strokes.
The Ghost Previous and Ghost Next tools are used to display ghost sketches for frames before and after the current frame. When you animate an object, the object will be trailed by the shadow of the corresponding ghost object. This ghost sketches will help you to calculate the time taken for animation.
The Open Ghosting Editor tool allows you to do individual or collective editing of Ghost attributes. To do so, choose Visualize > Ghost > Open Ghosting Editor from the menubar; the Ghosting Editor window will be displayed, refer to Figure 8-12.

Ghosting is a technique in which an animator rapidly flips through drawings to evaluate the timing of the action he is working on. To activate it, choose Visualize > Ghost > Ghost Selected from the menubar. Now, when you animate an object, the object will be trailed by the shadow of the corresponding ghost object. This will help you to calculate the time taken for animation.
The Unghost Selected option is used to undo the changes made by the Ghost Selected option. To do so, choose Visualize > Ghost > Unghost Selected from the menubar; the selected object will be unghosted.
The Unghost All option is used to unghost the objects in the viewport that were ghosted previously. To do so, choose Visualize > Ghost > Unghost All from the menubar; all objects that were ghosted previously will be unghosted.
When you choose the Time Slider Bookmarks option, a cascading menu will be displayed. The options in this cascading menu are used to create, edit, delete, show, frame bookmarks, and so on. The options in this cascading menu are the same as the options displayed in the shortcut menu displayed on right-clicking on the Time Slider Bookmark Menu button located in the lower right corner of the interface. You can move a frame along with bookmark using the CTRL+double-click keys. If you want to move only bookmark, then hold the CTRL key and drag it.
The Playback menu consists of various options that are used to modify the animations as required. The Playback options are discussed next.
The Playblast option is used to create a low resolution preview of the animation that you can use to review the animation and rectify errors. You can also change the format and quality of the playblast by using this option. To do so, choose Playback > Playblast > Option Box from the menubar; the Playblast Options window will be displayed, refer to Figure 8-13. You can set the options in the window as required.

The Cached Playback button is used to play the animation speedily without the need to create a playblast. Cached playback is the process that continuously evaluates the animation and helps to speed up the animation playback in the viewport. By default, a blue line appears running along the bottom of the Time Slider that represents animation cache status line. When you turn ON the Cached dynamics option, a pinkish line will also run along the bottom of the Time slider.
Note
To turn ON the Cached dynamics option, choose the Animation Preferences button from the lower right corner of the interface; the Preferences window will be displayed. In this window, select Cached Playback from the Category list. Next, select the Cached dynamics check box and the cache smooth meshes check box from the Cached Playback area.
If you want to select the key next to the selected one, you need to choose Playback > Controls > Select Next Key from the menubar or by pressing CTRL+ALT+. as the hot key.
If you want to select the key previous to the selected one, you need to choose Playback > Controls > Select Previous Key from the menubar or by pressing CTRL+ALT+, as the hot key.
The options in this shortcut menu are used to perform various operations such as to import audio into the scene, delete audio from the scene, mute audio, and so on. You can also use the option in the shortcut menu to display the method in which the audio waveform will be displayed on the Time Slider. The options in this menu are also available in the shortcut menu displayed on right-clicking on the Volume button that is located in the lower right corner of the interface.
The Graph Editor is used to edit the animation curves, refer to Figure 8-14.

This window displays graphical representation of the animated object in the viewport. The graph helps you to change or set the values of keys in this window as required. The Graph Editor is used to store all the information about animation and provides you a direct access to fine-tune the animation. Each animation in Maya generates a value vs time graph. In this graph, the horizontal axis represents the time and the vertical axis represents the value. In the Graph Editor, the keyframes are represented by points on curves. You can move these points freely to fine-tune the animation. To move a point on the curve, select a key, press and hold the middle mouse button, and then drag the point in the timeline to adjust the animation as required. You can also snap the keys to the grids in the editor using the snap icons from the Graph Editor toolbar.
Note
To navigate in the Graph Editor, you can use the same shortcuts that are used to navigate in the viewport.
All the tools of the Graph Editor are displayed in the Graph Editor toolbar, as shown in Figures 8-15, 8-16(a) and 8-16 (a). The tools and options in the Graph Editor toolbar are discussed next.


The Move Nearest Picked Key Tool works on a single key at a time. It is different from the Move Tool as it moves keys individually. Select a key from the timeline and then choose the Move Nearest Picked Key Tool button from the toolbar. Now, press the middle mouse button in the Graph Editor to move the selected key for making changes in the animation.

The Insert Keys Tool is used to add a new key to an animation curve. To do so, select the curve on which you want to add a new key and then choose the Insert Keys Tool button from the Graph Editor toolbar. Now, click the middle mouse button on the selected curve; a new key will be created without changing the shape of the original animation curve.
The Lattice Deform Keys tool is used to draw a lattice around a group of keys in the Graph Editor so that the selected keys can be transformed uniformly. To transform the keys using this tool, choose the Lattice Deform Keys Tool button from the Graph Editor toolbar. Next, press and hold the left mouse button and then select the keys in the Graph Editor; a lattice will be formed around the selected keys. Now, you can deform the lattice to transform the selected keys. This tool provides a high level of control over animation.
Region Tool: Scale or move keys
The Region Tool: Scale or move keys tool is used to move or scale the selected keys in the Graph Editor. To do so, choose the Region Tool: Scale or move keys button from the Graph Editor toolbar. Next, select the key on the curve and then move the key in any direction by using the middle mouse button.
Retime Tool: Scale and ripple keys
The Grab Tool is used to move keyframes or control points in the graph editor. It allows you to select and reposition individual keyframes or control points along a curve. This is useful for making precise adjustments to the timing and position of animation elements.
The Smooth Tool is used to adjust the interpolation between keyframes or control points. It helps in making the animation curves smoother.
The Smear Tool is used for manipulating the timing and spacing of keyframes in the graph editor. It allows you to stretch or compress the animation curve in a way that affects the timing of the animation. This tool is helpful to create effects like slow-ins or slow-outs as well as for tweaking the overall timing of an animation sequence.
Note
You can switch between the Grab, Smooth, and Smear curve sculpting tools using the SHIFT key.
In Tangent Angle/ In Tangent Weight
The In Tangent Angle tool is used to control the movement of curve that is moving toward the keyframe from its previous one by setting the direction or angle of the incoming path of the curve. The In Tangent Weight tool is used to control how much the curve is affected by the path it’s coming from. If you increase the value in the weight parameter, the curve sticks closely to that path’s direction. If you decrease it, the curve becomes more independent and doesn’t follow the path as closely.
Out Tangent Angle/Out Tangent Weight
The Out Tangent Angle tool controls the direction or angle at which the animation curve leaves a keyframe. It decides the path the curve follows as it moves away from that point. The Out Tangent Weight tool controls how strongly the curve sticks to that path as it leaves the keyframe.

The Fit selection in all panels tool is used to frame all the keys of the curve in the Graph Editor. To do so, choose the Fit selection in all panels tool from the Graph Editor toolbar; all the keys in the Graph Editor will zoom in to fit in the Graph Editor.
The Frame playback range tool is used to frame all the keys present in the current playback range in the Graph Editor. To do so, choose the Frame playback range button from the Graph Editor toolbar; the keys present in the current playback range are displayed in the Graph Editor. Alternatively, press F to frame keys in the Graph Editor.
Center the view about the current time
The Center the view about the current time tool is used to adjust the view of the Graph Editor with the current Time Slider in the timeline. The red line in the Graph Editor indicates the current time of animation in the timeline. If you play the animation, the red line will also move simultaneously.
The Auto tangents(Legacy) tool is used to make the selected curve smooth by automatically adjusting the keys on the curve. By default, this tangent type is turned off.
The Auto tangents(Ease) tool uses cubic blend weighting. Note that this process is influenced by neighboring keys.
The Auto tangents(mix) tool is used to create a linear blend of two slopes.
The Auto tangents(Custom) tool is used to create customizable blend of two slopes.
The Spline tangents tool is used to adjust the tangents on a curve so that curve becomes smoother. To adjust the tangents, select an animation key on the animation curve in the Graph Editor and then choose the Spline tangents tool from the Graph Editor toolbar. Alternatively, choose Tangents > Spline from the Graph Editor menubar, as shown in Figure 8-17.

The Clamped tangents tool has the characteristics of both the Spline tangents and the Linear tangents tools and it works similar to these tools.
The Linear tangents tool is used to create a straight animation curve by joining two keys on the selected curve. Figures 8-18 and 8-19 show the animation curve before and after using the Linear tangents tool.
Note
The process of using or accessing the remaining tangent tools is similar as discussed for the Spline tangents tool.

The Flat tangents tool is used to set the tangent of the selected curves horizontally. When you throw a ball up in the air, the ball stays at the topmost point for a moment before it comes down. To represent such an animation, you can use the Flat tangents tool. Figures 8-20 and 8-21 show the animation curve before and after using the Flat tangents tool.

The Step tangents tool is used to change a flat curve in the shape of steps, refer to Figures 8-22 and 8-23. You can also create the effect of the blinking light using this tool.

The Plateau tangents tool works similar to the Spline tangents and Clamped tangents tools. It is used to set the animation curves in such a way that they do not go beyond the position of their respective keyframes, refer to Figures 8-24 and 8-25.

Set the default in tangent type
When you choose this tool, a flyout is displayed. This flyout has options such as Auto, Spline, Linear, Clamped, and so on. These options specify the type of curve segment that comes before a key. You can choose one of these options to set the default in tangent type of a keyframe.
Set the default out tangent type
When you choose this tool, a flyout is displayed. This flyout has options such as Auto, Spline, Linear, Clamped, and so on. These options specify the type of curve segment that comes after a key. You can choose one of these options to set the default out tangent type of a keyframe.
The Buffer curve snapshot tool is used to take a snapshot of the selected curve. To take a snapshot, select the curve. Next, invoke the Buffer Curve Snapshot tool from the Graph Editor toolbar; the buffer curve snapshot will be taken for the selected curve. To view the buffer curve snapshot, choose View > Show Buffer Curves from the Graph Editor menubar, as shown in Figure 8-26.


The Swap buffer curve tool is used to swap between the original curve and the edited curve. You can use the Buffer curve snapshot tool and the Swap buffer curves tool to compare the changes made in the animation curve. The changes in the animation curve will be indicated by a grey line.
The Break tangents tool is used to break the tangents joined to a key such that both handles of the broken tangent work separately to fine-tune the animation. Note that the broken tangent will be displayed in blue color.
The Unify tangents tool is used to retain tangents at their original location. This tool works in such a way that if you manipulate changes in one tangent, the other tangent of the key will be equally affected. If you break two tangents, which are joined to a key using the Break tangents tool and then apply the Unify tangents tool on them, the two tangents will start acting as a single tangent.
The Free tangent length tool is used to change the angle and weight of the selected key. You can apply this tool only to a weighted curve.
The Lock tangent length tool is used to lock the tangent weight. You can visually identify the weight of locked and unlocked tangents. By default, an unlocked tangent is displayed in green color in the Graph Editor. On invoking the Lock tangent length tool, both the tangents will be displayed in same color. You can apply this tool only for a weighted curve.
The Auto load Graph Editor on/off tool is activated by default. It is used to automatically make changes in the curves of the objects selected in the Outliner window.
Load Graph Editor from selection
The Load Graph Editor from selection tool can be chosen only if the Auto load Graph Editor on/off tool is deactivated. On choosing this tool, the objects selected in the Outliner window will not be linked with the curves selected in Graph Editor.
The Time snap on/off tool is used to move the keys in the graph view to their nearest integer time unit value by applying force on them. By default, this tool is active.
The Value snap on/off tool is used to move the keys in the graph view to their nearest integer value by applying force on them.
Display curve in absolute view
The Display curve in absolute view tool is activated by default. As a result, graph view shows all the key values relative to zero. You can press the 1 key to activate this tool if it is deactivated.
Display curve in normalized view
The Display curve in normalized view tool is used to activate the normalized curve view. In this mode, the large key values are scaled down or small key values are scaled up to fit within -1 to 1 range. You can also press the 3 key to activate the normalized curve view.
The Display curve in stacked view tool is used to display individual curves in a stack. In this stacked view mode, no overlapping of curves is displayed. Each curve displays its own value axis which is normalized between 1 and -1, by default. You can also press the 2 key to activate the stacked view.
The Renormalize curves tool in the Graph Editor toolbar is used to quickly normalize the selected curve to fit the key values of the selected animation curves within the range of normalization. The normalization range is between -1 and 1.
The Pre-infinity cycle tool is used to copy a selected animation curve and then repeat the animation infinitely in the graph view before the selected curve. The copied animation curve will be displayed as a dotted line, as shown in Figure 8-27.

Pre-infinity cycle with offset
The Pre-infinity cycle with offset tool is also used to repeat the selected animation curve infinitely through the graph view. This tool differs from the Pre-infinity cycle tool as it adds the first key value of the original curve to the last key value of the cycled curve.
The Post-infinity cycle tool is used to copy an animation curve and then join it after the same curve infinite number of times. Therefore, unlike the Pre-infinity cycle tool, this tool copies the animation curve and repeats it after the curve. The copied animation curve will be displayed as a dotted line.
Post-infinity cycle with offset
The Post-infinity cycle with offset tool is used to cycle the selected curve along with offset after its first key. It works similar to the Pre-Infinity cycle with offset tool, except that on using this tool the last key value of the original curve is added to the first key value of the cycled curve.
The Unconstrained drag tool is used to constrain the movement of the selected curve in the X and Y directions. To do so, press the left mouse button on the Unconstrained drag tool; the tool icon will change to Constrained x-axis drag. Now, choose the tool and then press the middle mouse button in the Graph Editor to move the selected curve in the x-axis only. Again, press the left mouse button on the Unconstrained drag tool; the tool icon will change to Constrained y-axis drag. Press the middle mouse button in the Graph Editor to move the selected curve in the y-axis only.
The Open the Dope Sheet tool is used to switch between the Graph Editor and the Dope Sheet to set the animation keys of the current object into the Dope Sheet area, refer to Figure 8-28.

The Dope Sheet window is used to display the time horizontally in blocks. To invoke the Dope Sheet, choose Windows > Editors > Animation Editors > Dope Sheet from the menubar.
The Open the Trax Editor tool is used to load the Trax Editor along with the animation clips of the current object. To load it, choose Windows > Editors > Animation Editors > Trax Editor from the menubar; the Trax Editor window will be displayed. In this editor, you can position, scale, cycle, and blend the animation sequences as required.
Animation layers are used to add or blend two animations together. In other words, these layers help you to organize a keyframe animation without overlapping the original animation. You can control these animations using the Animation Layer Editor. To open the animation layer, select the object; the Channel Box / Layer Editor will be displayed on the right of the viewport. To activate the Animation Layer Editor, choose the Anim tab from the Channel Box / Layer Editor; the attributes for the animation will be displayed in the Channel Box / Layer Editor, as shown in Figure 8-29.

To set the Animation Layer Editor as a floating window, choose Show > Floating Window from the Channel Box / Layer Editor; the Animation Layer Editor floating window will be displayed. You can create a number of animation layers using this editor.
To create an animation layer in the Channel Box / Layer Editor, choose the Anim tab; the Animation Layer Editor floating window will be activated. Now, choose the Layers menu from the Animation Layer Editor menubar; a flyout will be displayed, as shown in Figure 8-30.

Choose Create Empty Layer from the flyout; a new layer will be created. Alternatively, choose the Create Empty Layer button available on the right of the Channel Box / Layer Editor to create a new layer, refer to Figure 8-31. The Animation Layer Editor contains various buttons that help you to control animations. These buttons are discussed next.

Zero Key Layer
The Zero Key Layer button is used to set the start and end time for the animation in a particular layer. It defines a point of time at which the animation of a particular layer has no offset from the original animation. For example, if you keyframe an animation of 100 frames and want to modify the animation between the frames 40 and 60, then you can choose this button to set the zero key at frames 40 and 60 to define the range of animation for editing. Now, any change made between these frames will not affect the original animation.
The Zero Weight and Key Layer button is used to set the key with zero weight in the Animation Layer Editor. Setting the weight of a layer means determining the amount of animation that will be played at the final stage.
The Set Weight to 1.0 and Key Layer button is used to set the key with the layer weight 1 in the Animation Layer Editor.
The Move selection up in list button is used to move the selected layer one step up from the original position in the Animation Layer Editor.
The Move selection down in list button is used to move the selected layer one step down from the original position in the Animation Layer Editor.
The Create Empty Layer button is used to create an empty layer in the layer pane of the Animation Layer Editor.
The Create Layer from Selected button is used to create a layer in the layer pane of the Animation Layer Editor such that the new layer contains all attributes of the selected object.
The Animation Layer Pane in the Animation Layer Editor is discussed next.
The animation layer pane displays the hierarchy of animation layers that have been created. By default, the animation layers in this pane are arranged from bottom to top, as shown in Figure 8-32.

Whenever you create a new layer, it gets added at the top of the Animation Layer Pane. You can change the arrangement of these layers by choosing Options > Reverse Layer Stack from the Animation Layer Editor menubar. On doing so, the layers will be arranged from top to bottom, as shown in Figure 8-33. Also, all newly created layers will be added at the bottom of the layer stack.
Apart from the layers created, there is one more layer in the animation layer pane called BaseAnimation layer. This layer is created by default, refer to Figure 8-33. It is not an animation layer, but it represents the animation that is not assigned to other layers in the Animation Layer Editor. The animation layer pane has three major components, which affect animation layers in the hierarchy. These components are discussed next.
The animation layer buttons are displayed in front of each animation layer in the Animation Layer Editor. These buttons are discussed next.
Lock Layer
The Lock Layer button is used to lock an animation layer. A locked animation layer cannot be keyframed further, unless it is unlocked. Also, only the frames that were keyframed before locking the animation layer will be played in the final animation. When you choose the Lock Layer button, the color of the set keys changes from red to grey in the timeslider.
The Solo Layer button is used to make the selected layer solo. On doing so, the solo layer will be the only layer that will be played in the final animation.
The Mute Layer button is used to make the selected layer mute. On doing so, the animation of the mute layer will not be evaluated in the final output.
The Ghost/Color Layer button is used to preview the position of an object on each added layer while it is being animated. You can turn the ghosting on or off by choosing this button. Note that the ghost option cannot be applied to objects in the top most layer of the hierarchy. To display ghosts for the selected objects, choose Options > Auto ghost selected objects from the Animation Layer Editor menubar. Select the objects that you want to ghost from the viewport and then choose the Ghost/Color Layer button; the effect of ghosting will be displayed on the selected objects. To display the effect of ghosting on all objects in the Animation Layer Editor, choose Options > Auto ghosts objects in layer from the Animation Layer Editor menubar.
By default, the color of this button is dark red. To change the color of the Ghost/Color Layer button, right-click on this button; the Color Index Settings window will be displayed, as shown in Figure 8-34. Change the color of the ghost button by dragging the slider on the right of the Select Color option in the Color Index Settings window.

The Active Keying Feedback is the visual feedback of layers in the Animation Layer Pane. The visual feedback is indicated by the colored indicators located on the right of each keyed layer in the Animation Layer Pane. Depending upon the active keying feedback, a layer can further be classified into three animation layer states: Active, Affected, and Selected. The Active animation layer represents the layer that receives keys. The Affected animation layer represents the layer that receives the attributes of the object selected in the viewport, but it will not be selected. The Selected animation layer represents the layer that is highlighted in the Channel Box / Layer Editor. The active keying feedback indicators are discussed next.
Green
A layer with the green indicator represents that the selected layer is in active animation state and it can receive keys.
Red
A layer with red indicator indicates that the layer containing attributes of the selected object in the viewport is not active. You cannot set the key to the objects in a layer with the red indicator.
The Weight slider is located at the bottom of the Animation Layer Editor. This slider is used to control the amount of animation to be played on the selected layer. It is similar to setting transparency between two layers.
By default, the value of the Weight slider is set to 1, which indicates that the animation of the selected layer will be played completely. Set the Weight slider value to 0 to mute the animation of the selected layer.
When you create a new layer in the Animation Layer Editor, by default some general attributes are added to that layer. You can also add specific attributes to a layer as required. To do so, choose Layers > Add Selected Objects > Option Box from the Animation Layer Editor menubar; the Add Objects To Animation Layers Options window will be displayed, as shown in Figure 8-35. Before setting the options in this window, first select the object from the viewport and then set its parameters as required.

You can also add attributes to a layer using the Channel Box / Layer Editor. To do so, first select the layer to which you want to add attributes and then select the object from the viewport whose attributes you want to add to that layer. Now, from the Channel Box / Layer Editor, select the attributes you want to add to the layer in the Animation Layer Editor. Now, press and hold the right mouse button over the selected attribute in the Channel Box / Layer Editor; a flyout will be displayed. Choose Add To Selected Layers from the flyout; the selected attribute will be added to the animation layer. Also, the color of the selected attribute will be changed in the Channel Box / Layer Editor, indicating that it is now linked with the layer.
Removing Attributes from Animation Layers
You can also remove the attributes of an object from the Animation Layer Editor. To do so, select the object whose attributes you want to remove. Next, select the layer from which you want to remove the attributes of the selected object and also, select the attribute that you want to remove from the Channel Box / Layer Editor. Next, press and hold the right mouse button over the attribute in the Channel Box / Layer Editor that you want to remove; a flyout will be displayed. Choose Remove Selected Objects from the flyout to remove the selected attribute. The color of the selected attribute will be changed, indicating that it is no longer linked with the layer.
Creating the Parent-Child Relationship in the Animation Layer Editor
The Animation Layer hierarchy is used to parent and unparent an animation layer. To create a parent-child relationship between layers, select a layer from the Animation Layer Editor, drag it using the middle mouse button and drop it over another layer. The layer on which another layer is dropped will now act as the parent layer of the dropped layer. Also, a down arrow will be displayed in the parent layer, as shown in Figure 8-36.

Similarly, you can create any number of parent-child relationships in the Animation Layer Editor. You can also unparent a layer in the Animation Layer Editor.
Tutorials
In this tutorial, you will animate text along a path, as shown in Figures 8-37 and 8-38, using profile curves. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Create text for the logo.
c. Create path for animating the text.
d. Fine-tune the animation.
e. Save and render the scene.
In this section, you will create text for the logo.
1. In the persp viewport, choose Create > Objects > Type from the menubar; 3D Type text is displayed in the viewport, as shown in Figure 8-39.

2. Change the edit box of text in the Attribute Editor, as shown in Figure 8-40.
In this section, you will create a path to animate the text on it.
1. Activate the front-Z viewport and choose Create > Objects > Curve Tools > EP Curve Tool > Option Box from the menubar; the Tool Settings (EP Curve Tool) window is displayed on the left side of the viewport. Select the 3 Cubic radio button corresponding to the Curve degree attribute in this window and then close the window. Next, create a profile curve in the front-Z viewport, as shown in Figure 8-41.

2. Set the start frame to 1 and the end frame to 100 in the timeline, as shown in Figure 8-42.

3. Maximize the persp viewport. Select the text and then select the path with the SHIFT key. Select the Animation menuset from the Menuset drop-down list in the Status Line. Next, choose Constrain > Motion Paths > Attach to Motion Path > Option Box from the menubar; the Attach to Motion Path Options window is displayed. Set the attributes in this window, as shown in Figure 8-43.

4. After setting all the attributes, choose the Attach button from the Attach to Motion Path Options window; the 3D text is attached to the path at path’s pivot point. Next, choose the Play forwards button from playback controls to preview the animation. Figure 8-44 shows a 3D text attached to the profile curve.

5. Make sure the text is selected in the persp viewport and choose the Scale Tool from the Tool Box. Next, scale down the text uniformly so that it becomes very small, as shown in Figure 8-45.

Fine-tuning the Animation
In this section, you will fine-tune the animation so that the 3D text flows smoothly on the path.
1. Make sure the 3D text is selected in the viewport and then choose Constrain > Create > Motion Paths > Flow Path Object > Option Box from the menubar; the Flow Path Object Options window is displayed.
2. Set the attributes in the Flow Path Object Options window, as shown in Figure 8-46,

and then choose the Flow button; the 3D text surface gets distorted and a lattice is displayed, as shown in Figure 8-47.

3. In the Outliner window, select the ffd1Lattice and ffd1Base using the SHIFT key; the respective lattices are selected in the viewport. Next, close the Outliner window.
4. In the persp viewport, uniformly scale the two selected lattices outward such that the 3D text surface is enclosed entirely inside the lattice structure, as shown in Figure 8-48.

5. Choose the Play forwards button from the playback controls area to preview the animation. If the 3D text surface gets distorted again, scale the lattices once again.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c08_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. Maximize the persp viewport, if it is not already maximized.
3. Change the background color of the scene to white.
4. Choose the Display render settings tool from the Status Line; the Render Settings window is displayed. Select Maya Software from the Render Using drop-down list. Enter animation_logo in the File name prefix text box in the File Output area. Next, select AVI (avi) from the Image format drop-down list.
5. In the Frame Range area of the Render Settings window, enter 70 in the End Frame edit box.
6. Choose the Maya Software tab from the Render Settings window. Next, select Production quality from the Quality drop-down list in the Edge Anti-aliasing Quality area. Next, choose the Close button to close the Render Settings window.
7. Select the Rendering menuset from the Menuset drop-down list in the Status Line. Next, choose Render > Batch Render > Batch Render > Option Box from the menubar; the Batch Render Frame dialog box is displayed.
8. Make sure the Use all available processors check box is selected in the Batch Render Frame window. Next, choose the Batch render and close button from the window; the rendering process is started.
You can view the rendering progress by choosing the Script Editor button from the Command Line.

In this tutorial, you will create a bouncing ball animation. (Expected time: 30 min)
a. Create the project folder.
b. Create a ball.
c. Create and refine the animation.
d. Save and render the scene.
In this section, you will create a ball using the polygon sphere.
1. Activate the top-Y viewport. Choose Create > Objects > Polygon Primitives > Sphere from the menubar and create a sphere in the viewport.
2. In the Channel Box / Layer Editor, expand the polySphere1 node in the INPUTS area and make sure 1 is entered in the Radius edit box.
3. In the Channel Box / Layer Editor, click on pSphere1; a text box is activated. Next, enter ball in the text box and press ENTER; the pSphere1 is renamed as ball.
4. Choose Create > Objects > Polygon Primitives > Plane from the menubar and create a plane below the ball. Next, activate the persp viewport. Choose Move Tool from the Tool Box and place ball on the plane, as shown in Figure 8-49.

5. Select the plane in the persp viewport. Expand the polyPlane1 area in the INPUTS node of Channel Box / Layer Editor and set the parameters as follows:
Width: 30 Height: 30
1. Select the Animation menuset from the Menuset drop-down list.
2. Select ball in the viewport and then choose Modify > Transform > Freeze Transformations from the menubar; the transformation values of ball are set to 0.
3. Choose Windows > Editors > Settings/Preferences > Preferences from the menubar; the Preferences window is displayed. Choose Time Slider from the Categories list of the window; the Time Slider: Animation Time Slider and Playback Preferences area is displayed in the Preferences window.
4. Enter 50 in the second edit box corresponding to the Playback start/end attribute. Next, make sure the 24fps x 1 option is selected from the Playback speed drop-down list in the Playback area, refer to Figure 8-50. Next, choose the Save button; the Preferences window closes.

5. Make sure ball is selected and the frame 1 is selected in the timeline. In the Channel Box / Layer Editor, enter 9 in the Translate Y edit box; ball moves upward along the Y axis, refer to Figure 8-51. Next, choose Key > Set > Set Key from the menubar; the key is set at frame 1. Alternatively, press the S key to set the key.

6. Select frame 25 and enter -0.002 in the Translate Y edit box of the Channel Box / Layer Editor; ball touches the plane. Next, press the S key; the key is set at frame 25.
7. Select frame 50 and then enter 9 in the Translate Y edit box of the Channel Box / Layer Editor; ball moves upward along the Y axis. Next, press the S key; the key is set at frame 50.
Next, you will scale down ball at frame 25.
8. Select frame 25 and enter 0.85 in the Scale Y edit box of the Channel Box / Layer Editor; ball gets squashed, as shown in Figure 8-52. Also, move the ball downward along the Y axis such that it touches the plane. Next, press the S key; the key is set at frame 25.
9. Select frame 24 and enter 1 in the Scale Y edit box of the Channel Box / Layer Editor; ball gets stretched. Now, enter 0 in the Translate Y edit box of the Channel Box / Layer Editor; ball moves upward. Next, press the S key; the key is set at frame 24.
10. Select frame 26 and enter 1 in the Scale Y edit box of the Channel Box / Layer Editor; ball gets stretched. Now, enter 0 in the Translate Y edit box of the Channel Box / Layer Editor; ball moves upward. Next, press the S key; the key is set at frame 26.
11. Choose the Play forwards button from the playback control area to preview the animation; ball starts bouncing like a rubber ball.
Note
If the ball penetrates into the plane, you need to adjust the Translate Y value at frames 25 and 26.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c08_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. For rendering the scene, refer to Tutorial 1 of this chapter.
In this tutorial, you will create the model of a wall clock and then animate its second hand using the Graph Editor. (Expected time: 30 min)
a. Create the project folder.
b. Create the model of a wall clock.
c. Set the animation keys and refine them.
d. Save and render the scene.
Creating the Model of a Wall Clock
In this section, you will create the basic model of a wall clock using the NURBS and polygon modeling methods.
1. Maximize the top-Y viewport. Choose Create > Objects > NURBS Primitives > Circle from the menubar and create a circle in the viewport. In the Channel Box / Layer Editor, enter 5 in the Radius edit box in the makeNurbCircle1 node of the INPUTS area and press ENTER.
2. In the front-Z viewport, create another circle. In the Channel Box / Layer Editor, enter 0.5 in the Radius edit box in the makeNurbCircle2 node of the INPUTS area and press ENTER.
3. Select the Modeling menuset from the Menuset drop-down list. Make sure the smaller circle is selected and then select the bigger circle by using the SHIFT key. Next, choose Surfaces > Extrude > Options Box from the menubar; the Extrude Options window is displayed. In this window, select the At Path radio button corresponding to the Result Position attribute. Also, select the Component radio button corresponding to the Pivot attribute. Now, choose the Extrude button; the circle is extruded.
4. Maximize the persp viewport. Choose Windows > Editors > Outliner from the menubar; the Outliner window is displayed. Select nurbsCircle1 from the Outliner window. Close the Outliner window. Next, choose Surfaces > Create > Planar from the menubar; a circular NURBS surface is created. Figure 8-53 shows the base of wall clock in the persp viewport. Make sure the surface is selected. Next, choose Curves > Reverse Direction from the menubar; the curve direction of the selected surface is reversed.

Next, you will create the text for the wall clock.
5. Choose Create > Objects > Type from the menubar; the settings for the text are displayed in the Type Attributes area of the Attribute Editor. In the Type Attributes area, select the 3D Type text and enter 3, the 3D Type text is replaced with 3 in the viewports.
6. Make sure 3 is selected in the viewport. In the Channel Box / Layer Editor, set the parameters as follows:
Scale X : 0.14 Scale Y : 0.14 Scale Z : 0.14
Translate X: 3 Translate Z: 0.7 Rotate X: -90
7. Similarly, create numbers 9, 6, and 12. Next, arrange the text in the top-Y and persp viewports at appropriate places on the dial of the wall clock, as shown in Figure 8-54.
8. Maximize the top-Y viewport. Choose Create > Objects > Polygon Primitives > Cylinder from the menubar to create a cylinder at the center of the grid in the top-Y viewport. Next, set the following parameters in the polyCylinder1 node in the INPUTS area of the Channel Box / Layer Editor:
Radius: 0.3 Height: 0.2 Subdivisions Caps: 0
9. In the top-Y viewport, choose Create > Objects > Polygon Primitives > Cube from the menubar to create a cube in the top-Y viewport. Next, set the following parameters in the polyCube1 area of the INPUTS node of the Channel Box / Layer Editor:
Width: 0.3 Height: 0.1 Depth: 3.5
Next, rename pCube1 to second hand and align it with the cylinder on the wall clock, as shown in Figure 8-55.

10. Make sure that the Move Tool is active and then press the INSERT key to display the pivot point manipulators. Next, move the pivot point of the second hand to the center of the wall clock dial. Press the INSERT key again to deactivate the manipulators.
In this section, you will animate the second hand of the clock using the Graph Editor.
1. Select the second hand from the viewport. Next, choose Modify > Freeze Transformations from the menubar; the transformation values of the second hand are set to 0.
2. Set the timeslider from 1 to 5400. Make sure that the second hand is selected at frame 1 and press S to set the key on frame 1. Now, move the timeslider to frame 30. Next, in the Channel Box / Layer Editor, enter -6 in the Rotate Y edit box and press S to set the animation key at frame 30.
3. Choose Windows > Editors > Animation Editors > Graph Editor from the menubar; the Graph Editor is displayed. Select Rotate Y from the left panel in the Graph Editor; the Rotate Y animation curve is displayed.
4. Choose View > Infinity from the Graph Editor menubar; the graph in the Graph Editor continues till the end. Choose Curves > Post Infinity > Cycle with Offset from the Graph Editor menubar. Next, play the animation. You will notice that the movement of the second hand is smooth. To make a strobe-like effect, you will change the tangency of the keyframe.
5. Select the Rotate Y animation curve from the Graph Editor. Next, choose Tangents > Stepped from the Graph Editor menubar to set the tangency to Stepped in the Graph Editor. Close the Graph Editor.
6. Preview the animation; the movement of the second hand becomes smooth as mechanical motion.
7. Choose the Animation Preferences button from the right of the Auto keyframe toggle button; the Preferences window is displayed. In this window, choose the Settings option from the Categories area. Next, select 30 fps from the Time drop-down list. Choose the Time Slider option from the Categories area and make sure the 30 fps x1 option is selected in the Playback speed drop-down list. Next, choose the Save button to save the preferences.
8. Preview the animation to view the animation of the second hand in the clock.
Note
Using the steps given in this tutorial, you can create a complete clock with minute and hour hands also.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c08_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. For rendering the scene, refer to Tutorial 1 of this chapter.
Answer the following questions and then compare them to those given at the end of this chapter:
1. In which of the following animation types, you can transform objects by setting keyframes?
(a) Keyframe (b) Nonlinear
(c) Technical (d) Effects
2. Which of the following editors is used to edit animation curves?
(a) Graph Editor (b) Expression Editor
(c) Trax Editor (d) None of these
3. The __________ option is used to paste keys from the virtual memory to the place where the current time indicator is located.
4. The __________ is used to import the motion-captured data to apply a realistic animation to the character.
5. The __________ button is used to make the selected layer a solo layer in the Animation Layer Editor.
6. The Spline tangents tool is used to adjust the tangent on a curve so that it becomes smooth between the keys. (T/F)
7. The technical animation type is used to animate an object by linking the translation and rotation attributes of one object with another object. (T/F)
8. The Buffer Curve Snapshot tool is used to take a snapshot of the selected curve. (T/F)
9. The Unify Tangent tool is used to uniformly adjust the handles at the bottom side of the key. (T/F)
10. The Post-Infinity Cycle tool is used to copy an animation curve and repeat it infinitely through the graph view. (T/F)
Answer the following questions:
1. Which of the following options is used to define the total length of an animation?
(a) Range (b) Frame Rate
(c) Keyframe Animation (d) None of these
2. The __________ method is used to animate an object on a particular path.
3. The __________ tool is used to copy an animation curve and then join it after the same curve infinite number of times.
4. The __________ tool is used to lock the tangent weight.
5. The __________ animation is used to blend, duplicate, and split animation clips to achieve different motion effects.
6. The __________ of the Playback range button is used to move the frame to the last frame of the active time segment.
7. The function of the Plateau tangents tool is similar to the Spline tangents and Clamped tangents tools. (T/F)
8. The playback control buttons are used to control the animation in the viewport. (T/F)
The rendered image sequence of the scene used in the following exercise can be accessed by downloading the c08_maya_2025_exr.zip from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Download the file c08_maya_2025_exr.zip from www.cadcim.com. Extract the contents from the zipped file and open the scene shown in Figure 8-56. Then using the Graph Editor, animate the intensity of the bulb. (Expected time: 15 min)

After completing this chapter, you will be able to:
• Understand different types of joints
• Understand the parent and child relationship
• Use different deformers for animating an object
• Use different types of constraints
• Use the set driven keys to link objects
Rigging is the process of preparing an object or a character for animation. To rig an object, you need to add bones and joints to it. Bones and joints are grouped together to form a complete skeleton. Skeleton provides support to an object in the same way as the human skeleton does to the human body. In this process, the skeleton is joined to the corresponding object by the skinning method. This method is discussed in detail later in this chapter. In this chapter, you will learn about bones and joints.
When you click the Toggle Character Controls icon, the HumanIK panel appears. In this panel, Quick Rig streamlines the rigging process, enabling you to manage and interact with the HumanIK controls that are automatically set up for your character.
Bones and joints act as the building blocks for creating a skeleton. They are visible in the viewport but cannot be rendered. Each joint may have one or more bones attached to it, as shown in Figure 9-1. Make sure the Rigging menuset is selected from the Menuset drop-down list. To create a bone, choose Skeleton > Joints > Create Joints from the menubar.
By default, the size of bones and joints is set to 1. To change the size of bones and joints, choose Display > Object > Animation > Joint Size from the menubar; the Joint Display Scale window will be displayed, as shown in Figure 9-2.

In this window, enter the required value for the joint size in the edit box and press ENTER. Alternatively, move the slider on the right of the edit box to adjust the size of joints and bones. The Reset button is used to reset the value of joint size. You can also set the joint size by using the Preferences window. To do so, choose Windows > Editors > Setting/Preferences > Preferences from the menubar; the Preferences window will be displayed. In this window, select Kinematics from the Categories list; the Kinematics: Kinematic Display Preferences area will be displayed on the right in the Preferences window, refer to Figure 9-3.

Now, enter a value in the Joint size edit box or move the slider on the right of the edit box to adjust the joint size in the Inverse Kinematics area of the Preferences window.
To create a bone structure in a scene, select the Rigging menuset from the Menuset drop-down list in the Status Line and activate the front-Z, side-X, or top-Y viewport. Next, choose Skeleton > Joints > Create Joints from the menubar and then click in the viewport; the bone will be created in the viewport. Press ENTER to exit Joint Tool.
To animate a joint system, you need to first set the local axes of all joints. To display the local axis of a joint, select the joint from the joint system created in the viewport and choose Display > Objects > Transform Display > Local Rotation Axes from the menubar; the local axes will be displayed on a single joint, as shown in Figure 9-4. Similarly, to display the local axes of all joints in a skeleton, select the topmost joint in the skeleton hierarchy and choose Select > Hierarchy from the menubar. Next, choose Display > Object > Transform Display > Local Rotation Axes from the menubar; the local axes will be displayed on all joints, as shown in Figure 9-5.

In Maya, there are three types of joints that determine the movement of the bones attached to them. These joints are discussed next.
The ball joint provides free movement to a joint in the skeleton. This type of joint can rotate about all three of its local axes freely. The human shoulder is an example of the ball joint.
The universal joint provides motion to bones only in two directions. This means the joint can move freely along two axes only. The human wrist is an example of the universal joint.
The hinge joint provides rotation to bones in one direction only. The human knee is an example of the hinge joint.
The parent-child relationship is the most important relationship. The parent object passes its transformations down the hierarchy chain to its children, and each child object inherits all properties of its parent. Note that a parent object can have more than one child object but not vice versa.
To understand the parent-child relationship, create two NURBS spheres in the viewport such that one sphere is larger than the other, as shown in Figure 9-6.

Select the smaller sphere, press and hold the SHIFT key, and then select the larger sphere. Now, choose Edit > Hierarchy > Parent from the menubar; the larger sphere will become the parent of the smaller sphere. Note that the object that you select later will act as parent of the object that you selected earlier. Invoke Move Tool from the Tool Box and move the parent object; the child object will move along with the parent object.
Kinematics is the science of motion. In the case of skeletons used in Maya, kinematics specifies the motion of bones. Kinematics is of two types: Forward and Inverse.
In Forward Kinematics (FK), the child objects are animated based on the transformations of the parent object. It is a one-way process, in which if a parent object moves, the child objects will also move. However, if a child object moves, the parent object will not move. In other words, you can use the topmost object in the hierarchy to animate the entire chain. Note that when you create a hierarchy, the Forward Kinematics is set by default.
The Inverse Kinematics (IK) is just the opposite of the Forward Kinematics. In Inverse Kinematics, you can use the object at the bottom of hierarchy to animate the entire chain. In this kinematics, if you move a child object, the objects that are higher in the hierarchy will also move accordingly.
The deformers are the tools that are used to modify the geometry of an object. You can deform any object in Maya. Various deformers in Maya are discussed next.
<The Blend Shape deformer is used to change the shape of an object into another object. The original object that is used in this process is known as the base object, and the object into which the base object gets blended is known as the target object.
To deform the shape of the polygonal base object, create a copy of the base object and modify its shape to create a target object, as shown in Figure 9-7.

Now, select the target object, press and hold the SHIFT key, and then select the base object. Next, select the Rigging menuset from the Menuset drop-down list in the Status Line and choose Deform > Create > Blend Shape from the menubar; the blending will be done on the base object.
Now, to view the blending of the object in the viewport, you need to set the parameters in the Attribute Editor. To do so, select the base object and choose Windows > Editors > General Editors > Attribute Editor from the menubar; the Attribute Editor will be displayed. Choose the blendShape1 tab from the Attribute Editor. In the Blend Shape Attributes area of this tab, select world from the Origin drop-down list. Next, in the Weight area of this tab, move the slider of pSphere2 to the right to view the blending of the object in the viewport.
Note
You can apply the Blend Shape deformer on mesh objects only if they have equal number of vertices. The Blend Shape deformer is mainly used for creating facial expressions.

The Curve Warp Deformer is used to stretch or animate an object along a curve. To do so, create a polygon cube (base object) and a curve. Make sure that the cube has enough subdivisions on it so that it can wrap smoothly along the curve. Select the base object and the curve using the SHIFT key. Next, select the Modeling menuset from the Menuset drop-down list in the Status Line and choose Deform > Create > Curve Warp from the menu bar; the polygon cube will be wrapped along the curve, refer to Figure 9-8.

To view the deformation of the object in the viewport, choose the polyCube1 tab from the Attribute Editor. In the Poly Cube History area of this tab, move the Height slider to the right to view the deformation of the object in the viewport.

The Cluster deformer is used to modify a particular area of the polygon mesh. To do so, select a group of vertices from the object that you want to deform. Next, choose Deform > Create > Cluster from the menubar; a C symbol will be displayed in the viewport. Select the C symbol and move it using Move Tool; the group of vertices that you selected earlier will move along with it. Figures 9-9 and 9-10 show an object before and after applying the Cluster deformer, respectively.


The Delta Mush deformer is used to filter the deformation artifacts on a skinned object. It removes the artifacts by making the final result closer to the original geometry in the rest position. It produces smooth result when the mesh is deformed.

The Lattice deformer is used to modify an object using lattices. To modify an object using lattices, create the object in the viewport. Next, select the object and choose Deform > Create > Lattice from the menubar; lattice will be created around the selected object, as shown in Figure 9-11. To control the influence of lattice on the mesh, select the lattice in the viewport and enter the required value in the ffd1 area of the OUTPUTS node in the Channel Box / Layer Editor, as shown in Figure 9-12.

To set the number of lattice segments, set the required values in the S Divisions, T Divisions, and U Divisions edit boxes of the SHAPES node in the Channel Box / Layer Editor.
After setting the required parameters of the lattice, you can deform the object. To do so, select the lattice, press and hold the right mouse button in the viewport, and choose Lattice Point from the marking menu displayed; the lattice points will be displayed around the selected object. Now, select these lattice points to deform the object as required. A very good example of lattice deformer is sack animation. To create a sack animation, first create a sack model and then select it. Next, choose Deform > Create > Lattice from the menubar; a lattice will be created around the sack model. Select the lattice and press and hold the right mouse button in the viewport and choose Lattice Point from the marking menu displayed. Now, you can modify the sack model using the lattice points. Next, set the keys as discussed in Chapter 8.

The Wrap deformer is used to deform an object using NURBS surfaces, NURBS curves, or polygonal surfaces (meshes). To apply the Wrap deformer to an object, create a polygonal plane and add segments to it. Next, create polygonal sphere in the viewport. The polygonal sphere should be placed such that it intersects with the polygonal plane at some point. Next, invoke Move Tool from the Tool Box and select the polygonal sphere. Next, press and hold the SHIFT key and select the polygonal plane. Now, choose Deform > Create > Wrap from the menubar to apply the Wrap deformer. To view the deformation on sphere, select the vertices of plane and move them. You will notice changes on sphere.
The ShrinkWrap deformer is used to shrink the shape of a wrapper object according to the target object. To apply the ShrinkWrap deformer to an object, select it and then select a target object using the SHIFT key. Now, choose Deform > Create > ShrinkWrap from the menubar to apply the ShrinkWrap deformer.
Pose Space Deformation Deformer
The Pose Space Deformation deformer is used to fix the skin deformation problem in a pose. These problems occur at the articulation points of the character such as shoulder, underarm, knee, and groin areas.
Soft Modification Tool Deformer

The Soft ModificationTool deformer is used to deform high density surface meshes without adjusting the vertices manually. The falloff attributes of this deformer are adjustable. To use this deformer, create a polygonal plane in the viewport and add segments to it. Next, choose Deform > Create > Soft Modification Tool from the menubar; a colored falloff area will be created at the center of the plane, as shown in Figure 9-13.

The colored area defines the deformer on the surface. The darker the color is, the greater will be the influence of deformation. By default, the amount of deformation is greatest at the center and it gradually decreases toward the end. Move the manipulators in this area to deform the plane as required.
In Maya, there are different types of nonlinear deformers. These are discussed next.

The Bend deformer is used to bend an object along a circular arc. Figures 9-14 and 9-15 show a cylinder before and after applying the Bend deformer, respectively. To bend an object, select the object in the viewport. Next, choose Deform > Create > Nonlinear > Bend from the menubar; the Bend deformer will be applied to the selected object. Again, select the object in the viewport and choose Windows > Editors > General Editors > Attribute Editor from the menubar; the Attribute Editor will be displayed, as shown in Figure 9-16. Choose the bend1 tab from the Attribute Editor and adjust the attributes in the Nonlinear Deformer Attributes area to bend the object, refer to Figure 9-16.
Note
You should avoid changing the number of CVs, vertices, or other lattice points after applying a deformer on an object. Any change in the object will lead to a change in the functioning of that deformer.


The Flare deformer is used to taper an object along two axes. Figures 9-17 and 9-18 show a cylinder before and after applying the Flare deformer, respectively.

To taper an object using this deformer, create a NURBS cylinder in the viewport and make sure it is selected. Next, choose Deform > Create > Nonlinear > Flare from the menubar; the Flare deformer will be applied to the object, refer to Figure 9-18. Again, select the cylinder in the viewport and choose Windows > Editors > General Editors > Attribute Editor from the menubar; the Attribute Editor will be displayed, as shown in Figure 9-19. Choose the flare1 tab from the Attribute Editor and set the values for various attributes in the Nonlinear Deformer Attributes area to deform the object, refer to Figure 9-19.



Squash Deformer

The Squash deformer is used to squash and stretch an object along a specific axis. Figures 9-23 and 9-24 show a cylinder before and after applying the Squash deformer, respectively.

To squash or stretch an object, select the object in the viewport and choose Deform > Create > Nonlinear > Squash from the menubar; the Squash deformer will be applied to the selected object. Again, select the cylinder in the viewport and choose Windows > Editors > General Editors > Attribute Editor from the menubar; the Attribute Editor will be displayed, refer to Figure 9-25. Choose the squash1 tab from the Attribute Editor and set the values of attributes in the Nonlinear Deformer Attributes area to deform the object.


The Twist deformer is used to twist an object about an axis. Figures 9-26 and 9-27 show a cylinder before and after applying the Twist deformer, respectively.
To apply this deformer, select an object in the viewport and choose Deform > Create > Nonlinear > Twist from the menubar; the Twist deformer will be applied to the object. Now, select the object again from the viewport and choose Windows > Editors > General Editors > Attribute Editor from the menubar; the Attribute Editor will be displayed. Choose the twist1 tab from the Attribute Editor and set the values of various attributes in the Nonlinear Deformer Attributes area to deform the object, as shown in Figure 9-28.


The Wave deformer is used to propagate waves on an object in the X and Z directions. Figures 9-29 and 9-30 show a plane before and after applying the Wave deformer, respectively.

To apply the Wave deformer, select an object in the viewport and then increase the number of segments on it from the Channel Box / Layer Editor. Next, choose Deform > Create > Nonlinear > Wave from the menubar; the Wave deformer will be applied to the selected object. Select the object again and choose Windows > Editors > General Editors > Attribute Editor from the menubar; the Attribute Editor will be displayed. Next, choose the wave1 tab from the Attribute Editor to deform the selected object as desired. The attributes of the Wave deformer are similar to those of the Sine deformer and are shown in Figure 9-31.


The Sculpt deformer is used to create a rounded deformation on an object. To apply the Sculpt deformer, select an object or the vertices of an object where you need deformation. Now, choose Deform > Create > Sculpt from the menubar; a spherical influence object called sculpt sphere will be created around the selected object or vertices. Now, move this sculpt sphere to deform the object. Note that the object will be sculpted better if there are more number of segments on the object.
The Texture deformer is used to deform objects using a texture pattern. You can use the procedural noise or a displacement map for the texture. To apply the Texture deformer, select an object and choose Deform > Create > Texture from the menubar, the Texture deformer will be applied to the object. In the Attribute Editor, choose the textureDeformer1 tab. Next, choose the checker button corresponding to the Texture attributes; the Create Render Node window will be displayed. Choose the Noise button from the Create Render Node window; the shape of the object will change.

The Jiggle deformer is used to shake an object or its parts while animating. This deformer is applied to a complete object or to its CVs, lattice points, and vertices. For example, you can use this deformer to show the affect of shaking the stomach of a fat man or a wrestler while he is walking.
The Wire deformer is used to change the shape of an object by setting one or more of its NURBS curves. This deformer is mainly used for setting lips or eyebrow deformations.
The Wrinkle deformer is used to create a detailed wrinkle effect on an object. The Wrinkle deformer works in collaboration with Wire deformer and Cluster deformer. The Wrinkle deformer is preferably used on NURBS surfaces. To understand the working of this tool, create a NURBS sphere in the viewport. Next, select the Rigging menuset from the Menuset drop-down list in the Status Line. Next, choose Deform > Create > Wrinkle deformer from the menubar; a UV region will be highlighted on the selected surface. The UV surface allows you set the wire cluster to deform the object. Use the middle mouse button to shape the UV region and press ENTER; a ‘C’ icon is created on the object. The ‘C’ icon is the cluster deformer handle that is used to deform the object. Invoke Move Tool to move vertices and deform the object as required.
The Point On Curve deformer is used to deform points on the NURBS curve. To understand the working of this deformer, create a curve using the EP Curve Tool in the viewport. Next, right-click on a point on the curve and then choose Curve Point from the marking menu displayed. Next, click on the curve; a point will be created. Next, select the Rigging menuset from the Menuset in the Status Line and then choose Deform > Create > Point On Curve from the menubar; a star-shaped point will be created on the curve. Next, invoke Move Tool from the Tool Box, and move the point in any direction in the viewport. As a result, the curve will also move along with it.

The Proximity Wrap deformer is used to deform one or more target objects with respect to one or more driver objects. Each target object binds with all the driver objects. The target and the driver objects should be in the same space as the target object deforms with the deformation in driver object based on the proximity to each other.
Constraints are used to restrict the motion of an object to a particular mode by specifying their limits. Different types of constraints in Maya are discussed next.
<The Parent constraint is used to relate the orientation of one object with the other object such that both of them follow the parent-child relationship. To apply this constraint, create two objects in the viewport. Select one object, press and hold the SHIFT key, and then select the other object. Next, choose Constrain > Create > Parent from the menubar to apply the Parent constraint to the selected objects. Change the position of the parent object; the objects follow the parent-child relationship. The Parent constraint is different from the Point and Orient constraints. When an object is rotated using the Point or Orient constraint, the constrained object rotates about its local axis. Whereas in case of the Parent constraint, the constrained object rotates with respect to the world axis.

The Point constraint is used to restrict the movement of an object such that the constrained object follows the movement of another object. To apply this constraint, create two cubes of different sizes in the viewport. Next, select the Rigging menuset from the Status Line. Now, select one cube, and press and hold the SHIFT key to select another cube. Next, choose Constrain > Create > Point from the menubar to coordinate the motion of one cube with another cube. The object selected first controls the movement of the object selected later. On applying the Point constraint, the objects may overlap when they are moved. To avoid this situation, choose Constrain > Create > Point > Option Box from the menubar; the Point Constraint Options window will be displayed, as shown in Figure 9-32.

The Offset attribute in this window is used to set the distance between the two selected objects. Enter the required values in the Offset edit boxes and choose the Add button from the window; the Point constrain will be applied to the selected object.
Note
The working of a constraint is opposite to that of the parent-child relationship. In a parent-child relationship, the object selected later acts as the parent, but in case of constraints, the object selected first acts as the parent of the object selected later.

The Aim constraint is used to aim one object at another object. To create one object aiming at another object, create two objects in the viewport. Next, select one object, press and hold the SHIFT key and then select another object. Choose Constrain > Create > Aim from the menubar; the constraint will be applied to the objects. Now, the object selected first will act as the aim for the object selected later. You can also set the object to aim in a particular direction. To do so, choose Constrain > Create > Aim > Option Box from the menubar; the Aim Constraint Options window will be displayed, as shown in Figure 9-33. Set the required axis in the Constraint axes area and choose the Add button; the object will be set to aim in a particular direction.

The Orient constraint is used to match the orientation of one object to the other such that the objects are aligned together. To do so, create two objects in the viewport. Select one object, press and hold the SHIFT key and then select another object. Choose Constrain > Create > Orient from the menubar; the constraint will be applied to the objects. Now, invoke Rotate Tool from the Tool Box, select the object created first, and then rotate it; the other object will also rotate with it. To set the constrain axes, choose Constrain > Create > Orient > Option Box from the menubar; the Orient Constraint Options window will be displayed, as shown in Figure 9-34. In this window, set the required constraint axis in the Constraint axes area and choose the Add button.

The Scale constraint is used to match the orientation of one object with the other object such that the scaling of one object matches with the other object. To apply this constraint, create two objects in the viewport. Select one object, press and hold the SHIFT key, and then select the other object. Next, choose Constrain > Create > Scale from the menubar; the Scale constraint will be applied to the objects. Now, invoke Scale Tool from the Tool Box and select the object that you created first and scale it; the other object will also be scaled with it.
<The Geometry constraint is used to restrict one object to the geometry of another object. To apply this constraint, create a plane and a sphere in the viewport. Select the plane from the viewport, press and hold the SHIFT key, and then select the sphere. Now, choose Constrain > Create > Geometry from the menubar; the movement of the sphere will be restricted to the geometry of the plane. Invoke Move Tool from the Tool Box and move the sphere; the sphere will not move beyond the geometry of the plane.
<The Normal constraint is used to orient the selected objects together in such a way that they align with the normal vectors of the mesh object. To apply this constraint, create two objects in the viewport. Next, select the objects created, and choose Constrain > Create > Normal from the menubar to align one object to the normal vector of another object. On applying the Normal constraint, the constrained object will move along the normal vector of another object. For example, if you want to show a person sweating, instead of animating the sweat drops manually, apply the Normal constraint to it; the sweat drops will move while the drop is still attached to the skin.

The Tangent constraint is used to keep an object aligned and oriented toward a curve. The curve provides the path for the motion of the object. This constraint is useful in creating animation that follows a curved path such as a roller coaster. To apply this constraint, create an object and a curve in the viewport. Next, select one or more target objects and then select the curve. Choose Constrain > Create > Tangent from the menubar; the object will be constrained on the curve in such a way that the object moves along the curve.
<The Pole Vector constraint is used to constrain one object with the other object such that the end of one pole vector moves with the movement of another object. Select two entities from the viewport and choose Constrain > Create > Pole Vector from the menubar; the constrained object will move with the movement of another object with which it is constrained. The Pole Vector constraint is mainly used for setting up joints in a character setup.
<The Rivet constraint is used to create locators that attach directly to a deforming mesh. When the Rivet constraint is used, a UV pin node is created. You can change the UV Pin node settings using the options in the UV Pin options area of the Attribute Editor. This constraint is used to attach things like a prop to a character, sticking an object to a shirt or jacket, etc.
Select faces, points, or UVs of object. Next, choose Constrain > Rivet from the menubar; the rivet locator will be attached to the selected part of the object. Now, when you transform or deform the object, the rivet locator will move with it.
<The Point On Poly constraint is used to constrain an object with the mesh or another object such that the object remains stuck to the mesh or another object even if the mesh is deformed or moved from one place to another. To apply this constraint, create two objects in the viewport. Next, select the objects created and choose Constrain > Create > Point On Poly from the menubar. This constraint can be used to create objects such as a handle on the door which remains stuck to the door even if the door is deformed.
< 
The Closest Point constraint is used to calculate the closest point on a mesh, NURBS surface or curve relative to an input position. To apply the Closest Point constraint, select the object created in the viewport and choose Constrain > Create > Closest Point from the menubar.
ADDING CONSTRAINT TO ANIMATION LAYERS
In Maya, you can add various constraints to animation layers. To do so, activate the Animation Layer Editor by choosing the Anim tab. Now, create a new animation layer in the Animation Layer Editor and rename it as constrain in the Channel Box / Layer Editor. Next, select the target objects followed by the object on which you want to apply constraint from the viewport and choose Constrain > Create > Orient > Option Box from the menubar; the Orient Constraint Options window is displayed. In the Orient Constraint Options window, choose the layer to which you want to add constraint from the Animation Layer drop-down list. Next, choose the Add button; the constraint will be added to the selected layer.
The HumanIK tool is used to set a complete character with full body parts. To invoke the HumanIK tool, choose Windows > Editors > Animation Editors > HumanIK from the menubar; the Character Controls window will be displayed on the right of the viewport, as shown in Figure 9-35. The options of this window are discussed next.
The Character drop-down list displays the list of characters present in the scene. If there are no characters in the scene, the None option is selected, refer to Figure 9-35.

The Source drop-down list is used to display information about the types of source that drives the character.
The tools in the Create area are used to create a skeleton or a rigged character in the viewport.
The buttons in the Import Samples area are used to import the inbuilt HumanIK, Animation, and Mocap examples from online creative market. To import the humanIK examples, choose the HumanIK Example button from the Import Samples area; a character will be displayed in the viewport.
Skinning is a process that is used to bind the object to the bones or to the skeleton. To do so, create a cylinder in the viewport. Select the cylinder in the viewport; the Channel Box / Layer Editor displaying the parameters of cylinder will be displayed. In the Channel Box / Layer Editor, set the value of Subdivisions Height to 5 and make sure the cylinder is selected in the viewport. Select the Animation menuset from the Status Line. Select the Rigging menuset from the Status line. Next, choose Modify > Transform > Freeze Transformations from the menubar; the transformation of the cylinder is set to zero. Activate the front-Z viewport and press 4 to switch to the wireframe mode. Next, choose Skeleton > Joints > Create Joints tool from the menubar and then create the bone structure, as shown in Figure 9-36.

Press W to exit the Create Joints tool and then select the cylinder from the viewport. Press and hold the SHIFT key and then select the lowest bone from the bone structure; all the bones will be selected. Now, choose Skin > Bind > Bind Skin from the menubar; the color of the bones changes in the viewport, indicating that the bones are connected with the objects.
Note
It is recommended that you always specify the names of joints so that it becomes easy to work on the hierarchy at later stages. To specify the name of a joint, select it; the Channel Box / Layer Editor will be displayed. At the top of the Channel Box / Layer Editor, the name of the corresponding joint will be displayed in an edit box. Change the name as per the hierarchy setup.
The Heat Map binding method uses a heat circulation technique to bind the objects to the bones. To apply this method, select the mesh and the bones, and then choose Skin > Bind > Bind Skin > Option Box from the menubar; the Bind Skin Options window will be displayed. In this window, choose Heat Map from the Bind method drop-down list and then choose the Bind Skin button. In this method, the joints that lie inside the mesh act as heat emitters and distribute weights on the surrounding objects. If you bind a skeleton whose end joints lie outside the mesh, the end joints will not receive any weights during binding and will have no influence on the mesh.
The Paint Skin Weights tool is used to increase or decrease the influence of bone on the skin. To do so, select the skinned object from the viewport and choose Skin > Weight Maps > Paint Skin Weights > Option Box from the menubar; the Tool Settings (Paint Skin Weights Tool) panel will be displayed, as shown in Figure 9-37.

In the Influence area, select the bone whose influence you want to put on the other parts of the object; the influence will be added. Additionally, the area on which the bone has the influence will be displayed in white and the remaining part of the object will be displayed in black.

The Go to Bind Pose tool is defined as a pose in which the skeleton gets bound to the mesh object before the deformations begin. Maya creates a default bind pose node for every skeleton. This bind pose node stores the transformation attributes of joints. To invoke this tool, choose Skin > Bind > Go to Bind Pose from the menubar.
Maya muscle deformer is a skin deformer, which helps you create quick and easy rigs to create realistic skin deformation. Before you start working with the Maya muscle deformer, you need to activate it. To do so, choose Menu of items to modify the shelf > Load Shelf from the Shelf area, as shown in Figure 9-38;

the Load Shelf dialog box will be displayed. Next, select the shelf_Muscle.mel file from the Load Shelf dialog box and choose the Open button, as shown in Figure 9-39, the tools related to the Maya muscle deformer will be added to the Deform > Muscle menu as well as to the Muscle tab in the Shelf. The muscles in Maya are formed by the combination of various muscle objects. These muscle objects are discussed next.

Note
The Muscle option will only be visible in the Deform menu if the Muscle shelf is chosen.
The components that together make up a muscle are known as muscle objects. These components are discussed next.
A polygon bone is created by converting a polygon mesh into a bone. To do so, select a polygon mesh from the viewport and choose Deform > Create > Muscle > Muscles / Bones > Convert Surface to Muscle/Bone from the menubar; the selected polygon mesh will be converted into a bone. In the SHAPES node of the Channel Box / Layer Editor, a new muscle object shape node will be created. Figure 9-40 shows the general parameters of a muscle object shape.
The capsules are similar to the joints in Maya and are used to convert polygon or NURBS objects into muscle objects so that they can be connected to the skin easily. To create a capsule, choose Deform > Create > Muscle > Muscles/Bones > Make Capsule from the menubar; a basic capsule object will be created, as shown in Figure 9-41.

You can also create a capsule with an end locator (the end locator defines the end of a capsule). To do so, choose Deform > Create > Muscle > Muscles / Bones > Make Capsule with End Locator from the menubar; a capsule object will be created with an end locator, as shown in Figure 9-42. Select the locator and move it to change the size of the capsule, refer to Figure 9-43.

After resizing, you can also select the end locator and spin the capsule on its axis. To add the locator after creating a capsule, select the capsule from the viewport and choose Deform > Create > Muscle > Muscles / Bones > Add End Locator to Capsule from the menubar; the locator will be added to the capsule.
In Maya, there are two types of muscles, Muscles and Simple Muscles. These muscle types differ from each other in their respective deforming abilities. The Muscles muscle type is a parametric style NURBS shape that has its own deforming ability, whereas the Simple Muscles type uses the NURBS model with a spline deformer to deform the object.
The Muscle Creator tool is used to create parametric style NURBS muscles in the viewport. To do so, select the Modeling menuset from the Menuset drop-down list in the Status Line and choose Deform > Create > Muscle > Muscles / Bones > Muscle Creator from the menubar; the Muscle Creator window will be displayed, as shown in Figure 9-44. Some of the options in this window are discussed next.

Create Tab
The options in the Create tab are used to define the attributes of the muscle. These options are discussed next.
Muscle Name
The Muscle Name attribute is used to assign a name to the new muscle. To do so, enter a name according to the placement of the muscles in this text box.
Num. Controls / Cross Sections
The Num. Controls / Cross Sections attribute is used to define the total number of control objects for the muscles and total number of modeling cross-sections existing to create the shape of the muscle.
Num. Segments Around
The Num. Segments Around attribute is used to define the number of segments in the muscles.
Attach Start
The Attach Start option is used to add an object as the start object of the muscles.
Attach End
The Attach End option is used to add an object as the end object of the muscles.
Create cMuscleObject shape node
The Create cMuscleObject shape node check box is used to create the muscle object shape node.
Create Muscle
The Create Muscle button is used to create a NURBS muscle according to the other options set in this window.
Mirror Area
The options in this area are discussed next.
Mirror Axis: The Mirror Axis attribute is used to set the mirror axis of the muscle. You can set the mirror axis by selecting a radio button from this area.
Search/Replace: The Search/Replace attribute is used to search the naming conventions and then change the name of the muscles after mirroring. This option helps in preventing duplication of muscle with the same name.
Mirror Muscle from Selection: The Mirror Muscle from Selection button is used to create a mirror of the specified muscle according to the other attributes set in the window.
Copy/Paste Area
The option in this area is discussed next.
Copy First Selected Muscle, Paste to Other Selected Muscles: This button is used to copy the attributes of one muscle and paste them on the desired muscle. To do so, select a muscle from the viewport and then choose this button; the attributes of the muscle get copied to the clipboard. Next, select the muscle on which you want to paste these attributes and again choose this button; the attributes get pasted on the new muscle and also their names get interchanged.
The Set Driven Key is used to link the attribute of one object to another object. When you set the driven key, you need to specify a driver value and a driven attribute value. In such a case, the value of the driven attribute is locked to the corresponding value of the driver attribute. Therefore, a change in the driver attribute will change the value of the driven attribute as well. Select the Animation menuset from the Menuset drop-down list. To set a driven key, choose Key > Set > Set Driven Key > Set from the menubar; the Set Driven Key window will be displayed, as shown in Figure 9-45.

Select the object from the viewport that you want to set as the driver and then choose the Load Driver button; the name of the object with its attributes will be displayed in the Driver area of the Set Driven Key window.
Similarly, you can display the attributes of the driven objects in the Set Driven Key window. You can also set the attributes of the driver and driven objects by invoking the Channel Box / Layer Editor. To do so, select the name of an object (polygonal sphere) from the Driver area of the Set Driven Key window. Next, select the attribute that you want to set for the selected object; the Channel Box / Layer Editor will be displayed. Set the required value for the selected attribute in the Channel Box / Layer Editor and choose the Key button from the Set Driven Key window to set the key. You can also add a new attribute in the Channel Box / Layer Editor. To do so, select the object (polygonal sphere) to which you want to add a new attribute to the viewport and then choose Modify > Attributes > Add Attribute from the menubar; the Add Attribute: |pSphere1 window will be displayed, as shown in Figure 9-46.

Various options in the Add Attribute: |pSphere1 window are discussed next.
The Long name attribute is used to specify a name for an attribute, which makes it easier to recognize the functions added to that particular attribute.
The radio buttons corresponding to the Make attribute attribute are used to assign different display options to an attribute. The Keyable radio button is selected by default. As a result, the attribute is keyable. Select the Displayable radio button to make the attribute non-keyable. Select the Hidden radio button to hide the attribute.
The radio buttons in this area are used to set the data types of various attributes. The data type of a programming element refers to the type of data it can hold and store. Different data types in this area are discussed next.
Vector
The Vector radio button is used to create a vector attribute consisting of three floating point values.
The Float radio button is used to create a floating point attribute. This radio button is selected by default.
The Integer radio button is used to create an integer attribute.
Boolean
The Boolean radio button is used to create an attribute that can be toggled.
The String is an ordered sequence of symbols. The String data type radio button is used to create a string attribute that accepts alphanumeric characters as data entries.
The Enum radio button is used to create an attribute that comprises of a drop-down list.
Numeric Attribute Properties Area
The options in this area are used to set the minimum, maximum, and default values that can be entered for a particular attribute in the Channel Box / Layer Editor. The Default edit box displays the default value for an attribute. In the Channel Box / Layer Editor, you can also hide and lock a particular attribute so that the other attributes are not affected when you animate an object. To do so, select the attribute from the Channel Box / Layer Editor that you want to hide and lock. Next, press and hold the right mouse button over the attribute and choose the Lock and Hide Selected option from the shortcut menu displayed; the selected attribute will be locked and hidden. There are many attributes in Maya that are not displayed in the Channel Box / Layer Editor by default. To display those attributes, choose Windows > Editors > General Editors > Channel Control from the menubar; the Channel Control window will be displayed, as shown in Figure 9-47.

The Keyable list box displays the list of attributes that are displayed in the Channel Box / Layer Editor, but the Nonkeyable Hidden list box lists the attributes that are not displayed and are hidden in the Channel Box / Layer Editor. To make the hidden attributes visible, select the attributes from the Nonkeyable Hidden list box and choose the << Move button; the selected attributes will move to the Keyable list box and will be visible in the Channel Box / Layer Editor.
Tutorials
In this tutorial, you will create a rig and skin for a model using the Quick rig tool, as shown in Figure 9-48. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Add the model to the scene.
c. Create rig.
d. Create skin.
e. Save and render the scene.
1. Select the Modeling menuset from the Menuset drop-down list in the Status Line. Choose
Windows > Editors > Content Browser from the menubar; the Content Browser window is displayed. Choose Modeling > Scuplting Base Meshes and then select the Bipeds folder in the left pane of the Content Browser window; corresponding files are displayed in the right pane of the Content Browser window. Double-click on the CharacterFullAlienConspiracyStyle.ma file from the Content Browser window, as shown in Figure 9-49. Next, close the Content Browser window.

2. Make sure the model is selected in the Perspective viewport. Next, in the Channel Box/ Layer Editor, enter 0.117 in the Scale X, Scale Y, and Scale Z edit boxes.
1. Choose Windows > Editors > Animation Editors > HumanIK from the menubar, Alternatively, you can choose the Character control icon located at the right corner below the Workspace drop-down; the Human IK window is displayed on the right of the viewport, as shown in Figure 9-50.

2. Choose the Quick Rig Tool button from the Human IK window; the Quick Rig dialog box is displayed, as shown in Figure 9-51.

Next, select the Step-By-Step radio button; the attributes are displayed but they are not activated, as shown in Figure 9-52.

3. Choose the Create a new character icon from the Quick Rig dialog box; all the attributes in this dialog box are activated, as shown in Figure 9-53.

3. In the Geometry area, choose the Add selected meshes(+ sign) icon; the name of the selected model is added, as shown in Figure 9-54.

In the Guides area, make sure the Imperfect Mesh option is selected in the Embed Method drop-down list. Next, choose the Create/Update button; the rig points are created on the model, as shown in Figure 9-55.

4. Select the rig points one by one and activate the Move Tool and align the rig, as shown in Figure 9-56. Choose the Left Mirror and Right Mirror icons in the Use Adjustment of Guides panel to adjust the rig position.

5. Make sure the Skeleton and Rigg Generation panel is expanded. Next, choose the Create/Update button; the rig is created on the model, as shown in Figure 9-57.

1. Make sure the Skinning panel is expanded. Next, choose the Create /Update button; the skin is added on the model. Now, select the rig and move it using the Move Tool. You will notice that the body of model is moving, as shown in Figure 9-58. You can also animate the leg, hand, and body using the rig created.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image of the scene by downloading the c09_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. Maximize the persp viewport if it is not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software in the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene.
In this tutorial, you will create the bone structure of a human leg, as shown in Figure 9-59, using Joint Tool. (Expected time: 15 min)

a. Create a project folder.
b. Create the bone structure of the leg.
c. Apply IKs to the bone structure.
d. Create the reverse foot setup.
e. Create the pole vector.
f. Save the scene.
In this section, you will create the bone structure of a human leg.
1. Maximize the side-X viewport. Select the Rigging menuset from the Menuset drop-down list in the Status Line. Next, choose Skeleton > Joints > Create Joints from the menubar. Next, create the bone structure in the viewport and press the ENTER key, refer to Figure 9-49. (It is recommended that you start the structure from the Hip joint).
2. Select the Hip joint from the bone structure, refer to Figure 9-60; the entire bone structure is selected. In the Channel Box / Layer Editor, click on the default joint name and rename it as left_Hipjoint. Similarly, name other joints as given below:

Joints Names
Knee left_Kneejoint
Ankle left_Anklejoint
Ball left_Balljoint
Toe left_Toejoint
Note
Naming the joints of a character is very important because it helps you while animating and skinning the character. Use the word ‘left’ to name the left body joints and ‘right’ to name the right body joints.
In this section, you will apply IKs to the bone structure.
1. Choose Skeleton > Ik > Create IK Handle tool from the menubar.
2. Select the left_Hipjoint joint and then the left_Anklejoint joint in the viewport; an IK handle is created between these two joints, as shown in Figure 9-61. Rename the IK handle as ikhandle_ankle in the Channel Box / Layer Editor.
3. Similarly, create other IK handles between the left_Anklejoint and left_Balljoint, and also between the left_Balljoint and left_Toejoint, as shown in Figure 9-62. Rename the IK handles as ikhandle_ball and ikhandle_toe.


In this section, you need to create the reverse foot setup that will provide control to the movement of the leg.
1. In the side-X viewport, choose Skeleton > Joints > Create Joints from the menubar; the Create Joints tool is activated. Next, use this tool to create reverse foot setup, as shown in Figure 9-51. Rename 1, 2, 3, and 4 joints as rf_leftheeljoint, rf_lefttoejoint, rf_leftballjoint, and rf_leftanklejoint, respectively, refer to Figure 9-63.

2. Invoke Move Tool. Next, select ikhandle_ankle, press SHIFT and then select the joint 4, refer to Figure 9-63. Now, press P in the keyboard to make the joint rf_leftanklejoint of the reverse foot as parent of ikhandle_ankle.
3. Similarly, make the joint rf_lefttoejoint as the parent of the ikhandle_toe and the joint rf_leftballjoint as the parent of the ikhandle_ball. Now, hold the reverse foot setup and move the foot as required.
Creating the Pole Vector
In this section, you will create the pole vector to control the movement of the knee joint.
1. Select ikhandle_ankle in the side-X viewport. In the Attribute Editor, choose the ikhandle_ankle tab and expand the IK Solver Attributes area. In this area, select the Rotate-Plane Solver option from the IK-Solver drop-down list, as shown in Figure 9-64. Next, enter 0, 1, 0 in the Pole Vector edit boxes.
2. Create a polygon cube in the side-X viewport. Invoke Move Tool from the Tool Box and align the cube near the knee in all viewports.
3. Select the polygon cube, press SHIFT, and then select ikhandle_ankle. Next, choose Constrain > Create > Pole Vector from the menubar; the polygon cube pole vector of the knee is created, as shown in Figure 9-65. Move the cube left and right; the knee joint will move accordingly.
4. Maximize the persp viewport and invoke Move Tool from the Tool Box to check the movement of the foot by using IKs and the pole vector.
In this section, you need to save the scene that you have created.
1. Choose File > Save Scene from the menubar to save the scene.

In this tutorial, you will animate a seesaw model by using the Set Driven Key tool. The model is shown in Figure 9-66. (Expected time: 15 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Download and open the file.
c. Create a driver.
d. Set the driven key.
e. Animate the see-saw model.
f. Save and render the scene.
In this section, you will download and open the file.
1. Download the c09_maya_2025_tut.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Next, extract the contents of the zip file, and save them in the \Documents folder.
2. Choose File > Open Scene from the menubar; the Open dialog box is displayed. In this dialog box, browse to the c09_maya_2025_tut folder and select c09_tut3_start file from it. Next, choose the Open button.
3. Choose File > Save Scene As from the menubar; the Save As dialog box is displayed. As the project folder is already set, the path \Documents\maya2025\c09_tut3\scenes is displayed in the Look In drop-down list. Save the file with the name c09tut3.mb in this folder.
In this section, you need to create a driver for the seesaw model.
1. Maximize the top-Y viewport. Next, choose Create > Objects > Polygon Primitives > Sphere from the menubar and create a sphere in this viewport.
2. In the persp viewport, make sure the sphere is selected. In the Channel Box / Layer Editor, enter 15 in the Translate Y edit box. Also, rename the sphere to driver_ball.
3. Choose Windows > Editors > Outliner from the menubar; the Outliner window is displayed. Now, select main_frame from the Outliner window. Press and hold the CTRL key and then select driver_ball in the Outliner window. Next, choose Modify > Transform > Freeze Transformations from the menubar; the transformation of the X, Y, and Z axes is set to zero. Close the Outliner window and then deselect main_frame and driver_ball in the viewport by clicking anywhere in the viewport.
In this section, you need to set the driven key for the seesaw model.
1. Make sure the Animation menuset is selected from the Menuset drop-down list in the Status Line. Next, choose Key > Set > Set Driven Key > Set from the menubar; the Set Driven Key window is displayed. Select driver_ball from the viewport and then choose the Load Driver button from the Set Driven Key window; the driver_ball is set as the driver, as shown in Figure 9-67.

2. Similarly, select main_frame from the viewport and then choose the Load Driven button from the Set Driven Key window; the main_frame is set as driven.
3. In the Set Driven Key window, select driver_ball and then select the Translate X parameter of driver_ball in the Driver area. Next, select main_frame and the Rotate Z parameters from the Set Driven Key window under the Driven area. Next, choose the Key button; the positions of driver_ball and main_frame are set.
4. In the Set Driven Key window, select driver_ball. Next, select the Translate X parameter of driver_ball in this window and then enter 5 in the Translate X parameter in the Channel Box / Layer Editor. Next, select main_frame from the Set Driven Key window and then select the Rotate Z parameter of main_frame. Set the Rotate Z parameter to -5 in the Channel Box / Layer Editor. Now, choose the Key button; the key attributes of driver_ball and main_frame are set.
5. In the Set Driven Key window, select driver_ball and then select the Translate X parameter of driver_ball. Next, set the Translate X parameter to -5 in the Channel Box / Layer Editor. Next, select main_frame. Next, select the Rotate Z parameter of main_frame from the Set Driven Key window and set Rotate Z parameter to 15 in the Channel Box / Layer Editor. Choose the Key button in the Set Driven Key window; a connection is created between driver_ball and main_frame. Next, close the Set Driven Key window.
6. Move driver_ball in the viewport toward left and right; the seesaw moves with the movement of the driver_ball.
In this section, you will animate the see-saw model using the driver ball.
1. Choose the Animation preferences button located on the right of the animation playback buttons; the Preferences window is displayed. In the Preferences window, select the Time Slider category from the Categories list and then in the Time Slider area, select 24 fps from the Framerate drop-down list. Next enter 1 and 4 in the Animation start/end edit boxes, respectively. Next, choose the Save button to close the window.
2. Select driver_ball and move the timeslider to the first frame in the timeline. In the Channel Box / Layer Editor, enter -5 in the Translate X edit box and then choose Key > Set > Set Key from the menubar; the key is set to the first frame. Alternatively, press S to set the key.
3. Make sure driver_ball is selected and move the Time Slider to frame 24. In the Channel Box / Layer Editor, enter 5 in the Translate X edit box. Choose Key > Set > Set Key from the menubar; the Translate X value for driver_ball is set to the frame 24.
4. Make sure driver_ball is selected and move the timeslider to the frame 48. In the Channel Box / Layer Editor, enter -5 in the Translate X edit box. Choose Key > Set > Set Key from the menubar; the Translate X value for driver_ball is set to -5 at the frame 48.
5. Next, choose the Play forwards button from the playback control area to preview the animation; the see-saw starts swinging with the movement of driver_ball.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c09_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. For rendering the scene, refer to Tutorial 1 of Chapter 8.
In this tutorial, you will create the model of a palm tree, as shown in Figure 9-68, using the Bend deformer. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Create the trunk.
c. Create leaves.
d. Apply the bend deformer.
e. Save and render the scene.
Creating a Project Folder
In this section, you need to create the trunk of the palm tree using the Loft surface method.
1. Maximize the top-Y viewport. Choose Create > Objects > NURBS Primitives > Circle from the menubar and create a circle in the top-Y viewport. Press G and then create six more circles of different radii and arrange them at the top of the persp viewport, refer to Figure 9-69.

Note
The G key is used to repeat the last performed action.
2. Select the lowermost circle in the viewport, press and hold the SHIFT key, and then select all circles above it in a sequence. Next, select the Modeling menuset from the Menuset drop-down list in the Status Line.
3. Choose Surfaces > Create > Loft from the menubar; a trunk is created along the selected circles. The trunk of the palm tree is shown in Figure 9-70.
4. Make sure the trunk is selected in the viewport and choose Modify > Objects > Convert > NURBS to Polygons > Option Box from the menubar; the Convert NURBS to Polygons Options window is displayed. Set the required values in this window, as shown in Figure 9-71, and then choose the Tessellate button; the NURBS trunk changes to polygons.

5. Make sure the NURBS trunk is selected. Next, select the curves and the surface of the NURBS trunk from the Outliner window and then delete them. Next, press and hold the right mouse button over the polygon trunk; a marking menu is displayed. Choose Vertex from the marking menu; the vertex selection mode of polygon trunk is activated. Select the topmost vertices of the trunk and select the Modeling menuset from the Menuset drop-down list in the Status Line. Next, choose Edit Mesh > Components > Merge To Center from the menubar; the selected vertices are merged to the center. Next, press and hold the right mouse button over the polygon trunk; a marking menu is displayed. Choose Object Mode from the marking menu; the object selection mode of polygon trunk is activated.
Note
In this section, you need to create the leaves of the palm tree using polygon primitives.
1. Maximize the top-Y viewport and choose Create > Objects > Polygon Primitives > Cone > Option Box from the menubar; the Tool Settings (Polygon Cone Tool) window is displayed in the left in the viewport. Enter the following values in the window:
Radius: 0.2 Height: 40 Height divisions: 50 Axis: X
Click in the top-Y viewport to create the petiole of the leaf. Next, invoke Move Tool from the Tool Box and align the petiole with the trunk, as shown in Figure 9-72. Maximize the front-Z viewport and move the petiole up along the Y-axis.

2. Maximize the top-Y viewport and choose Create > Objects > Polygon Primitives > Plane > Option Box from the menubar; the Tool Settings (Polygon Plane Tool) window is displayed. Enter the following values for plane in the window:
Width: 1 Height: 6 Height divisions: 6
Click in the top-Y viewport to create a plane, as shown in Figure 9-73.
3. Press and hold the right mouse button over the plane; a marking menu is displayed. Next, choose Vertex from the marking menu; the vertex selection mode is activated. Select vertices and then invoke Scale Tool from the Tool Box and adjust the vertices to get the desired shape of the leaf, as shown in Figure 9-74.

4. Press and hold the right mouse button over the plane and then choose Object Mode from the marking menu displayed; the object selection mode is activated. Invoke Move Tool and press and hold the D key on the keyboard and then set it to the pivot point of the leaf, as shown in Figure 9-75. Next, adjust the leaf with the petiole, as shown in Figure 9-76. Maximize the front-Z viewport and move the leaf up along the Y-axis.

5. Maximize the top-Y viewport. Make sure the leaf created is selected in the top-Y viewport and press CTRL+D; a duplicate leaf is created. Move the duplicate leaf to the opposite side of the original leaf. Next, select both the leaves and press SHIFT+D. Now, move the duplicate leaves and then press SHIFT+D multiple times; multiple copies of the leaf are created. Next, arrange the leaves on the petioles, as shown in Figure 9-77.

6. Invoke Scale Tool from the Tool Box and scale the leaves individually to get the effect shown in Figure 9-78. Now, choose Modify > Pivot > Center Pivot from the menubar; the pivot point is set at the center of the leaf.

7. Press and hold the SHIFT key and select all leaves and petioles from the viewport. Next, press CTRL+G to group them.
Applying the Bend Deformer
In this section, you need to apply the Bend deformer to leaves to give them a realistic effect.
1. Maximize the persp viewport. Select a leaf from the bunch of leaves and press the up arrow key on the keyboard to select the complete group, as shown in Figure 9-79.

2. Choose the Rigging menuset from the Status Line and then choose Deform > Create > Nonlinear > Bend from the menubar; the Bend deformer is applied to leaves.
3. Make sure the Bend deformer is selected. In the Channel Box / Layer Editor, set the parameters as follows:
Rotate X: 90 Rotate Z: 90
4. Make sure the Bend deformer is selected. Press CTRL+A; the bend1Handle tab is displayed in the Attribute Editor. In the Attribute Editor, choose the bend1 tab and enter -100 in the Curvature edit box; the bend effect is applied, as shown in Figure 9-80.

5. Select the leaves and the petiole, as discussed earlier. Choose Deform > Create > Nonlinear > Bend from the menubar; the Bend deformer is applied to leaves.
6. Make sure the Bend deformer is selected. In the Channel Box / Layer Editor, enter 90 in the Rotate Z edit box.
7. Make sure the Bend deformer is selected. Press CTRL+A; the bend2Handle tab is displayed in the Attribute Editor. In the Attribute Editor, choose the bend2 tab and enter -50 in the Curvature edit box; the bend effect is applied, refer to Figure 9-81.
8. Select all leaves and the petiole and choose Edit > Delete > Delete All by Type > History from the menubar; the history of commands/actions performed on leaves is deleted.
9. Align the leaves with the trunk, as shown in Figure 9-81.

10. Create copies of leaves and align them with the trunk to get the final output, as shown in Figure 9-82.

11. Select all leaves and the trunk of the tree from the viewport, and then press CTRL+G; the leaves and trunk are grouped.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image of the scene by downloading the c09_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. Maximize the persp viewport if it is not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software in the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene, refer to Figure 9-68.
Answer the following questions and then compare them to those given at the end of this chapter:
1. Which of the following joints provides free movement to a joint in a skeleton?
(a) Hinge joint (b) Universal joint
(c) Ball joint (d) None of these
2. Which of the following deformers is used to modify an object using lattices?
(a) Cluster (b) Lattice
(c) Flare (d) Wrap
3. ___________ is a group of hierarchical structures that provide motion to an object.
4. ___________ is the process of binding the skeleton to objects.
5. The ___________ deformer is used to deform a particular area of a polygonal mesh.
6. The ___________ are used to impose specific limits to objects.
7. The Pole Vector constraint is used to move the end of a pole vector based on the movement of the other object it is constrained with. (T/F)
8. The Flare deformer is used to taper an object in the X, Y, and Z axes. (T/F)
9. The Jiggle deformer is used to shake an object or a part of an object while it is being animated. (T/F)
Answer the following questions:
1. Which of the following deformers is used to morph an object?
(a) Cluster (b) Blend shape
(c) Lattice (d) Flare
2. Which of the following data types is used to create a vector attribute that has three floating point values?
(a) Vector (b) Float
(c) Enum (d) Integer
3. The __________ deformer helps you deform high density surface meshes without adjusting vertices manually.
4. The __________ deformer is used to create a rounded deformation on an object.
5. The ___________ constraint is used to match the orientation of one object with the other such that the objects are aligned together.
6. The ___________ tools are used to alter the geometry of an object.
7. You should avoid changing the number of CVs, vertices, or other lattice points after applying a deformer to an object. (T/F)
8. In inverse kinematics, the object at the bottom of a hierarchy is used to animate the entire chain. (T/F)
9. A constraint is used to restrict the motion of a body to a particular mode while it is animated. (T/F)
10. You can apply the Blend Shape deformer only to the objects that have equal number of vertices. (T/F)
The image sequence of the scenes used in the following exercises can be accessed by downloading the c09_maya_2025_exr.zip from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Create a simple toy car and then use the Set Driven Key method to set keys for the doors of the toy car. (Expected time: 30 min)
Create a pencil stand with a pencil in it. Next, apply texture to the model. Apply the Lattice deformer to the pencil. Next, use the keyframe animation technique to make the pencil jump out of the pencil stand, refer to Figure 9-83. (Expected time: 45 min)
After completing this chapter, you will be able to:
• Use the Content Browser window
• Render the paint effect strokes
• Use shadow effects
• Modify the paint effect brush settings
In Autodesk Maya, you can create realistic natural objects such as trees, plants, rain, and so on by using paint effects. The paint effects help you to paint a scene by using a mouse or a tablet. Different brushes are used to create effects such as rain, thunderstorm, and so on. You can also animate paint effects to create natural motion. All these paint effects and brushes are available in the Content Browser window. The Content Browser window is discussed next.
WORKING WITH THE Content Browser WINDOW
The Content Browser window comprises of preloaded animation clips, default brushes, shader libraries or texture libraries, and so on. To open this window, choose Windows > Editors > General Editors > Content Browser from the menubar. The Content Browser window is displayed in Figure 10-1.

There are various nodes in this window such as Animation, FX, Modeling, Paint Effects, and so on. When you choose a particular node, its corresponding nodes will be displayed in the right pane of the Content Browser window. For example, when you choose the Paint Effects node in the left pane of the Content Browser window, various paint stroke nodes will be displayed in the right pane.
You can create a realistic object such as trees, buildings, and so on using the Content Browser window. For example, to create a tree, choose the Paint Effects > Trees node at the left pane of the Content Browser window; various tree nodes will be displayed in the right pane of the Content Browser window. Now, choose the oakLimb.mel paint stroke from the displayed options; the shape of the cursor will change into a pencil. Next, activate the top-Y viewport. Press and hold the left mouse button and drag the cursor to create the tree mesh. Next, activate the persp viewport and render the view to get the output shown in Figure 10-2.

You can also edit the paint stroke created in the viewport. To do so, select the paint stroke created in the viewport; the name of the selected paint stroke will be displayed in the INPUTS area of the Channel Box / Layer Editor. Click on the paint stroke name to expand its attributes. You can now modify the selected paint stroke as per your requirement using the attributes in the Channel Box / Layer Editor.
You can also draw the paint strokes in the viewport. To do so, choose Windows > Editors > Modeling Editors > Paint Effects from the menubar; the Paint Effects window will be displayed, as shown in Figure 10-3.

The Paint Effects window has its own menubar and toolbar, as shown in Figure 10-4.

It consists of menus such as Paint, Canvas, Brush, Cameras, and so on, refer to Figure 10-4. The tools in this toolbar of the Paint Effects window are used to create different effects by using the paint strokes. To invoke a paint stroke brush, choose the Get brush tool from the toolbar, refer to Figure 10-4; the Content Browser window will be displayed. Choose the required paint brush stroke from the Content Browser window and then paint the stroke in the Paint Effects window. You can also edit the attributes of the selected paint brush stroke by using the options in this window. To do so, select the paint stroke from the Content Browser window and choose the Edit template brush tool from the toolbar of the Paint Effects window; the Paint Effects Brush Settings window will be displayed. Alternatively, press CTRL+B to invoke the Paint Effects Brush Settings window, as shown in Figure 10-5. Some of the basic options of this window are discussed next.

The options in the Brush Type drop-down list are used to select the type of brush you want to use. The shape used by the brushes is defined by the brush attributes. The Paint brush type applies the paint to stroke path according to the brush attributes you have set. The Smear brush type distorts the stroke (paint) already applied to the canvas or scene. If you have enabled fake shadows from the Shadow Effects area of the Paint Effects Brush Settings window, the shadows will smear as well. The Blur brush type is used to soften the paint already applied to the canvas. The Erase brush type removes the paint from the canvas, revealing the color of the canvas. The ThinLine brush type allows large numbers of brush stroke quickly than the Paint brush type. The Mesh brush type is used to create accurate conical geometry with textures that correctly map on the surface.
The Global Scale attribute is used to change the value of the brush attributes by a common factor so that you can paint the same stroke in different sizes. When you specify a value for this attribute, the paint effect is scaled uniformly by this value. The default value of this option is 1. Figures 10-6 and 10-7 show an object created by specifying two different values for the Global Scale attribute.


Generally, a rendered image consists of three channels: red, green, and blue. These channels represent amount of red, green, and blue colors in the image. Some images may also contain some additional channels such as alpha, mask, and depth. The depth channel is also referred to as Z depth or Z buffer channel. These additional channels are used extensively when artwork is composited in a compositing software such as Fusion or Nuke. By default, paint effects contain three color channels (RGB) and an alpha channel. The attributes in the Channels area are used to specify the depth, color, and alpha settings. In the Paint Effects Brush Settings window, click on the arrow on the left of the Channels area to expand it, if not already expanded. On doing so, the Depth, Modify Depth, Modify Color, and Modify Alpha check boxes will be displayed. Select the Depth check box to create a depth channel. You will notice that brush strokes in the scene appear more natural and realistic. Select the Modify Depth check box to paint the depth channel. Select the Modify Color and Modify Alpha check boxes to paint the color and alpha channels, respectively.
The attributes in the Brush Profile area are used to set the brush settings. On expanding this area, various options will be displayed, as shown in Figure 10-8. Some of these options are discussed next.

The Brush Width attribute is used to define the width of the brush. The brush width is defined by the outline of the paint effect generated. Enter a value in the Brush Width edit box or move the slider on its right to set the value of the brush width.
The Softness attribute is used to define the blurriness on the edges of the stroke path. Higher the softness value, higher will be the blurriness of the edge. Refer to Figures 10-9 and 10-10 for variations in the Softness value.

These attributes are used to flatten the paint strokes along the stroke path or to flat each tube at its base and tip. If you are drawing simple strokes, the Flatness 1 option defines the flatness of the paint strokes along the stroke paths. However, if you are drawing tubes, the Flatness 1 and Flatness 2 defines the flatness of each tube at its base and tip. Figures 10-11 and 10-12 show the paint strokes created by using different values of flatness.

When you draw strokes on the canvas, the paint is applied to strokes in overlapping stamps. If a stroke has no tube, the stamps will be applied along the stroke path. However, if a stroke has tubes, the stamps will be applied along the tube path. The Stamp Density attribute defines the number of stamps to be applied along the path. The Stamp Density attribute is related to the Brush Width attribute. For example, if you specify a value of 3 for the Brush Width attribute and a value of 6 to the Stamp Density option, there will be 8 stamps in every 3 units of path.
Select this check box if you are using a toon shader. This option reduces the stamp size if foreground objects are overlapping the stamp.
Select the Edge Clip check box to render 3D strokes as flat 2D strokes. It gives an illusion as if the strokes are directly painted on the texture of a surface. The Edge Clip Depth option controls the distance between the surface and a point beyond which the stroke will become visible.
The attributes in the Twist area are used to twist tubes around their own axis as they grow. When you expand the Twist area, some more attributes will be displayed, as shown in Figure 10-13. These options are discussed next.

When this check box is selected, the flat sides of tubes and textures always face the camera.
The Twist attribute defines the initial value of the twist. This attribute is affected by the Flatness 1 and Flatness 2 options. Twist is noticeable in the strokes only if the value of the Flatness 1 and Flatness 2 options is greater than 0.
This attribute controls the strength of twist along the length of the strokes. Twist will be only noticeable in the strokes if the value of the Flatness 1 and Flatness 2 options is greater than 0. Figure 10-14 shows the paint stroke with Tube Rate value set to 0 and Figure 10-15 shows the paint stroke with Tube Rate value set to 3.

This attribute is used to define the randomness applied to the twist.
The attributes in the Mesh area are used to define the mesh brush. On expanding this area, the Mesh area will be displayed, as shown in Figure 10-16. The options in this area are discussed next.

This attribute is used to define the number of points in the circle which are swept along the tube.
This attribute is used to set the number of cross-sections per segment of the paint stroke.
This check box is used to cull away the facing triangles of the paint strokes.
This check box is used to light up each pixel opposite to the vertices in the paint strokes.
This check box is used to add end cap geometry to tubes.
When this check box is selected, the lighting of the object is affected and the edges around tubes appear hard.
The attributes in the Thorns on Mesh area are used to add branch thorns on a mesh object. By default, the attributes in this area are inactive. To activate them, select the Mesh brush type from the Brush Type drop-down list and then expand the Thorns on Mesh area. Next, choose the Branch Thorns check box to activate the remaining options, refer to Figure 10-17.

Note that the thorns are not visible in the viewport. They are visible only at the time of rendering. Figures 10-18 and 10-19 show the paint strokes before and after using the options of the Thorns on Mesh area. You can modify the values of density, elevation, length, base width, tip width, specular, and so on for thorns in this area to get the desired result.

The attributes in the Shading area are used to define the shading of the brush strokes. These options will be displayed on expanding this area, as shown in Figure 10-20, and are discussed next.

Set the Color 1 attribute to specify the basic color of the paint stroke.
The Incandescence 1 attribute is used to self-illuminate the paint stroke. If you have drawn simple strokes, this attribute controls the glow of the strokes. However, if you have drawn strokes with tubes, this attribute controls the glow of roots of tubes.
The Transparency 1 attribute defines the opacity of the paint stroke. If you have drawn simple strokes, this attribute controls the opacity of the strokes. However, if you have drawn strokes with tubes, this attribute controls opacity of the roots of tubes.
The Blur Intensity attribute is used to apply blurriness to the brush. This attribute will be available only if Brush Type is set to Blur.
By default, the Edge Antialias check box is selected. As a result, the edges appear smooth. If you want rough edges, deselect this check box.
The attributes in this area are used to change the appearance of the brush strokes by using the lighting, refer to Figure 10-21.

Select the Illuminated check box to affect the appearance of the stroke. If you clear this check box, no shaded areas or specularity will be visible on the paint strokes even if there are lights in the scene. The Real Lights check box will be active only, if you have selected the Illuminated check box. When the Real Lights check box is selected, the lights in the scene determine the position of shading and specular highlights. If this check box is not selected, a directional paint effects light will be used. You can define its direction by using the Light Direction attribute but you cannot change any other attribute of the directional light. Figures 10-22 and 10-23 show an object before and after using the options of the Illumination area.

The attributes in the Shadow Effects area are used to apply shadow effect to brush strokes. To apply this effect to brush strokes, expand the Shadow Effects area, refer to Figure 10-24,

and then adjust the attributes as required to assign the shadow effect to the brush strokes. Some of the attributes in the Shadow Effects area are explained next.
The options in the Fake Shadow drop-down list are used to create fake shadows for the brush strokes. It has three options: None, 2D Offset, and 3D Cast. The 2D Offset option is used to create a drop shadow like effect. The 3D Cast option is used to create a flat surface below the stroke and then to cast shadow on that imaginary surface.
The Shadow Diffusion attribute is used to control the softness of fake shadows in a scene, refer to Figures 10-25 and 10-26.

The Shadow Offset attribute is used to control the distance between the shadow and the casting stroke. This attribute is inactive by default. To activate this attribute, select 2D Offset from the Fake Shadow drop-down list. Next, set the offset distance in the Shadow Offset edit box or move the slider on its right as required. Figures 10-27 and 10-28 show an object with different shadow offset values.

The Shadow Transp attribute is used to specify the value of transparency of the shadow of the paint stroke. Higher the transparency value, lighter will be the shadow effect and vice versa. Figures 10-29 and 10-30 show an object with different values of the Shadow Transp attribute.

The attributes in the Glow area used to add standard glow to paint strokes, refer to Figure 10-31.

The Glow attribute defines the brightness of the glow. Higher the value of the Glow option, more will be the glow, as shown in Figures 10-32 and 10-33.

The Glow Color attribute defines the color of the standard glow. There will be no glow if you set the Glow Color attribute to black. The Glow Spread attribute controls the halo around the paint strokes. The Shader Glow attribute controls the brightness of the shader glow and is more realistic than the standard glow.
In this tutorial, you will create a desert scene, as shown in Figure 10-34, by using the paint strokes. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Download the texture file.
c. Create the ground for the desert scene.
d. Create a tree and cactus plants on the plane.
e. Create the camels in the scene.
f. Create the background of the scene.
g. Save and render the scene.
Create a new project folder with the name c10_tut1 at \Documents\maya2025 and then save the file with the name c10tut1, as discussed in Tutorial 1 of Chapter 2.
In this section, you need to download the texture file.
1. Download the c10_maya_2025_tut.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide
2. Extract the contents of the zip file to the Documents folder. Open Windows Explorer and then browse to \Documents\c10_maya_2025_tut. Next, copy sandbase.jpg, camel.png, and sky.jpg to \Documents\maya2025\c10_tut1\sourceimages.
In this section, you need to create the ground for the desert scene.
1. Maximize the top-Y viewport and choose Create > Objects > Polygon Primitives > Plane from the menubar. Set the parameters of the plane in the Channel Box / Layer Editor, as shown in Figure 10-35.

2. Make sure the Modeling menuset is selected from the Menuset drop-down list in the Status Line. Activate the persp viewport and choose Surfaces > Edit NURBS Surfaces > Sculpt Geometry Tool > Option Box from the menubar; the Tool Settings (Sculpt Geometry Tool) panel is displayed.
3. Choose the Pull button from the Sculpt Parameters area in the Tool Settings (Sculpt Geometry Tool) panel and then close the panel. Now, sculpt the plane in the persp viewport, refer to Figure 10-36.

4. Make sure the plane is selected and then choose Mesh > Remesh > Smooth from the menubar to smoothen the edges of the plane.
5. Press and hold the right mouse button on the plane and choose Assign Favorite Material > Lambert from the marking menu, as shown in Figure 10-37; the lambert2 shader is applied to the plane and the lambert2 tab is displayed in Attribute Editor.

6. In the lambert2 tab, choose the checker button corresponding to the Color attribute in the Common Material Attributes area; the Create Render Node window is displayed. Choose the File button from this window; the File Attributes area is displayed in the file1 tab of the Attribute Editor.
7. In the file1 tab, choose the folder icon on the right of the Image Name attribute; the Open dialog box is displayed. Next, select the sandbase.jpg file and then choose the Open button. Press 6 to view the texture in the viewport.
8. Select the plane and choose UV > Create > Automatic from the menubar. Next, right-click on the plane; a marking menu is displayed. Choose the Material Attributes option from the marking menu; the lambert2 tab is displayed in the Attribute Editor. In this tab, click on the arrow on the right side of Color. Next, choose the place2dTexture1 tab and enter 2 in the edit boxes corresponding to the Repeat UV attribute. After setting the values, the texture applied to the plane is shown in Figure 10-38.

In this section, you need to create a tree and a cactus plant on the plane by using paint strokes.
1. Choose Windows > Editors > Content Browser from the menubar; the Content Browser window is displayed. Choose the Paint Effects folder. Select the treeBare.mel paint stroke from the Trees folder, as shown in Figure 10-39. Next, close the Content Browser window. You can increase the size of the paint brush, as required.

2. In the persp viewport, paint the tree. Make sure the tree is selected in viewport. In the Attribute Editor, choose the treeBare1 tab and enter value 10 in the Global Scale spinner. Now, align the tree with the plane, refer to Figure 10-40.

3. Similarly, open the Content Browser window and then select cactus.mel from the Fun folder, as shown in Figure 10-41. Next, activate the top-Y viewport, paint the cactus plant at different positions on the plane, and then scale them to different sizes.

Activate the persp viewport to view the scene properly after creating cactus plants using the cactus.mel paint stroke, refer to Figure 10-42.

Note
The size of the cactus plant should be proportional to the size of the tree.
In this section, you need to create two planes and assign the alpha map of the camels to the plane.
1. Activate the front-Z viewport. Choose Create > Objects > Polygon Primitives > Plane from the menubar.
2. In the Channel Box / Layer Editor, enter 90 in Rotate X. Next, set the parameters of the plane in the INPUTS area, as shown in Figure 10-43.

3. Maximize the persp viewport. Make sure the plane is selected and then press and hold the right mouse button on it; a marking menu is displayed. Choose Assign Favorite Material > Lambert from the marking menu; the lambert shader is applied to the plane and the lambert3 tab is displayed in the Attribute Editor.
4. In the Common Material Attributes area of the lambert3 tab, choose the checker box corresponding to the Color attribute; the Create Render Node window is displayed. Next, choose the File button from this window; the file2 tab is displayed in the Attribute Editor.
5. In the file2 tab of the File Attributes area, choose the folder icon available to the Image Name attribute; the Open dialog box is displayed. Next, select the camel.png and then choose the Open button; the image is applied to the plane.
6. Make sure the persp viewport is activated. Align the plane in the scene, as shown in Figure 10-44.

7. Now, select the plane and choose Edit > Duplicate > Duplicate from the menubar to create a copy of the plane. Align the duplicated plane in the scene, refer to Figure 10-45.

In this section, you need to create the background of the scene.
1. In the Outliner window select the persp camera; the perspShape tab is displayed in the Attribute Editor.
2. In the perspShape tab, expand the Environment area, as shown in Figure 10-46. Next, choose the Create button on the right of the Image Plane attribute; the imagePlaneShape1 tab is displayed in the Attribute Editor.

3. In the Image Plane Attributes area of the imagePlaneShape1 tab, choose the folder icon on the right of the Image Name attribute, refer to Figure 10-47; the Open dialog box is displayed. Next, select the sky.jpg file and then choose the Open button.

4. In the Placement area, select Horizontal from the Fit drop-down list. Next, add lights to the scene, as required.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c10_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. Maximize the persp viewport if not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software in the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene, refer to Figure 10-48.

In this tutorial, you will create a street scene, as shown in Figure 10-49, by using the paint effects. (Expected time: 20 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Download the texture file.
c. Create a road for the street scene.
d. Create buildings.
e. Create clouds.
f. Create lights.
g. Save and render the scene.
Create a new project folder with the name c10_tut2 at \Documents\maya2025 and then save the file with the name c10tut2, as discussed in Tutorial 2 of Chapter 2.
In this section, you need to download the texture file.
1. Download the c10_maya_2025_tut.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
2. Extract the contents of the zip file to the Documents folder. Open Windows Explorer and then browse to \Documents\c10_maya_2025_tut. Next, copy roadtexture.jpg to \Documents\maya2025\c10_tut2\sourceimages.
In this section, you need to create a road for the street scene by using polygon primitives.
1. Maximize the top-y viewport and choose Create > Objects > Polygon Primitives > Plane from the menubar: the plane is created in the Viewport.
2. In Channel Box / Layer Editor, set the parameters of polyPlane1 in the INPUTS area, as shown in Figure 10-50.

3. Choose Windows > Editors > Rendering Editors > Hypershade from the menubar; the Hypershade window is displayed. Choose Maya > Lambert from the Create area of this window; the lambert2 shader is created in the Work Area of the Hypershade window.
4. Press and hold CTRL and double-click on the lambert2 shader; the Rename node window is displayed. Enter road in the Enter new name text box and choose the OK button; the shader is renamed to road.
5. Select the plane in the viewport and then press and hold the right mouse button over the plane; a marking menu is displayed. Next, choose Assign Existing Material > road from the marking menu; the road shader is applied to the plane.
6. Click on the road shader in the Hypershade window; the road tab is displayed in Property Editor. In this tab, choose the checker button corresponding to the Color attribute in the Common Material Properties area of the Property Editor, refer to Figure 10-51;

the Create Render Node window is displayed. Choose the File button from this window; the File Attributes area is displayed in the file1 tab of the Property Editor.
7. Choose the folder icon available on the right of the Image Name attribute from the File Attributes area, refer to Figure 10-52; the Open dialog box is displayed. Next, select the roadtexture.jpg and then choose the Open button; the texture is applied to the road. Now, close the Hypershade window.

8. Switch to the top-Y viewport and press 6 to view the texture applied to the road. Make sure the plane is selected and then, choose UV > Create > Planar > Option Box from the menubar to open the Planar Mapping Options window. In this window, select the Camera option associated with the Project from attribute. Now, choose the Project button to enable planar projection on the plane.
9. Switch to the persp viewport and then press 6 to view the texture applied to the road. In the UV Coordinates area of Attribute Editor > file1 tab, choose the input button
located at the right side of the Uv Coord; the properties of the coordinates are displayed.
10. In the 2d Texture Placement Attributes area, make sure 1 is entered in the Repeat UV edit box. The plane after applying texture is shown in Figure 10-53.

11. Choose Create > Objects > Polygon Primitives > Cube from the menubar. In Channel Box / Layer Editor, set the parameters of polyCube1 in the INPUTS area, as shown in Figure 10-54. Next, duplicate pCube1 and align both the cubes with the road to get a base for the street using the Move Tool, refer to Figure 10-55.

In this section, you will create buildings by using the paint strokes.
1. Select the Modeling menuset from the Menuset dropdown list in the Status Line. Choose Windows > Editors > Content Browser from the menubar; the Content Browser window is displayed. Choose the Paint Effects node, if it is not already chosen and then select the cityMesh folder in the left pane of the Content Browser window; the corresponding paint strokes are displayed in the right pane of the Content Browser window. Choose the chicagoTower.mel paint stroke from the Content Browser window, as shown in Figure 10-56. Next, close the Content Browser window.

Note
You can adjust the attributes of the building paint stroke to get different results. Try using different cityMesh paint strokes from the Content Browser window to create different types of buildings.
2. Make sure the Maya Classic is selected in the Workspace. Next, choose Generate > Template Brush Settings from menubar; the Paint Effects Brush Settings window is displayed, as shown in Figure 10-57. Make sure the value 1 is set in the Global Scale edit box of this window to set the brush stroke. Close the Paint Effects Brush Settings window.
3. Maximize the top-Y viewport and press 6 to switch to the texture mode. Next, press the left mouse button and drag the cursor; buildings are displayed in the viewport, refer to Figure 10-58.

4. Make sure all building paint strokes are selected in the viewport. Choose Edit > Duplicate > Duplicate Special > Option Box from the menubar; the Duplicate Special Options window is displayed, as shown in Figure 10-59. In this window, enter 17 in the x edit box corresponding to the Translate attribute and then choose the Duplicate Special button; a duplicate of the building paint stroke is created and aligned to the opposite side of the plane. You might need to adjust the transformation value along the X-axis to align the building stroke.

5. Maximize the persp viewport. Figure 10-60 shows the building paint stroke created and aligned to the opposite side of the plane.

In this section, you need to create clouds in the scene by using the paint strokes.
1. In the Outliner window, select the persp camera; various tabs in Attribute Editor are displayed.
2. Make sure the perspShape tab is chosen in the Attribute Editor and then expand the Environment area in it, refer to Figure 10-61.

Next, click on the Background Color swatch in this tab; the Color History palette is displayed. Make sure the HSV option is selected in the drop-down list in the Color History palette. Now, enter the HSV values in the Color History palette, as shown in Figure 10-62.

3. Maximize the top-Y viewport and choose Windows >Editors> Content Browser from the menubar; the Content Browser window is displayed. In the Paint Effects node of the Content Browser window, select the cumulusPurple.mel cloud type from the Clouds node.
Next, in the top-Y viewport, press and hold the B key along with the left mouse button and then drag the cursor to the left or right to increase the brush size. Now, paint the cloud in the top-Y viewport, refer to Figure 10-63.

4. In the Channel Box / Layer Editor, enter 15 in the Translate Y and -90 in the Rotate X edit boxes, respectively. Next, enter 100 in the Global Scale edit box in the INPUTS area of the cumulusPurple1 in the Channel Box / Layer Editor.
5. Maximize the persp viewport and manually align the clouds paint stroke behind the buildings using Move Tool, refer to Figure 10-64.

6. Choose the Render the current frame button from the Status Line to render the scene in the Maya Software renderer.
Note
You can create more instances of the clouds as per your requirement.
In this section, you need to create lights to illuminate the scene.
1. Choose Create > Objects > Lights > Ambient Light from the menubar; the ambient light is created. Set the parameters of the light in the Channel Box / Layer Editor, as shown in Figure 10-65.

In this section, you will save the scene that you have created and then render it. You can view the final rendered image of the scene by downloading the c10_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar.
2. Choose Create > Objects > Cameras > Camera and Aim from the menubar; the camera is created in the viewport. Invoke the Outliner window and expand camera1_group. Next, select camera1_aim and enter values in the Channel Box / Layer Editor for setting the aim of the camera, as shown in Figure 10-66.
3. Select camera1 from the Outliner window. Enter values in the Channel Box / Layer Editor for setting the camera position, as shown in Figure 10-67. Next, close the Outliner window.

4. In the Attribute Editor, make sure the cameraShape1 tab is chosen. In the Environment area of this tab, choose the Background Color swatch; the Color History palette is displayed. In this palette, enter 1 in the V edit box.
5. Choose Panels > Perspective > camera1 from the Panel menu; the scene view through the camera is displayed.
6. Maximize the persp viewport if not already maximized. Choose the Display render setting button from the Status Line; the Render Settings window is displayed. In this window, select Maya Software in the Render Using drop-down list and then close the window. Choose the Render the current frame button from the Status Line to render the scene, refer to Figure 10-68.

Answer the following questions and then compare them to those given at the end of this chapter:
1. Which of the following attributes is used to adjust the density of a paint stroke?
(a) Stamp Density (b) Flatness
(c) Twist (d) Brush Density
2. Which of the following attributes is used to control the distance between the shadow and the casting stroke?
(a) Shadow Offset (b) Shadow Diffusion
(c) Shadow Transparency (d) None of these
3. The ___________ attribute is used to define softness on the edges of stroke path.
4. The ___________ window comprises preloaded animation clips, brushes, shader libraries, or texture libraries.
5. The ___________ attribute is used to set the profile of the brush preset.
6. The ___________ attribute is used to twist paint strokes about their own axes.
7. The Glow attribute is used to add shadow to paint strokes. (T/F)
8. The Global Scale attribute is used to set the size of the brush. (T/F)
9. The Twist attribute is used to set the profile for the brush preset. (T/F)
10. The Thorns on Mesh attribute is used to apply a glow effect to a mesh object. (T/F)
Answer the following questions:
1. Which of the following attributes is used to control the softness of the shadow?
(a) Shadow Diffusion (b) Shadow Offset
(c) Shadow Transparency (d) None of these
2. There are __________ Brush Types in the Paint Effects Brush Settings window.
3. The attributes in the __________ area are used to affect the appearance of brush strokes by using the lighting.
4. The Flatness 2 attribute is used to define the flatness of a paint stroke at the base and the tip. (T/F)
5. The Brush Profile attribute is used to set the size of a brush. (T/F)
The rendered output of the models used in the following exercises can be accessed by downloading the c10_maya_2025_exr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Extract the contents of c10_maya_2025_exr.zip and then open c10_exr01_start.mb. Now, use paint strokes to create an underwater scene around the ant model, as shown in Figure 10-69. (Expected time: 30 min)
Create the model of a hut, as shown in Figure 10-70. Next, apply texture to it and create a tree on its left side by using the Content Browser window, refer to Figure 10-70.(Expected time: 30 min)

Create the model of a flower pot, as shown in Figure 10-71. Next, apply texture to it and use the Content Browser window to create flowers in the flower pot. Render the scene to get the final output, as shown in Figure 10-72. (Expected time: 30 min)

Answers to Self-Evaluation Test
1. a, 2. a, 3. Softness, 4. Content Browser, 5. Brush Profile, 6. Twist, 7. F, 8. T, 9. F, 10. F
After completing this chapter, you will be able to:
• Use the Render Setup
• Understand the basic concepts of rendering
• Use Arnold and Maya Software renderers
• Use Maya Hardware and Maya Vector renderers
Rendering is the process of generating a 2-dimensional image from a 3-dimensional scene. It is considered as the final stage in 3D production. Rendering helps in visualizing the lighting effects, materials applied, background, and other settings that you set for the scene. In Maya, you can create render layers and render the single layer or multiple layers using the Render Layer Editor.
The Render Setup window is used to create, edit, and delete layers. It is also used to control the layer bends, collections, and overrides. To open the Render Setup window, refer to Figure 11-1,

choose the Launch Render Setup button from the Status Line; the Render Setup window will be displayed. The Render Setup window is divided into two tabs: Render Setup and Property Editor-Render Setup. The Render Setup tab allows you to create layers, collections, and overrides whereas the Property Editor-Render Setup tab allows you to set corresponding values.

In Maya, different types of renderers are used to get the final output of a scene. Some of the most common renderers are discussed next.
The Maya Software renderer is an advanced, multi-threaded renderer that produces high quality images. This renderer is used to produce effects such as advanced shadows and reflections. It also supports most of the entities in Maya such as particles, fluid effects, and paint effects.
The Maya Software renderer has an advanced feature called IPR which stands for Interactive Photorealistic Rendering. It is used to preview and make interactive adjustments in the rendered image. It creates a special image file that not only stores the pixel information of an image, but also the data of the surface normals, materials, and objects associated with each of these pixels. Maya updates this information in the Render View window as you make changes to the shades or lighting of the scene.
The Maya Hardware renderer is an efficient renderer and it can render depth map shadows. It uses graphic buffers and memory of the computer to generate renders. It also has limitations as it does not render ray trace shadows, reflections, or post-process effects like glow. Particles are rendered using the Maya Hardware 2.0 renderer for the alpha information. If you are rendering a scene for the first time using the Maya Hardware 2.0 renderer, it may take more time. It is so because the scene is first converted into a data structure, and then it will be calculated by the graphic division of the CPU. The Maya Hardware 2.0 renderer uses the same tessellation settings that are used in the Maya Software renderer. Various settings of the Maya Hardware 2.0 renderer are discussed next.
The Maya Hardware Renderer Settings
Choose Windows > Editors > Rendering Editors > Render Settings from the menubar; the Render Settings window will be displayed. Select Maya Hardware 2.0 from the Render Using drop-down list. Next, choose the Maya Hardware 2.0 tab from the Render Settings window; the hardware render settings will be displayed, as shown in Figure 11-2.

Arnold is the default renderer in Maya 2025. Arnold is a cross-platform rendering solution developed by Solid Angle. It includes new post-processing nodes. It also controls lighting effects using light mixer. This renderer also has tools for denoising each other. It is used by prominent studios in the animation, broadcast, and gaming industries across the globe.
The Arnold renderer takes a different approach than the renderers that use biased algorithms such as photon mapping or final gather. Such algorithms cache the data and then re-sample it later. In the process, they take large amount of memory and introduce artifacts such as sampling artifacts. Arnold is an unbiased rendering engine and uses a physically-based Monte Carlo ray/path tracing algorithm. It does not use any caching algorithm and thus produces clear and photo-realistic renders.
In Maya, the Arnold renderer is included by default with the help of mtoa.mll plugin. If it is not available by default, then choose Windows > Editors > Setting/Preferences > Plug-in Manager from the menubar; the Plug-in Manager window will be displayed. In this window, select the Loaded and Auto Load check boxes corresponding to the mtoa.mll option and then choose the Close button. As a result, the renderer will be added.
You can use regular Maya lights with Arnold. However, the Ambient and Volume lights are not supported by Arnold. You can create Maya lights from the Create menu as well as from the Arnold menu, refer to Figure 11-3. Arnold also has its own custom lights. Both type of lights are discussed next.

Setup a scene and then choose Create > Objects > Lights > Point Light from the menubar; a point light will be created in the viewport. Adjust the position of the light, refer to Figure 11-4. If you render the scene, you will see darker output because of the fall of type of the light which is set to quadratic by default. You will know about the decay type later in this section.

You can use Arnold RenderView to view the render of the scene. To open it, choose Render from the Arnold menu. When you create a light in Maya, the Arnold area appears in the Attribute Editor, refer to Figure 11-5.

Using the options from this area, you can change Arnold specific attributes of the light. The common light attributes are discussed next.
When you select this check box, the Temperature attribute gets enabled. You can use this attribute to specify the temperature of the light in Kelvins. By default, this attribute is set to 6500K which is considered as white point. Values greater than 6500K will produce cool colors whereas values less than 6500K will produce warm colors. When you use the temperature for the light, Arnold will override the default color of the light.
The value of the Exposure attribute behaves like a f-stop value. This value is multiplied with the value of the Intensity attribute which is available in the Point Light Attributes area of the Attribute Editor. The total intensity of the light is calculated using the following formula:
color * intensity * 2exposure
For example, if you set value of the Intensity attribute to 1 and value of the Exposure attribute to 4, the total intensity of the light will be 16. If you are not comfortable with the Exposure settings, you can use the Intensity attribute to set the total intensity of the lights. In other words, Intensity=1, and Exposure = 4 is same as Intensity = 16.

Figure 11-6 shows the render with the values of the Intensity and Exposure set to 3 and 5, respectively. Figure 11-7 shows the render with the values of the Intensity and Exposure set to 3 and 7, respectively.

This attribute controls the quality of noise in the soft shadows and the direct specular highlights. The higher the number of samples, lower the noise will be and longer Arnold will take to render them.
This attribute controls the area of the spherical surface of the light. If the value of the Radius attribute is 0, light will behave like a true point light otherwise light source will behave like a spherical light source of the specified radius. Figure 11-8 shows the renders with the values of the Radius attribute set to 0 and 5. Higher the value you specify for this attribute, more diffused the shadows will be.

Select this check box to change the softness of the shadows by increasing the size of the light. When enabled, changing size of the light does not affect the amount of light being emitted.
Select this check box to compute shadows cast in the scene.
This attribute controls the strength of the shadows.
On selecting this check box, Arnold computes the volumetric samples.
This attribute is used to set the number of samples to integrate the in-scattering effect from the direct light.
These attributes are used for the per-light scaling of the Diffuse/Specular/SSS/Indirect and Volume components. By default, these attributes are set to 1 and to get accurate results retain default value 1 of these attributes.
This attribute controls the energy loss or gain at each ray bounce. For accurate results, you should leave it at its default value 1.
This attribute controls the number of times energy from the light will be allowed to bounce in the scene. If you set value of this attribute to 0, Arnold will disable the GI for the light. The default value for this attribute is 999. However, in practice you will need a much lower value.
AOV stands for Arbitrary Output Variables. AOVs are used to render any arbitrary shading network into different images. You can combine these images using any compositing package to produce the final output. AOVs allow you to fine tune the render of different elements of an image such as shadows, reflections, and so on.
Arnold has some built-in custom lights such as Area Light, Skydome Light, Mesh Light, Photometric Light, Light Portal, and Physical sky. You can create these lights from the Arnold menu. Commonly used lights are discussed next.
When you use the regular Maya area light, Arnold considers it as a rectangular or quad light source but when you use the Arnold’s Area Light, you have options for specifying another shape for the light source from the Light Shape drop-down list, refer to Figure 11-9.

Also, note that the Intensity and Exposure attributes appear together in the Attribute Editor.
When a shader is connected to an Area Light, Arnold calculates the importance tables for efficient sampling according to the luminance values of the textures. The resolution of the tables is controlled by the Resolution attribute. For best result, you should match attribute’s value with the resolution of the incoming image.
The Spread attribute controls the focus of the light in the direction along the normal. At a value of 1, light will be focussed like a laser beam.
You can use the Mesh Light to create light shapes which are not possible to create from regular shapes such as cylinder or rectangle. To create a mesh light, select a mesh in the viewport and then choose Arnold > Lights > Mesh Light from the menubar. To set the attributes of the light, choose the shape node of the mesh in the Attribute Editor and then expand the Arnold area. Make sure that the mesh_light option is selected from the Arnold Translator drop-down list.
This light is used to import and render real-world light distribution files, IES files. An IES file contains the measurement of the light intensity stored in an ASCII file. When you create a photometric light, you can import the file by clicking the folder icon corresponding to the Photometry File attribute from the Photometric Light Attributes area of the Attribute Editor.
The SkyDome is used to create a sphere or dome in the scene that simulates the skylight. This light is used for lighting exterior scenes with high dynamic range images (HDRI). After applying the SkyDome light, you can set the parameters in the Render Settings window as per your requirement..
To create any type of material from wood to plastic, from chrome to aluminium, and so on, you can use Arnold’s Standard Shader. It is also known as Ai Standard Surface. Once you apply the shader to a mesh, you can control attributes from the Attribute Editor. This shader has large number of controls which are grouped under different areas in the Attribute Editor. The commonly used areas are discussed next.
The Color attribute is used to set the brightness of the surface when lit directly by a white light source. It defines the percentage of each component of the spectrum which is not absorbed by the surface. The Weight attribute defines the weight of the diffuse component. The Roughness attribute controls the roughness of the surface. Higher values are suitable for creating material like plaster or sand. The Metalness attribute controls the metallic effect to create the metallic surface. Higher values are suitable for creating material like metal.
The attributes in this area are used to control the direct and indirect reflections. You can also make the reflections blurry. The Color control defines the color of the reflection. You can use this attribute to tint the reflections. The Weight attribute controls the brightness of the specular highlights. The Roughness attribute controls the glossiness of the specular highlights. The Anisotropy attribute reflects and transmits light in a direction that causes the surface to look shiny or rough in a certain direction. The Rotation attribute controls the orientation of the anisotropic highlights. The IOR attribute defines the index of refraction of the medium.
The Weight parameter controls the amount of light that will scatter through the surface. This is useful in creating materials like glass and water. The Color attribute defines the color of the glass. The longer light penetrates the mesh, darker the color will be. The Depth attribute controls the depth upto which the transmission takes place. The Scatter attribute defines the scattering effect. The Scatter Anisotropy attribute controls the anisotropy of the scattering. The Dispersion Abbe attribute specifies the Abbe number of the material. This attribute is suitable for creating surfaces like diamond. The Extra Roughness attribute adds additional blurriness to the surface.
The Bump Mapping attribute in the Geometry area allows you to connect a shader to it. The shader affects the normals of the surface to create the bump effect.
The attributes in this area allow you to create self-illuminating surfaces. The Color attribute defines the emitted light color. The Weight attribute defines the amount of emitted light on the surface.
The attributes in this group allow you to create cutouts by rendering the alpha as 0. Select the Enable Matte check box to enable the matte effect. The Matte Color attribute defines the color of the matte and the Matte Opacity attribute defines the opacity of the cutout.
Tutorials
In this tutorial, you will render the model of a glass using the Arnold renderer to get the final output, as shown in Figure 11-10. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Download and open the file.
c. Add light to the scene.
d. Apply textures to objects.
f. Save the scene.
Create a new project folder with the name c11_tut1 at \Documents\maya2025, as discussed in Tutorial 1 of Chapter 2.
In this section, you need to download and open the file.
1. Download the c11_maya_2025_tut.zip from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Next, extract the contents of the zip file to the Documents folder.
2. Choose File > Open Scene from the menubar; the Open dialog box is displayed. In this dialog box, browse to \Documents\c11_maya_2025_tut and select c11_tut1_start.mb file in it. Choose the Open button; the file opens, refer to Figure 11-11.

3. Now, choose File > Save Scene As from the menubar; the Save As dialog box is displayed. As the project folder is already set, the path \Documents\maya2025\c11_tut1\scenes is displayed in the Look In drop-down list. Save the file with the name c11tut1.mb.
In this section, you will add lights to the scene.
1. Choose Create > Objects > Light > Point Light from the menubar; a point light is added to the scene. Now, place the light above and in the front of the geometries in the scene and align them properly, refer to Figure 11-12.

2. Render the scene; you will notice dark render. In the Attribute Editor > Point Light Attributes area, enter 2 in the Intensity edit box.
Now, you need to adjust the exposure settings.
3. In the Attribute Editor > pointLightShape1 > Arnold area, enter 10, 15, and 2.5 in the Exposure, Samples, and Radius edit boxes, respectively. Enter 0.774 in the Shadow Density edit box. Render the scene, as shown in Figure 11-13.
In this section, you will apply textures to the objects in the scene.
1. Choose Windows > Editors > Rendering Editors > Hypershade from the menubar; the Hypershade window is displayed. Choose the Lambert shader from the Create panel; the lambert# shader is created in the Browser panel. Press the CTRL key and double-click on the lambert# shader in the Browser panel; the Rename node window is displayed. In this window, enter box in the Enter new name edit box and choose the OK button; the lambert2 shader is renamed to box.
2. Select box in the viewport. Now, press and hold the right mouse button on the box shader in the Browser panel; a marking menu is displayed. Choose Assign Material To Viewport Selection from the marking menu; the selected shader is applied to the box.
3. Click on the box shader in the Hypershade window; the box tab is displayed in the Property Editor. In the Common Material Properties area of the box tab, set the color of the Color attribute to white by moving the slider to the right.
4. Choose the Phong shader from the Create panel in the Hypershade window; the phong# shader is created in the Browser panel. Rename the phong# shader to glass, as discussed earlier. Select the glass from the viewport and press and hold the right mouse button on the glass shader in the Hypershade window; a marking menu is displayed. Choose Assign Material To Viewport Selection from the marking menu; the glass shader is applied to the glass.
5. Click on the glass shader in the Browser panel; the glass tab is displayed in the Property Editor. In the Common Material Properties area of the glass tab, set the color of the Color attribute to black by dragging the slider toward left; the color of the glass in the viewport changes to black. Next, click on the Transparency color swatch; the Color History palette is displayed. Specify the HSV values in the palette as given below:
H: 60 S: 0.0 V: 0.734
6. Enter 0.1 in the Diffuse edit box in the Common Material Attributes area of the glass tab.
7. In the Specular Shading area, set the value of Cosine Power to 25 and Specular Color to white. Set the Reflectivity value to 0.2.
8. In the glass tab of the Attribute Editor, make sure the Ray Trace Options area is expanded. In this area, select the Refractions check box to switch on the refractions. Next, set the value of Refractive Index to 1.520, Refraction Limit to 10, Light Absorbance to 2.662, and Surface Thickness to 0.065. Make sure that the glass geometry is selected in a viewport and then in the Arnold area of the Attribute Editor, clear the Opaque check box. Choose Render the current frame button from the Status Line to render the scene, refer to Figure 11-14.

Next, you need to increase the ray depth limit in the render settings.
9. Choose the Display render settings tool from the Status line to open the Render Settings window. In this window, select Arnold Renderer from the Render Using drop-down list. Next, choose the Arnold Renderer tab. In the Sampling area of this tab, enter 4, 3, 3, and 8 in the Camera (AA), Diffuse, Specular, and Transmission edit boxes, respectively. In the Ray Depth area, enter 8 and 18 in the Transmission and Transparency depth edit boxes, respectively.
10. Choose the Phong shader from the Create panel in the Hypershade window; the phong2 shader is created in the Browser panel. Rename the phong2 shader to water, as discussed earlier.
11. Make sure the glass is selected in the viewport. In the Channel Box / Layer Editor, choose the Create a new layer button from the Display tab to create a new layer (layer1). Next, right-click on the layer1 and choose the Add Selected Objects option from the shortcut menu displayed. Double-click on layer1; the Edit Layer window is displayed. Rename the layer as glass1 and choose the Save button to close it. Similarly, create a new layer for water mesh and rename it as water1. Next, hide the glass by choosing the V button corresponding to the glass1 layer in the Channel Box / Layer Editor, as shown in Figure 11-15; only the water mesh is displayed in the viewport, as shown in Figure 11-16.

12. Select the water mesh in the viewport and then clear the Opaque check box in the Arnold area of the Attribute Editor. Next, select the water shader from the Browser panel of the Hypershade window and then press and hold the right mouse button over it; a marking menu is displayed. Choose the Assign Material To Selection option from the marking menu; the water shader is applied to the water mesh.
13. Click on the water shader in the Hypershade window; the Property Editor is displayed with the water tab chosen. In the Common Material Properties area of this tab, set the color in the Color attribute to black. Next, click on the Transparency color swatch; the Color History palette is displayed. Set the HSV values in the Color History palette as follows:
H: 202 S: 0.5 V: 0.4
Make sure the Diffuse value is set to 0.8 to adjust the brightness level of the glass.
14. In the Specular Shading area in the Property Editor, enter 25 in the Cosine Power edit box and set the color in the Specular Color attribute to white. Also, set the Reflectivity value to 0.2 and Reflected Color to white.
15. In the Ray Trace Options area in the Attribute Editor, select the Refractions check box. Next, set Refractive Index to 1.33 and make sure 6 is displayed in the Refraction Limit edit box.
16. Make the glass1 layer is visible in the Layer Editor, as discussed in the earlier steps. Choose the Render the current frame button from the Status Line to render the scene. Figure 11-17 shows the rendered glass and water after applying the raytrace attributes to it.

17. Open the Hypershade window and choose the Lambert shader from the Create panel; the lambert# shader is created in the Browser panel. Rename the lambert# shader to straw, as discussed earlier. Select straw from the viewport. Next, press and hold the right mouse button on the straw shader in the Browser panel of the Hypershade window; a marking menu is displayed. Choose Assign Material To Selection from the marking menu to apply the shader to the straw in the viewport.
18. Click on the straw shader in the Hypershade window; the Property Editor is displayed with the straw tab chosen. In the Common Material Properties area of this tab, click on the color swatch of the Color attribute; the Color History palette is displayed. Enter the following HSV values in the Color History palette:
H: 55 S: 0.2 V: 0.9
In this section, you need to save the scene that you have created.
1. Choose File > Save Scene from the menubar to save the scene.
In this tutorial, you will create a simple studio setup using Arnold lights, as shown in Figure 11-18. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Download and open the file.
c. Add lights to the scene.
d. Create material.
e. Save the scene.
Create a new project folder with the name c11_tut2 at \Documents\maya2025, as discussed in Tutorial 1 of Chapter 2.
In this section, you need to download and open the file.
1. Download the c11_maya_2025_tut.zip from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Next, extract the contents of the zip file into the Documents folder.
2. Choose File > Open Scene from the menubar; the Open dialog box is displayed. In this dialog box, browse to \Documents\c11_maya_2025_tut and select c11_tut2_start.mb file in it. Choose the Open button; the file opens.
3. Now, choose File > Save Scene As from the menubar; the Save As dialog box is displayed. As the project folder is already set, the path \Documents\maya2025\c11_tut2\scenes is displayed in the Look In drop-down list. Save the file with the name c11tut2.mb.
In this section, you will add Arnold lights to the scene.
1. Choose Arnold > Lights > Area Light from the menubar; an area light is added to the scene. Place the light at the left of the geometry, as shown in Figure 11-19. Render the scene; you will notice that the render is dark.
Next, you will adjust the light’s properties.

2. In the Attribute Editor > aiAreaLightShape1 > Arnold Area Light Attributes area, enter 4 and 8 in the Intensity and Exposure edit boxes, respectively. Render the scene. Now the render looks brighter, as shown in Figure 11-20.

3. Duplicate the light and place it on the right side of the geometry. Again, duplicate the light and place it at the top of the geometry, refer to Figure 11-21.

4. In the Attribute Editor > aiAreaLightShape1 > Arnold Area Light Attributes area, enter 3 in the Samples edit box. Repeat the process for the other two lights.
5. In the Attribute Editor > aiAreaLightShape1 > Arnold Area Light Attributes area, select the Use Color Temperature check box.
6. In the Attribute Editor > aiAreaLightShape2 > Arnold Area Light Attributes area, select the Use Color Temperature check box and then enter 4000 in the Temperature edit box. Render the scene; notice that the warm and cool temperatures are producing a nice studio light setup.
In this section, you will create a material for the scene using the Standard shader.
1. Right-click on the geometry in the scene and then choose Assign New Material from the shortcut menu; the Assign New Material window is displayed. In this window, choose Arnold > Shader > Surface > aiStandardSurface; the Standard shader is applied to the geometry.
2. In the Attribute Editor > aiStandardSurface1 tab, choose the Presets button; a flyout is displayed. Choose Brushed_Metal > Replace from the flyout to apply preset to the geometry. Render the scene; you will notice that there is some noise in the specular highlights, refer to Figure 11-22. The noise occurs because of low samples.

Next, you will adjust samples.
4. Choose Display render settings button on the Status Line; the Render Settings window is displayed. In the Sampling area of the Arnold Renderer tab, enter 3 and 4 in the Diffuse and Specular edit boxes, respectively. Render the scene.
In this section, you need to save the scene that you have created.
1. Choose File > Save Scene from the menubar to save the scene.
In this tutorial, you will first add the SkyDome light with HDRI image and then render the scene using the Arnold renderer to get the final output, as shown in Figure 11-23. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Download and open the file.
c. Add the SkyDome light.
d. Set the Arnold attributes.
e. Save the scene.
Create a new project folder with the name c11_tut3 at \Documents\maya2025, as discussed in Tutorial 1 of Chapter 2.
In this section, you need to download and open the file.
1. Download the c11_maya_2025_tut.zip from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Next, extract the contents of the zip file into the Documents folder.
2. Choose File > Open Scene from the menubar; the Open dialog box is displayed. In this dialog box, browse to \Documents\c11_maya_2025_tut and select c11_tut3_start.mb file in it. Choose the Open button; the file opens, refer to Figure 11-24.

3. Now, choose File > Save Scene As from the menubar; the Save As dialog box is displayed. As the project folder is already set, the path \Documents\maya2025\c11_tut3\scenes is displayed in the Look In drop-down list. Save the file with the name c11tut3.mb.
In this section, you will add SkyDome light to the scene.
1. Choose Arnold > Lights > SkyDome Light from the menubar; the SkyDome light is applied to the scene and also tabs related to the SkyDome light are added to the Attribute Editor, as shown in Figure 11-25.

Render the scene; you will notice that now the render is brighter as compared to previous state, as shown in Figure 11-26.

2. In the Attribute Editor > aiSkyDomeLightShape1 > SkyDomeLight Attributes area, click on the checker button corresponding to the Color attribute area; the Create Render Node window is displayed. Choose the File button from the Create Render Node window; the file1 shader tab is added to the Attribute Editor, refer to Figure 11-27.
3. Make sure the file1 tab is chosen in the Attribute Editor. In the File Attribute rollout, choose the browse button corresponding to the Image Name attribute; the Open dialog box is displayed. Choose the hdri image.jpeg from the dialog box and then choose the Open button; the image is applied to the SkyDome area in the viewport, as shown in Figure 11-28.

Now, render the scene; you will notice that the render is darker, as shown in Figure 11-29.

4. Select the aiSkyDomeLight1 from the OutLiner window. Alternatively, select the SkyDome light in the viewport; the aiSkyDomeLightShape1 tab is chosen in the Attribute Editor. In the Attribute Editor > aiAreaLightShape1 > SkyDomeLight Attributes area, enter 2 in the Intensity edit box. To set the car in the environment, hold the ALT key and then left-click and drag. Now, render the scene, as shown in Figure 11-30.

5. Choose Windows > Rendering Editors > Render Settings from the menubar; the Render Settings dialog box is displayed. In the Render Settings dialog box, choose the Arnold Renderer tab. Enter 7 in the Camera edit box. In the Sampling rollout, enter 4 in the Diffuse edit box and enter 3 in the Specular edit box. Next, select the Progressive Render check box. Now, choose the AOVs tab. Make sure the Arnold Denoiser rollout is expanded. Select the Output Denoising AOVs check box. Now, render the scene, refer to Figure 11-31.

6. In the Render View window, enter 0.66 in the Exposure edit box and 0.82 in the Gama edit box for getting the final rendered output, refer to Figure 11-32.

In this section, you need to save the scene that you have created.
1. Choose File > Save Scene from the menubar to save the scene.
Answer the following questions and then compare them to those given at the end of this chapter:
1. Which of the following lights is an Arnold light?
(a) Photometric Light (b) Mesh Light
(c) Area Light (d) All of these
2. Which of the following is Arnold’s Standard Shader?
(a) aiStandardSurface (b) aiStandard
(c) Ai Flat (d) None of these
3. The __________ attribute of the Arnold’s light controls the quality of noise in the soft shadows.
4. The __________ attribute of the Arnold’s light controls the area of the spherical surface of the light.
5. The value of the Exposure attribute is an f-stop value which multiplies the intensity of the light by 2. (T/F)
Answer the following questions:
1. Which of the following renderers does not use biased algorithms such as photon mapping?
(a) Maya Software renderer (b) Maya Hardware renderer
(c) Arnold renderer (d) None of these
2. The __________ renderer is used to create unrealistic images such as cartoons, tonal art, wireframe, and so on.
3. The __________ renderer uses the same tessellation settings that are used in the Maya Software renderer.
4. The Maya Vector renderer is based on the concept of the __________ technology.
5. The Render Setup window is used to create, edit, and delete layers. (T/F)
The rendered output of the scenes used in the following exercises can be accessed by downloading the c11_maya_2025_exr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Create a scene, as shown in Figure 11-33.

Apply textures to the scene and then render it using the Arnold renderer to get the output shown in Figure 11-34. (Expected time: 45 min)

Extract the contents of the c11_maya_2025_exr.zip file. Open c11_exr02_start.mb and then apply textures to it. Next, create a tree on its left using the Content Browser window, as shown in Figure 11-35.

Next, add lights and render the scene using the Arnold renderer to get the output shown in Figure 11-36. (Expected time: 30 min)

Answers to Self-Evaluation Test
1. d, 2. a, 3. Samples, 4. Radius, 5. T
• Create particles
• Create emitters
• Modify the render attributes of particles
• Collide particles
• Use Hardware Renderer
• Apply different types of fields and pre-defined effects
The particle system in Maya is used to create particle-based visual effects in a scene. In this chapter, you will learn to create different effects using particles. Moreover, you will learn about the concept of goal, which is used to control the flow of particles and create predefined particle effects in Maya. You will also learn about the tools used in particle systems.
Particles are points in 3D space that can be grouped together to create different effects. To create particles in 3D space, first select the FX menuset from the Menuset drop-down list in the Status Line. Next, choose nParticles > Legacy Particles > Particle Tool from the menubar and click in the viewport; a particle will be created in 3D space. By default, Maya creates one particle on a single click. You can change the default settings of Particle Tool using the options in the Tool Settings (Particle Tool) panel. The options in this panel are discussed next.
Tool Settings (Particle Tool) Panel
To invoke the Tool Settings (Particle Tool) panel, choose nParticles > Legacy Particles > Particle Tool > Option Box from the menubar; the Tool Settings (Particle Tool) panel will be displayed, refer to Figure 12-1. Some of the options in this panel are discussed next.

This attribute is used to specify the name of the particle system. Naming a particle system helps you identify the particle in the Outliner window. By default, the name particle1 is assigned to the particle system created.
The Conserve attribute is used to control the motion of particles.
The Number of particles attribute is used to specify the number of particles to be created in the viewport with a single click. The default value of this attribute is 1. If you specify a value greater than 1 for this attribute, the Maximum radius attribute below it will get activated. The Maximum radius attribute is used to specify a spherical region in which the specified number of particles will be randomly distributed.
Note
If you want to undo the last action performed in the viewport while creating the particles, press the BACKSPACE key. However, you can perform the undo operation till you have not pressed the ENTER key.
The Sketch particles check box is used to sketch a continuous stream of particles. It works similar to the pencil tool used in other 2D software applications. To create a stream of particles, select the Sketch particles check box, press and hold the left mouse button in the viewport and drag the mouse to create a particle stream. Press ENTER to create the complete particle system in the viewport. On selecting the Sketch particles check box, the Sketch interval edit box will be activated. Enter the value in this edit box to specify the spacing between the particles while sketching a continuous stream of particles. Higher the value specified in this edit box, more will be the distance between the particles.
The Create particle grid check box is used to create a grid of particles in the workspace. To create a grid of particles, select this check box and click once in the viewport; a particle is created as the first point of the grid. Next, click at a location that is diagonal to the first point and press ENTER; a grid of particles will be created. On selecting this check box, the Particle spacing attribute and the radio buttons in the Placement area will be activated. The Particle spacing attribute is used to specify the spacing between particles in the particle grid. In the Placement area, you can select the With cursor radio button to set the particle grid by using the cursor or select the With text fields radio button to set the grid coordinates manually.
Emitters are the objects that emit particles continuously. Emitters can be used to create various effects such as fireworks, smoke, fire, and so on. To create an emitter, choose nParticles > Legacy Particles > Create Emitter from the menubar; the emitter will be created in the viewport, as shown in Figure 12-2.

You can change the default settings of an emitter as required. To do so, choose nParticles > Legacy Particles > Create Emitter > Option Box from the menubar; the Emitter Options (Create) window will be displayed, as shown in Figure 12-3. Most commonly used attributes in this window are discussed next.

This attribute is used to specify the name of the emitter. Naming an emitter lets you identify the emitter in the Outliner window. By default, emitter1 is displayed as the name of the emitter created.
The options in this area are used to set the basic attributes of an emitter, as shown in Figure 12-4. Most commonly used attributes in the Basic Emitter Attributes area are discussed next.

The Emitter type drop-down list is used to select an emitter type. By default, the Omni emitter type is selected from the drop-down list. It is used to emit particles in all directions. Select the Directional emitter type from the drop-down list if you want the particles to be emitted only in a particular direction. Select the Volume emitter type to emit particles from a closed volume.
The Rate (particles/sec) attribute is used to set the average rate at which the particles will be emitted per second from an emitter. To set the value for this attribute, enter a value in the edit box or adjust the slider bar. The default value of this attribute is 100.
Select the Scale rate by object size check box if you want the particles to be emitted as per the size of the object. By default, this check box is inactive. To activate it, select the Volume emitter type from the Emitter type drop-down list. Larger the size of the object, more will be the particles emitted.
This check box is activated for NURBS surface emitters only. On selecting this check box, the Parent U and Parent V attributes are added to the particleShape tab in the Attribute Editor.
The Cycle emission drop-down list is used to restart the emission of particles in a random manner. Select the Frame (timeRandom on) option from this drop-down list; the Cycle interval edit box below this drop-down list will get activated. Enter a value in this edit box to specify the number of frames after which the emission of the particles will restart.
Distance/Direction Attributes Area
The attributes in this area are used to specify distance and direction for particle emission, refer to Figure 12-5. The attributes in this area are discussed next.

The Max distance attribute is used to set the maximum distance from the emitter from where the emission of particles will occur.
The Min distance attribute is used to set the minimum distance from the emitter from where the emission of particles will occur. Note that the minimum distance value should always be smaller than the maximum distance value. The Min distance and Max distance attributes will be activated only when the Omni or Directional emitter types are selected from the Emitter type drop-down list.
The DirectionX, DirectionY, and DirectionZ edit boxes are used to set the direction of emission with respect to the position and orientation of the emitter. These attributes will be activated only when the Directional and Volume emitter types are selected in the Emitter type drop-down list.
The Spread attribute is used to set the spread angle for the emission of particles. This attribute will be activated only when the Directional emitter type is selected in the Emitter type drop-down list.
Basic Emission Speed Attributes Area
The options in this area are used to set the speed attributes for the particles emitted from the emitter, as shown in Figure 12-6. The attributes in this area are discussed next.

The Speed attribute is used to determine the speed of the emitted particles. Enter 1 to set the default speed; 0.5 to reduce the speed to half; and 2 to double the speed.
The Speed random attribute is used to randomize the emission speed.
The Tangent speed attribute is used to set the magnitude of the tangent component of the emission speed for surface and curve emission.
The Normal speed attribute is used to set the magnitude of the normal component of the emitted particles.
A goal is used to set the movement of particles in a particular direction. To create a goal, select the particles that you want to be affected by the goal. Next, press and hold the SHIFT key and then select the object that you want to set as goal. Now, choose nParticles > Create > Goal from the menubar to set the goal for the selected objects. Play the animation; the movement of the particles will be directed toward the goal. You can set the weight of a goal object to specify the particle attracting power. To do so, choose nParticles > Create > Goal > Option Box from the menubar; the Goal Options window will be displayed, as shown in Figure 12-7.

You can set the Goal weight value between 0 and 1. The default value of the Goal Weight is 0.5. You can also make a camera act as a goal object.
You can make particle objects collide with the polygonal or NURBS surfaces. To do so, select the particles, press SHIFT, and then select the object with which you want the particles to collide. Now, choose nParticles > Legacy Particles > Make Collide from the menubar to make the particles collide with the selected object. Play the animation to see the collision effect. You can also make changes in the collision effect. To do so, choose nParticles > Legacy Particles > Make Collide > Option Box from the menubar; the Collision Options window will be displayed, as shown in Figure 12-8.

The attributes of the Collision Options window are discussed next.
The Resilience attribute is used to set the value upto which the particles will bounce when they collide with a surface. To set this parameter, enter a value in the Resilience attribute or adjust the slider bar on its right. Enter 0 for zero bounce and 1 for maximum bounce. The default value of this attribute is 1.
The Friction attribute is used to control the velocity of the colliding particles when they bounce off the collision surface. A value of 0 means that particles are unaffected by friction. A value of 1 makes particles bounce along the normal of the surface. Values between 0 and 1 correspond to natural friction.
The Offset attribute is used to specify the distance between the original streaks of particles and the bounced particles.
In Maya's classic particle system, there are two types of particles: hardware particles and software particles. The hardware particles have various render types such as MultiPoint, MultiStreak, Numeric, Points, Spheres, Sprites, Streak, and so on. The software particles have render types such as Blobby Surface (s/w), Cloud (s/w), Tube (s/w), and so on. The hardware particles take less time to render as compared to software particles, but the render output of the software particles is better as compared to the hardware particles. To render hardware particles, you must set up the hardware render buffer. To do so, select the Rendering option from the FX menuset. Next, choose Render > Render Using > Maya Hardware 2.0 from the menubar. Now, render the particles, refer to Figure 12-9.

You can also render Points, MultiPoint, Spheres, Sprites, Streak, and MultiStreak particle types using the Maya Software renderer.
Note
Maya Hardware Renderer will work only when there is a graphic card installed in your system.
ANIMATING PARTICLES USING FIELDS
Fields are the physical properties that simulate the motion of natural forces. To access the fields in Maya, select the FX menuset from the Menuset drop-down list in the Status Line. Next, choose the Fields/Solvers menu from the menubar. There are various types of fields available in this menu and they are discussed next.

The Air field is used to simulate the effect of moving air. To apply the Air field, create a grid of particles in the viewport, and then select it. Next, choose Fields/Solvers > Create > Air > Option Box from the menubar; the Air Options window will be displayed, as shown in Figure 12-10.

On choosing the Wind button, the parameters for simulating the wind are set. On choosing the Wake button, the parameters for simulating the movement of air disrupted and pulled along by a moving object are set. On choosing the Fan button, the parameters for simulating the air coming from a fan are set.
To apply the wake effect, choose the Wake button from the window; the values in the Air Options window will be modified. Then, choose the Create button. Now, create a poly sphere in the viewport and align it with the particles. Next, animate the sphere from one to another end of the particle grid. Next, choose Windows > Editors > Outliner from the menubar; the Outliner window will be displayed. Select airField1 from the Outliner window, press and hold the SHIFT key, and then select sphere. Next, choose Fields/Solvers > Connect > Use Selected as Source from the menubar to link particles to the sphere. Preview the animation; the particles will move along the movement of the sphere.

The Drag field is used to apply an opposite force on an object that is animated with dynamic motion. For example, you can add this field to the water fountain to control the rise of water. You can change the default settings of the Drag field. To do so, choose Fields/Solvers > Create > Drag > Option Box from the menubar; the Drag Options window will be displayed, as shown in Figure 12-11. Now, change the settings in this window as required.


The Gravity field is used to simulate the earth’s gravitational force on objects such that they start accelerating in a particular direction. To apply this field, create an emitter in the viewport and select the particles emitted from the emitter. Now, choose Fields/Solvers > Create > Gravity from the menubar and preview the animation; the particles will accelerate in the specified direction. You can also set the options of the gravitational force as required. To do so, choose Fields/Solvers > Create > Gravity > Option Box from the menubar; the Gravity Options window will be displayed, as shown in Figure 12-12. Make necessary changes in the window and choose the Create button.


The Newton field is used to pull objects. Using this field, you can create different types of effects such as planets orbiting around an axis, objects colliding with each other, and so on. This field is based on the principle that the mutually attractive force between any two objects in the universe is proportional to the product of their masses. You can change the default settings of the Newton field. To do so, choose Fields/Solvers > Create > Newton > Option Box from the menubar; the Newton Options window will be displayed, as shown in Figure 12-13. Now, change the settings in this window as required.


The Radial field is used to attract or repel any object or particle in the viewport. The procedure for applying the Radial field is similar to the other fields, as discussed earlier. You can change the default settings of the Radial field. To do so, choose Fields/Solvers > Create > Radial > Option Box from the menubar; the Radial Options window will be displayed, refer to Figure 12-14. You can change the settings in this window as required.


The Turbulence field is used to add irregularity to an object. To apply this field, create a NURBS plane in the viewport and then increase the number of height and width segments of the plane. Select the plane and choose nParticles > Legacy Particles > Soft Body from the menubar to convert the plane into a soft body. Again, select the plane from the viewport and choose Fields/Solvers > Create > Turbulence from the menubar; the Turbulence field will be applied to the plane. Now, play the animation to see the turbulence effect in the viewport. Figure 12-15 shows a plane before applying the Turbulence field and Figure 12-16 shows a plane after applying the Turbulence field.

You can change the default settings of the Turbulence field. To do so, choose Fields/Solvers > Create > Turbulence > Option Box from the menubar; the Turbulence Options window will be displayed, as shown in Figure 12-17. Now, change the settings in this window as required.


The Uniform field is used to move particles in a uniform direction. To apply this field, create a grid of particles in the viewport. Now, select the particles and choose Fields/Solvers > Create > Uniform from the menubar; a uniform field is applied to the selected particles. Preview the animation to check if the particles are moving in one direction. You can change the default settings of the Uniform field. To do so, choose Fields/Solvers > Create > Uniform > Option Box from the menubar; the Uniform Options window will be displayed, refer to Figure 12-18. You can change the settings in this window as required.


The Vortex field is used to pull particles or objects in a circular or spiral path. For example, you can apply this field to create a tornado effect or a universe scene showing several galaxies. To apply this field, create a grid of particles in the viewport. Now, select particles and choose Fields/Solvers > Create > Vortex from the menubar; the field will be applied to the particles. Now, play the animation to view the effect of the Vortex field. You can change the default settings of this field. To do so, choose Fields/Solvers > Create > Vortex > Option Box from the menubar; the Vortex Options window will be displayed, refer to Figure 12-19. You can set values in this window as required.


The Volume Axis field is used to move objects or particles uniformly in all directions, but in a specified volume. The procedure for applying this field is similar to procedures discussed earlier. Like other fields, you can change the default settings of this field as well. To do so, choose Fields/Solvers > Volume > Volume Axis > Option Box from the menubar; the Volume Axis Options window will be displayed, refer to Figure 12-20.

In this window, you can set the values for different attributes as required.
In Maya, there are some in-built scripts that can be used to create different types of complex effects and animations in a scene. To access the effects in Maya, select the FX menuset from the Menuset drop-down list in the Status Line. Next, choose the Effects menu from the menubar. There are various types of effects available in this menu and they are discussed next.

The Fire option is used to create a realistic fire effect in a scene. To emit fire from an object, first convert the object into a polygon and then choose Effects > Create > Fire from the menubar. If you want to emit fire from a number of surfaces or objects, select all the objects and choose Modeling menuset from the Menuset drop-down list in the Status Line. Next, choose Mesh > Combine > Combine from the menubar; the objects will get combined. Now, select the combined objects and choose Effects > Create > Fire from the menubar. Next, play the animation. The emitted particles will appear as circles in the viewport, as shown in Figure 12-21.

Render the scene to get the final output, as shown in Figure 12-22.


The Smoke option is used to create smoke effect in a scene. You can use this effect to emit smoke from an object or a group of objects. To emit smoke from a group of objects, you first need to combine the objects together and then apply the Smoke effect on the combined object. To apply the smoke effect, select the object from the viewport and choose Effects > Create > Smoke > Option Box from the menubar; the Create Smoke Effect Options window will be displayed, as shown in Figure 12-23.

Assign a name in the Sprite image name edit box and then choose the Create button. Next, preview the animation; the smoke will appear to be coming from the object that you had selected in the viewport, as shown in Figure 12-24.

Note
The Smoke effect can only be rendered using the Maya Hardware renderer.

The Fireworks option is used to create fireworks effect in a scene. The fireworks can be rendered using the Maya Software renderer. To create this effect, choose Effects > Create > Fireworks from the menubar; an emitter will be created in the viewport. Play the animation to see the fireworks effect. Render the fireworks effect to get the result, as shown in Figure 12-25.

The particle streaks in fireworks have a pre-applied gravity field. You can set different fireworks options by choosing Effects > Create > Fireworks > Option Box from the menubar; the Create Fireworks Effect Options window will be displayed, as shown in Figure 12-26. You can set the required values in this window.


The Lightning option is used to add lightning effect to a scene. To create the lightning effect, select two objects in the viewport. Next, choose Effects > Create > Lightning from the menubar; the lightning bolt will be created between the objects. The lightning bolt is made up of soft body curves with extruded surfaces. Play the animation to view the lightning bolt and render the scene; the lightning effect will be displayed, refer to Figure 12-27.

You can change the default settings of the lightning effect such as color, glow intensity, glow spread, and more using the Create Lightning Effect Options window. To invoke this window, choose Effects > Create > Lightning > Option Box from the menubar; the Create Lightning Effect Options window will be displayed, as shown in Figure 12-28. You can change the attribute values in this window as required.


The Shatter option is used to break an object or a surface into pieces. There are three different types of shatters: surface, solid, and crack. Before applying a shatter, you need to specify the shatter type that you want to apply to an object. To break an object into pieces, first create a surface object in the viewport and then choose Effects > Create > Shatter > Option Box from the menubar; the Create Shatter Effect Options window will be displayed, as shown in Figure 12-29.

You can set the attribute values in this window to create the desired shatter effect.
Creating the Curve Flow Effect

The Create Curve Flow option is used to make particles flow along a curve. When you apply this effect, a number of emitters are created along the curve. These emitters control the movement of particles. For example, this effect can be used to create a scene of water flowing from a valley or a waterfall. To create an effect using this option, create a NURBS curve in the viewport. Next, select the curve and choose Effects > Create > Flow > Create Curve Flow from the menubar. Now, play the animation to view the effect; a number of flow locators will be created on the curve, as shown in Figure 12-30.

Also, the particles will start flowing from the emitter such that they appear to be moving from one end to the other. The flow locators on the curve define the path for the movement of particles. You can also scale the flow locators using the Scale Tool as required.
Creating the Surface Flow Effect

The Create Surface Flow option is used to create particles over a NURBS surface. The flow of particles changes automatically with the change in the NURBS surface. To apply this effect, first create a NURBS surface in the viewport. Next, choose Effects > Create > Flow > Create Surface Flow from the menubar; the effect will be applied on the surface. Now, you can play the animation to view the effect.
In this tutorial, you will use particles to create the effect of blobby liquid coming out of a pipe, as shown in Figure 12-31. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Download and open the file.
c. Create an emitter.
d. Set emitter attributes.
e. Create the material for the blobby liquid.
f. Save and render the scene.
Create a new project folder with the name c12_tut1 at \Documents\maya2025, as discussed in Tutorial 1 of Chapter 2.
In this section, you need to download and open the file.
1. Download the c12_maya_2025_tut.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Extract the contents of the zip file to the Documents folder.
2. Choose File > Open Scene from the menubar; the Open dialog box is displayed. In this dialog box, browse to the location \Documents\c12_maya_2025_tut and select c12_tut1_start.mb file from it. Next, choose the Open button.
3. Now, choose File > Save Scene As from the menubar; the Save As dialog box is displayed. As the project folder is already set, the path \Documents\maya2025\c12_tut1\scenes is displayed in the Look In drop-down list. Save the file with the name c12tut1.mb in this folder.
In this section, you will create an emitter that will emit particles in your scene.
1. Maximize the persp viewport. Make sure the FX menuset is selected from the Menuset drop-down list in the Status Line. Choose nParticles > Legacy Particles > Create Emitter > Option Box from the menubar; the Emitter Options (Create) window is displayed.
2. Enter liquid_flow in the Emitter name edit box and select Volume from the Emitter type drop-down list in the Basic Emitter Attributes area.
3. In the Volume Emitter Attributes area, select the Cylinder option from the Volume shape drop-down list. In the Volume Speed Attributes area, set the parameters as follows:
Away from axis: 0 Along axis: 10
Now, choose the Create button; an emitter is created in the viewport, as shown in Figure 12-32.

Note
The Along axis attribute is used to define the speed of particles. More the value of the Along axis attribute, better will be the movement of particles.
4. Align the emitter with the opening of the pipe by using Scale Tool, Move Tool, and Rotate Tool, as shown in Figure 12-33.

In this section, you need to set the attributes of the emitter created in the previous step.
1. Make sure the emitter is selected in the viewport and then invoke the Attribute Editor.
2. In the liquid_flow# tab of Attribute Editor, make sure the Basic Emitter Attributes area is expanded and set the Rate (Particles/Sec) attribute value to 8000. Next, choose the Play forwards button; the particles appear to be emitted from the emitter, as shown in Figure 12-34.

3. Choose the particleShape1 tab from Attribute Editor. In the Lifespan Attributes (see also per-particle tab) area, select the Constant option from the Lifespan Mode drop-down list to make the lifespan of the particles constant. Set the value of the Lifespan attribute to 2.
4. In the Render Attributes area, select the Blobby Surface (s/w) option from the Particle Render Type drop-down list. Next, preview the animation; the shape of the particles in the viewport changes to blobmesh, as shown in Figure 12-35.

5. Choose the Current Render Type button from the Render Attributes area in the Attribute Editor, refer to Figure 12-36; the attributes of the particle render type are displayed.

6. Enter the following values in the Render Attributes area:
Radius: 0.7 Threshold: 1
Figure 12-37 shows the particles after modifying the Radius and Threshold attributes.

7. Set the total number of frames in the timeline to 200 and then preview the animation; the particles appear to be crossing the front wall. Select the particles coming out from the emitter, press and hold the SHIFT key, and select the wall. Now, choose nParticles > Legacy Particles > Make Collide from the menubar; the particles collide with the wall. Now, preview the animation; the particles do not cross the wall.
8. Select the particles from the viewport and choose Fields/Solvers > Create > Gravity from the menubar; the gravity is applied to the particles.
9. Select the particles from the viewport and press CTRL+A; the Channel Box / Layer Editor is displayed. Expand the geoConnector1 node in the INPUTS area and set the following values in it:
Resilience: 0.7 Friction: 0.7
Preview the animation to view the flow of particles, as shown in Figure 12-38.

Adding Light to the Scene
In this section, you will add a light to the scene.
1. Choose Create > Objects > Lights > Point Light from the menubar; a point light is added to the scene. Now, place the lights above and in the front of the geometries in the scene and align them properly, refer to Figure 12-39.

Now, you need to adjust the exposure settings.
2. In the Attribute Editor > pointLightShape1 > Arnold area, enter 10, 8, and 2.5 in the Exposure, Samples, and Radius edit boxes, respectively. Enter 0.774 in the Shadow Density edit box. Render the scene.
3. Choose Arnold> Lights > Skydome Light from the menubar; a Skydome light is added to the scene.
4. Make sure the aiSkyDomeLightShape1 tab is chosen in the Attribute Editor and then click on the checker button corresponding to the Color attribute area; the Create Render Node
window is displayed. Choose the File button from the Create Render Node window; the file1 shader tab is added to the Attribute Editor.
5. Make sure the file1 tab is chosen in the Attribute Editor. In the File Attribute rollout, choose the browse button corresponding to the Image Name attribute; the Open dialog box is displayed. Choose the hdri image.jpeg from the dialog box and then choose the Open button; the image is applied to the SkyDome area in the viewport. Now, render the scene you will notice that the render is darker.
5. Select the aiSkyDomeLight1 from the OutLiner window. Alternatively, select the SkyDome light in the viewport; the aiSkyDomeLightShape1 tab is chosen in the Attribute Editor. In the SkyDomeLight Attributes area, enter 2 in the Intensity edit box. To set the scene in the environment, hold the ALT key and then left-click and drag. Now, render the scene.
1. Right-click on the particles in the viewport and then choose Assign New Material from the shortcut menu; the Assign New Material window is displayed. In this window, choose Arnold > Shader > aiStandardSurface; the aiStandardSurface# tab is displayed in Attribute Editor.
2. Make sure the aiStandardSurface# tab is chosen in the Attribute Editor and then choose the Presets button located on the upper-right corner of the tab; a flyout is displayed. Choose Clear_water > Replace from the flyout to apply water preset to the material, refer to Figure 12-40.

3. Choose the Display render settings tool from the Status Line; the Render Settings window is displayed. In the Arnold Renderer tab, enter 3, 4, and 4 in the Diffuse, Specular, and Transmission edit boxes, respectively, refer to Figure 12-41.

4. Select the particles in the viewport and then in the particleShape# node of the Attribute Editor. Now, clear the Opaque check box from the Arnold area. Now, render the scene.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c12_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. Maximize the persp viewport if it is not already maximized.
3. Choose the Display render settings tool from the Status Line; the Render Settings window is displayed. Enter liquid-simulation in the File name prefix text box in the File Output area.
4. Select jpeg from the Image format drop-down list. Next, select name.#.ext from the Frame/Animation ext drop-down list.
5. In the Frame Range area of the Render Settings window, enter 200 in the End Frame edit box.
6. Select the Rendering menuset from the Menuset drop-down list in the Status Line. Next, choose Render > Batch Render > Batch Render from the menubar; the rendering starts.
You can view the rendering progress by choosing the Script Editor button from the Command Line.
In this tutorial, you will use particles to create spiral galaxy, as shown in Figure 12-42.(Expected time: 30 min)

a. Create a project folder.
b. Create particles and apply fields on them.
c. Set particle attributes.
d. Save and render the scene.
Create a new project folder with the name c12_tut2 at \Documents\maya2025 and then save the file with the name c12tut2, as discussed in Tutorial 1 of Chapter 2.
In this section, you will create particles in the viewport and apply field on them.
1. Select the FX menuset from the Menuset drop-down list in the Status Line and choose nParticles > Legacy Particles > Particle Tool > Option Box from the menubar; the Tool Settings (Particle Tool) panel is displayed on the left of the viewport. Set the following parameters in the Tool Settings (Particle Tool) panel:
Particle name: Galaxy Sketch Particles: On Number of particles: 500
Conserve: 0.9 Maximum radius: 0.5
2. Drag the cursor in the viewport to create particles such that they form the shape shown in Figure 12-43. Next, press ENTER; the particles are created in the viewport.

Note
Please note that you need to drag the cursor slowly with steady hand otherwise there will be gaps between the particle clumps.
3. Make sure the particles are selected in the viewport and choose Fields/Solvers > Create > Vortex from the menubar; the field is applied to the particles in the viewport.
4. Choose Windows > Editors > Setting/Preferences > Preferences from the menubar; the Preferences window is displayed. In this window, choose Time Slider from the Categories area; the Time Slider: Animation Time Slider and Playback Preferences area is displayed at the right in the window.
5. Set the following attribute in the Time Slider area in the Preferences window:
Playback start/end: 1 to 1000
Then, choose the Save button.
6. Play the animation till the shape of the particles in the viewport changes to the shape shown in Figure 12-44. Pause the animation at that particular frame.

7. Select the particles and choose Fields/Solvers > Solvers > Initial State > Set for Selected from the menubar; the shape of the particles at the current frame is set to the initial state. Now, go to the frame 1 and check the shape of the particles. If the shape of the particles does not resemble Figure 12-44, you need to repeat step 6 to get the shape.
8. Activate the persp viewport and make sure the particles are selected. Next, press CTRL+A; the Channel Box / Layer Editor is displayed. In this editor, set the Rotate X value to 15; the particles start rotating about the X axis, as shown in Figure 12-45.
In this section, you need to set the attributes of the particles in the viewport.
1. Make sure the particles are selected in the viewport and choose CTRL+A; Attribute Editor is displayed. Choose the GalaxyShape tab from the Attribute Editor.
2. In the GalaxyShape tab, scroll down to the Render Attributes area in the Attribute Editor and expand it, if it is not already expanded. Next, set Particle Render Type to Tube (s/w); the shape of particles changes. Next, choose the Current Render Type button from the Render Attribute area.
3. Set the following Tube (s/w) render type attributes in the Render Attributes area:
Radius 0: 0.1 Radius 1: 0.1 Tail Size: 0.1
Figure 12-46 displays the shape of the particles in the viewport after setting the values in the Render Attributes area.

4. Choose the particleCloud1 attribute tab from the Attribute Editor. In the Common Material Attributes area of this tab, choose the checker button on the right of the Color attribute, as shown in Figure 12-47; the Create Render Node window is displayed.

5. Choose the Solid Fractal button from the 3D Textures area of the Create Render Node window and choose the Close button; the Solid Fractal Attributes area is displayed in the solidFractal1 tab in the Attribute Editor, as shown in Figure 12-48.

6. In the Color Balance area of the solidFractal1 tab, set the HSV values of the attributes as follows:
Default Color: 22, 0, 0.25 Color Gain: 65, 1, 1
Color Offset: 32, 1, 1
7. Play the animation and stop it at frame 410. Choose the Render the current frame button from the Status Line to render the scene. You need to render the scene in the Maya Software renderer to get the desired result. Figure 12-49 displays the rendered image in the Render View window at frame 410.

8. Select Galaxy from the Outliner window; Attribute Editor is displayed with the Galaxy tab chosen. In Attribute Editor, choose the particleCloud1 tab and enter 0.1 in the Glow Intensity edit box of the Common Material Attributes area. Enter 5.0 in the Density edit box of the Transparency area.
9. Choose the Render the current frame button from the Status Line to render the scene; Figure 12-50 displays the rendered scene in the Render View window.

10. Make sure the particles are selected in the viewport and then press CTRL+D to create their duplicates. Slightly rotate the duplicated particles about the Y-axis.
11. Choose Windows > Editors > Rendering Editors > Hypershade from the menubar; the Hypershade window is displayed. In the Hypershade window, choose Volumetric in the Maya area of the Create panel and then choose Particle Cloud; the particleCloud2 node is created in the Untitled_1 tab of the Hypershade window.
12. Select Galaxy1 from the Outliner window and then press and hold the right mouse button over the particleCloud2 shader in the Hypershade window; a marking menu is displayed. Choose the Assign Material To Selection option from the marking menu; the particleCloud2 shader is applied to the selected particles.
13. Click on the particleCloud2 shader in the Untitled_1 tab of the Hypershade window; the particleCloud2 tab is displayed in the Property Editor.
14. In the Common Material Attributes area of the particleCloud2 tab, choose the checker button on the right of the Color attributes; the Create Render Node window is displayed.
15. Repeat step 5. Next, in the Color Balance area of the solidFractal2 tab, set the HSV values of the attributes as follows:
Default Color: 60, 0, 0.5 Color Gain: 23, 1, 0.8
Color Offset: 23, 1, 0
Enter 60 in the Threshold edit box in the Solid Fractal Attributes area.
16. In the Attribute Editor > particleCloud2 tab, enter 2 in the Glow Intensity edit box of the Common Material Attributes area. Enter 0.010 in the Density edit box of the Transparency area. Render the scene.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c12_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. For rendering the scene, refer to Tutorial 1 of Chapter 8. The final rendered output at frame 415 is shown in Figure 12-51.



Answer the following questions and then compare them to those given at the end of this chapter:
1. Which of the following attributes is used to sketch a continuous stream of particles?
(a) Sketch Particles (b) Number of Particles
(c) Grid Particles (d) None of these
2. Which of the following forces is used to exert opposite force on the object that is animated with dynamic motion?
(a) Gravity (b) Turbulence
(c) Vortex (d) Drag
3. ___________ are physical properties that simulate the motion of natural forces.
4. The particle streaks in fireworks have the ___________ field pre-applied to them.
5. The ___________ effect is used to break an object or a surface into multiple pieces.
6. The Create Surface Flow effect is used to create particles over a __________ surface.
7. The Uniform field is used to move a particle in a uniform direction. (T/F)
8. The Volume Axis field is used to create a force to move particles around a specific volume. (T/F)
9. The Turbulence field is used to add irregularity to an object. (T/F)
10. The Gravity field is used to simulate the moving air effect. (T/F)
Answer the following questions:
1. Which of the following fields is based on the principle that the mutually attractive force between any two objects in the universe is proportional to the product of their masses?
(a) Gravity (b) Newton
(c) Turbulence (d) Air
2. Which of the following fields is used to simulate earth’s gravitational force onto the particle system?
(a) Gravity (b) Turbulence
(c) Newton (d) Air
3. The ___________ field is used to move particles uniformly in all directions, but within a specified volume.
4. The ___________ effect is used to create lightning between two objects.
5. The smoke effect can only be rendered using the Maya ___________ renderer.
6. The lightning effect is used to create lightning on a single object. (T/F)
7. The Radial field is used to attract or repel any object or particles. (T/F)
8. A goal is used to set the movement of particles toward a particular direction. (T/F)
9. The Normal Speed attribute is used to set the magnitude of the normal component of the emitted particles. (T/F)
10. The Vortex field is used to push particles or objects in a circular or spiral path. (T/F)
The rendered output of the scenes used in the following exercises can be accessed by downloading the c12_maya_2025_exr.zip from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Create the fireworks effect over a city, as shown in Figure 12-53, using the pre-effects given in the Visor window. (Expected time: 30 min)

Create the model of mountains and use the particle system to make the water flow through the mountains, as shown in Figure 12-54.

Next, apply textures to the mountains and water to get the rendered output, as shown in Figure 12-55. (Expected time: 45 min)

Animate the hot air balloons using the Air field, as shown in Figure 12-56.(Expected time: 15 min)

Create the scene of a warehouse, as shown in Figure 12-57. Next, apply texture to the scene and then use the curve emitter on the rope to get the rendered output, as shown in Figure 12-58.(Expected time: 30 min)

Answers to Self-Evaluation Test
1. a, 2. d, 3. Fields, 4. Gravity, 5. Create Shatter, 6. NURBS, 7. T, 8. T, 9. T, 10. F
After completing this chapter, you will be able to:
The nParticle system in Maya is used to produce a wide variety of visual effects. It uses the Maya Nucleus solver dynamic simulation framework to generate simulations. The nParticles are used to simulate a variety of effects such as liquids, smoke, clouds, spray, and dust. In this chapter, you will learn to create different effects using the nParticles simulations. You will also learn about goals. The goal objects control the motion of the particles. The goal attributes of nDynamics are inherited from Maya classic particles and they are not a part of the Nucleus system.
The nParticles are points in 3D space which can be grouped together to create different effects. These points can be displayed in different styles such as dots, balls, cloud, thick cloud, and water. nParticles use the classic particle render types such as points, streaks, and blobby surfaces. An nParticle object can collide and interact with another nParticle object. The nParticle system allows you to create those effects which you cannot create with standard keyframe animation.

To create nParticles, select the FX menuset from the Menuset drop-down list in the Status Line, as shown in Figure 13-1. Next, create nParticles in the viewport. You can change the default settings of this tool. To do so, choose nParticles > Create > nParticle Tool > Option Box from the menubar, refer to Figure 13-2; the Tool Settings (Particle Tool) panel will be displayed. Most of the options in this panel have already been discussed in Chapter 12. After setting the options in this panel as required, create nParticles in the viewport and press ENTER to complete the particle creation process; the attributes corresponding to the nParticle system/object will be displayed in the Attribute Editor. These attributes are discussed next.

When you create an nParticle system using nParticle Tool, various attributes for setting the nParticle object will be displayed in the Attribute Editor. These attributes determine how the nParticle objects will move and collide with other Nucleus objects. The Attribute Editor for nParticles has six tabs: nParticle1, nParticleShape1, nucleus1, npPointsBlinn, time1, and particleSamplerInfo1. The nParticle1 tab has familiar translate, rotate, and scale attributes for the nParticle object. The nucleus1 tab contains settings to control forces (such as gravity and wind), ground plane attributes, and time and scale attributes. By default, the nParticleShape1 tab is chosen in the Attribute Editor, as shown in Figure 13-3. The attributes in the nParticleShape1 tab are discussed next.

The attributes in this tab are used to specify the settings for the nParticle objects, refer to Figure 13-3. These attributes are discussed next.
By default, the Enable check box is selected. As a result, the nParticle object will be considered a part of the Maya Nucleus solver calculations.
This area has two attributes, Count and Total Event Count. The Count attribute displays the total number of nParticles emitted in the scene. The Total Event Count attribute displays the total number of collision events.
The attributes in the Lifespan area are used to determine the life of the selected nParticle object in the viewport, refer to Figure 13-4. Some of the attributes in this area are discussed next.
Lifespan Mode
The options in the Lifespan Mode drop-down list are used to specify the lifespan of an nParticle object. By default, the Live forever option is selected in this drop-down list, refer to Figure 13-4.

This option ensures that the nParticles will live forever unless they are killed by collision events or on volume exit. If you select the Constant option from this drop-down list, nParticles will have a constant lifespan and will die at a specified time. On selecting this option, the Lifespan edit box will be activated. Enter the required value in this edit box. On selecting the Random range option from this drop-down list, nParticles will die randomly. When you select this option, the Lifespan Random edit box will be activated. You can assign a value in this edit box to ensure that some nParticles die randomly. The lifespanPP only option is used in combination with expressions.
The attributes in this area are used to specify the size of the nParticles. These attributes are discussed next.
Radius
This attribute is used to specify the radius of the nParticle object in the viewport.
Radius Scale Area
The attributes in this area are used to specify the per-particle radius scale values. Some of the attributes in this area can be specified using the ramps, refer to Figure 13-5. Some of the attributes in this area are explained next.

Selected Position: The Selected Position attribute is used to specify the position of the value selected on the ramp.
Selected Value: The Selected Value attribute is used to specify the per-particle attribute value of the ramp at the selected position.
Interpolation: The options in this drop-down list are used to control the way the per-particle attribute values blend. The Linear option is selected by default in this drop-down list and is used to interpolate per-particle attribute values along a linear curve. This is the most basic type of interpolation. The other types of interpolation are, None, Smooth, and Spline. On selecting the None option, the curve between the points will become flat. The Smooth option is used to interpolate per-particle attribute values along a bell curve. The Spline option is used to interpolate per-particle attribute values along a spline curve.
Radius Scale Input
The options in the Radius Scale Input drop-down list determine which attribute will be used to map the Radius Scale ramp values. By default, the Off option is selected in the Radius Scale input drop-down list. As a result, the per-particle radius attributes will be deleted. The other options in drop-down list are discussed next.
Age: On selecting the Age option, the per-particle radius will be determined by its age, which will depend on the nParticle’s lifespan mode selected in the Lifespan Mode drop-down list.
Normalized Age: On selecting the Normalized Age option, the radius of the nParticle object will be determined by the normalized age of an nParticle. This option is available only if the Constant or Random range option is selected in the Lifespan Mode drop-down list.
Speed: On selecting the Speed option, the per-particle radius values will be calculated by the speed of the nParticle object.
Acceleration: On selecting the Acceleration option, the per-particle values will be determined by its acceleration.
Particle ID: On selecting the Particle ID option, the value of per-particle object is determined by the nParticle object ID.
Randomized ID: On selecting the Randomized ID option, per-particle radius is determined by randomized nParticle ID.
Input Max
This attribute is used to specify the maximum value for the range used by the ramp.
Radius Scale Randomize
This attribute is used to set a random multiplier for per-particle attribute values.
The attributes in this area are used to specify various collision parameters when nParticles self-collide or collide with other nParticle objects, refer to Figure 13-6. Various attributes in this area are discussed next.

Collide
By default, the Collide check box is selected. As a result, the current nParticle objects collide with passive objects, nCloth objects, and other nParticle objects that share the same Nucleus solver and vice versa.
Self Collide
On selecting the Self Collide check box, particles emitted from a single source will be allowed to collide with each other.
Collide Strength
The Collide Strength attribute is used to specify the amount of force generated by nParticle objects on collision with each other or with other nParticle objects that share the same Nucleus solver. The default value in this edit box is 1. As a result, nParticle objects fully collide with each other as well as with other nParticle objects. If you enter 0 in this edit box, the collision will not occur.
Collision Layer
This attribute is used to assign an nParticle object to a specific collision layer.
Collide Width Scale
This attribute is used to specify the scale values for collisions between the current nParticle object and other Nucleus objects. The greater the value of this attribute, the farther will be the nParticle objects from each other. The default value of this attribute is 1.
Self Collide Width Scale
This attribute is used to determine a self-collision scale value for the current nParticle object. It allows you to scale the thickness of collision that occurs between particles that are emitted from the same nParticle object. The greater the value, the smoother will be the simulation.
Solver Display
The options in the Solver Display drop-down list are used to specify which Maya Nucleus solver information will be displayed in the viewport for the current nParticle object. The options in this drop-down list are discussed next.
Off: This option is selected by default. As a result, no information of Maya Nucleus solver is displayed in the scene.
Collision Thickness: On selecting the Collision Thickness option, the collision volumes for the current nParticle object will be displayed in the viewport. It is used to determine the thickness of colliding nParticles.
Self Collision Thickness: On selecting the Self Collision Thickness option, the self-collision volumes for current nParticle object will be displayed in the viewport.
Display Color
This attribute is used to specify the color of collision volumes of the nParticle object selected in the viewport.
Note
The display color will be visible in the viewport only when you select the Collision Thickness or Self Collision Thickness option from the Solver Display drop-down list.
Bounce
The Bounce attribute is used to specify the way in which the nParticle will bounce off the surface on self collision or with other nParticle objects that share the same Maya Nucleus solver. It depends on the type of the surface on which nParticle bounces off. The default value of this attribute is 0.0.
Friction
This attribute is used to determine the friction of the nParticle objects. It specifies the reaction of nParticle on self collision or its collision with other nParticle objects. The default value of this attribute is 0.0.
Stickiness
The Stickiness attribute is used to define the adhering of nParticle objects on self-collision or its collision with other nParticle objects. The default value of this attribute is 0 which implies that the nParticles will not stick to each other.
Max Self Collide Iterations
This attribute is used to display the number of iterations that occur at every step of collision. Increasing the value of this attribute will increase the calculation and slow down the simulation. The default value of this attribute is 4.
The attributes in this area are used to set collide strength, bounce, friction, and stickiness of nParticle objects. Figure 13-7 shows partial view of the Collision Ramps area.

Collide Strength Scale Area
The attributes in this area are used to determine the strength of the collision. All the options in this area have already been discussed. The Collide Strength Scale Input option is explained next.
Collide Strength Scale Input: The options in this drop-down list are used to map the Collide Strength Scale ramp values. These are same as those discussed in the Radius Scale Input drop-down list. By default, the Off option is selected in this drop-down list.
Bounce Scale Area
The attributes in the Bounce Scale area are used to control the per-particle bounce scale values, refer to Figure 13-8.

Most of the options in this area have been discussed earlier. The Bounce Scale Input and Bounce Randomize attributes are discussed next.
Bounce Scale Input: The options in this drop-down list are used to specify which attribute will be used to map the bounce scale ramp value. Most of the options in this list have already been discussed earlier in the Radius Scale Input drop-down list. By default, the Off option is selected in the Bounce Scale Input drop-down list.
Bounce Randomize: You can set the random multiplier for the per-particle bounce scale values in this edit box. The default value of this attribute is 0.
Friction Scale Area
The attributes in this area are used to determine the per-particle friction scale values, refer to Figure 13-9. Some of the attributes are discussed next.

Friction Scale Input: The options in this drop-down list are used to determine per-particle friction scale values. By default, the Off option is selected in this drop-down list.
Friction Randomize: You can set the random multiplier for per-particle friction scale values in this edit box. The default value in this edit box is 0.
Stickiness Scale Area
The attributes in this area are used to specify the adhering of nParticle objects on self-collision or on collision with other nParticle objects, refer to Figure 13-10. The Stickiness Scale Input attribute in this area is discussed next.

Stickiness Scale Input: The options in this drop-down list are used to determine the per-particle object stickiness scale values. By default, the Off option is selected in this drop-down list.
The Dynamic Properties area displays various attributes related to nParticle dynamics, as shown in Figure 13-11. The attributes in this area are discussed next.

Forces In World
On selecting this check box, nParticles will be affected by fields in world space irrespective of the local axis orientation.
Ignore Solver Wind
On selecting this check box, the wind solver will be disabled for the current nParticle object.
Ignore Solver Gravity
On selecting this check box, the gravity solver will be disabled for the current nParticle object.
Local Force
This attribute is used to apply local force similar to gravity on nParticle object without affecting the other Nucleus objects.
Local Wind
This attribute is used to apply local force similar to Nucleus wind on an nParticle object without affecting the other Nucleus objects.
Dynamics Weight
The Dynamics Weight attribute is used to control the effect of fields, collisions, springs, and goals connected to the nParticle object.
Conserve
The Conserve attribute is used to control the velocity of nParticles retained from frame to frame. The default value of this attribute is 1.
Drag
This attribute is used to specify the amount of drag applied to the selected nParticle object. The default value of this attribute is 0.01.
Damp
This attribute is used to specify the amount of damping on the selected nParticle object. The default value of this attribute is 0.
Mass
This attribute is used to specify the base mass of the selected nParticle object. As a result, the behavior of particle object on self-collision or with other nParticle objects will be affected. The default value of this attribute is 1.
Mass Scale Area
The attributes in this area are used to specify the mass scale values, refer to Figure 13-12. The Mass Scale Input and Mass Scale Randomize attributes are discussed next.

Mass Scale Input: The options in this drop-down list are used to determine mass scale input of per-particle object.
Mass Scale Randomize: In this drop-down list, you can set the random multiplier for the per-particle mass scale value.
The attributes in this area are used to generate force that helps in producing positive fields (push) or negative fields (pull) on the selected nParticles from the current nParticle objects sharing the same Nucleus solver. Various attributes in this area are shown in Figure 13-13. These attributes are discussed next.

Point Force Field
The options in this drop-down list are used to control the orientation of the point force field. It has the following options: Off, ThicknessRelative, and Worldspace. By default, the Off option is selected. If you select the ThicknessRelative or Worldspace option in this drop-down list, then the other attributes in this area will be activated. These attributes are discussed next.
Point Field Magnitude: The Point Field Magnitude attribute is used to specify the strength of the Point Force Field. The default value of this attribute is 1. This attribute determines whether the selected nParticles will generate positive or negative fields.
Self Attract: This attribute is used to specify the self-attracting strength between the individual particles of an nParticle object. It has both positive (push) and negative (pull) values. The default value of this attribute is 0.
Point Field Distance: This attribute is used to control the distance beyond which Point Force Field will not affect any other particle objects. The default value of this attribute is 2.
Point Field Scale Area
The attributes in this area are inactive by default, refer to Figure 13-14.

These options will be activated only when you select the ThicknessRelative or Worldspace option from the Point Force Field drop-down list. It is dependent on the values of the Point Field Distance and Point Field Magnitude attributes. The attributes in this area are Selected Position, Selected Value, Interpolation, Point Field Scale Input, and Input Max. The Point Field Scale Input drop-down list is explained next.
Point Field Scale Input: The options in this drop-down list are used to determine the attributes that are used to map Point Field Scale ramp values.
Point Field Dropoff Area
The options in this area are used to determine the value of Point Field Magnitude drop off when you move away from the nParticle, toward the Point Field Distance area. The attributes in this area are shown in Figure 13-15.

Rotation is initiated by the friction generated between particles and collision objects. On selecting the Compute Rotation check box from the Rotation area, the nParticles rotate on a per-particle basis after they collide or self-collide and the Rotation Friction and Rotation Damp attributes will be enabled, refer to Figure 13-16. The attributes in the Rotation area are discussed next.

Rotation Friction
This attribute is used to specify the amount of friction that is applied when nParticles collide with each other or with other nParticle objects. The default value of this attribute is 0.9. The value 0 means no rotation.
Rotation Damp
This attribute is used to specify the amount of damping applied to the nParticle’s rotational velocity. On increasing the Rotation Damp value, nParticles rotation slows down after collision or self-collision. The default value of this attribute is 0.001.
The attributes in this area are used to define the properties of wind field that produces movement in the nParticles object. Various attributes in this area are shown in Figure 13-17. These attributes are discussed next.

Air Push Distance
The Air Push Distance attribute directly influences the nParticle system. The default value of this attribute is 0. It means no wind is produced by the motion of the selected nParticles.
Air Push Vorticity
The Air Push Vorticity attribute is used to change the direction of wind created by the motion of the current nParticle object. It is used to specify the number of rotations or curls in the flow of wind caused by the current nParticle objects. By default, the value of this attribute is 0. The change in the Air Push Vorticity value affects the nParticle only when the value of the Air Push Distance attribute is greater than 0.
Wind Shadow Distance
This attribute is used to obstruct the wind of the nucleus system from the other nParticle system. The default value of this attribute is 0.
Wind Shadow Diffusion
The Wind Shadow Diffusion attribute is used to specify the number of curls formed by the wind around the current nParticle object. The default value of this attribute is 0.
Wind Self Shadow
On selecting this check box, the current nParticle object blocks the dynamic wind of its nucleus system from affecting itself.
The attributes in the Liquid Simulation area are used to generate realistic liquid simulations. It helps the nParticles in simulating the behavior of fluids. These attributes are discussed next.
Enable Liquid Simulation
On selecting this check box, the liquid simulation properties are added to the selected nParticle object, refer to Figure 13-18.

Incompressibility
It is used to specify the degree at which the nParticles would resist compression. The default value of this attribute is 1.
Rest Density
This attribute is used to determine the amount of the nParticles in the liquid that overlap each other in the process of settling down when an nParticle object is at rest. The default value of this attribute is 2 implying that only two nParticles will overlap at a point while settling down.
Liquid Radius Scale
This attribute determines the amount of overlapping between the nParticles based on the radius. The default value of this attribute is 1.
Viscosity
The value of this attribute determines the resistance of the fluid to flow. For example, thin fluids such as water have lower viscosity and thick fluids such as honey have higher viscosity. The default value of this attribute is 0.1.
The attributes in this area are used to determine the viscosity per-particle. Figure 13-19 displays the Viscosity Scale area. The Surface Tension attribute in this area is discussed next.

Surface Tension
The Surface Tension attribute is used to add a realistic effect to the liquid simulation. It is used to specify the amount of surface tension applied to the liquid nParticles. The default value of the Surface Tension attribute is 0. Increasing the surface tension value increases the power of molecules to attract each other.
The attributes in the Surface Tension Scale area are used to set the ramp for per-particle surface tension values. Figure 13-20 shows various attributes in this area and some of these attributes are discussed next.

Surface Tension Scale Input
The options in this drop-down list are used to determine the surface tension scale values per nParticle surface.
This attribute is used to specify maximum range of Surface Tension Scale values.
The attributes in this area are used to control the characteristics such as size, smoothness, and so on of nParticle objects with blobby surfaces after they are converted into polygon meshes. To convert nParticle objects into polygon meshes, choose Modify > Objects > Convert > nParticle to Polygons from the menubar, as shown in Figure 13-21.

Once the particles are converted into polygons, they automatically change into mesh and can be seen in the viewport. The attributes in the Output Mesh area are shown in Figure 13-22 and discussed next.

Threshold
This attribute is used to determine the smoothness of the surface created by overlapping of blobby surface nParticles. The default value of this attribute is 0.1.
Blobby Radius Scale
The Blobby Radius Scale attribute is used to specify the extent upto which nParticle radius will be scaled to create blobby surface nParticles. The default value of this attribute is 1.
Motion Streak
This attribute is used to elongate individual nParticles based on their direction. This attribute is very useful for creating motion blur type of effects. Its default value is 0 which specifies that nParticles will be round in shape.
Note
The Motion Streak attribute can only be used when nParticles are converted into polygons.
Mesh Triangle Size
This attribute is used to specify the size of triangles. The size of triangle is inversely proportional to the resolution of mesh which means a small sized mesh triangle will take more time to render as it has a high resolution.
Max Triangle Resolution
This attribute is used to specify the resolution of volume pixel (voxel) of nParticles. Its default value is 100.
Mesh Method
The options in this drop-down list are used to specify different types of polygon mesh that will be used in producing iso-surface meshes. By default, the Triangle Mesh option is selected in this drop-down list. The options in this drop-down list are discussed next.
Triangle Mesh: The Triangle Mesh option is used to convert an nParticle into a cube polygon mesh using a high resolution 3D surface algorithm (marching cubes) method. This option is selected by default.
Tetrahedra: The Tetrahedra option is used to convert an nParticle into a triangle polygon mesh using the marching tetrahedra method.
Acute Tetrahedra: The Acute Tetrahedra option is used to convert an nParticle into a triangle polygon mesh with a slightly higher resolution as compared to the Tetrahedra method.
Quad Mesh: It is used to convert nParticles into quad mesh.
Mesh Smoothing Iterations
This attribute is used to determine the amount of smoothing applied to smoothen the
nParticle output mesh. As a result, a smooth topology is created which is uniform in shape. Its default value is 0.
Color Per Vertex
Select this check box to generate color per-vertex data value when you convert an nParticle object to an output mesh. This data is derived from the nParticle object’s per-particle color values.
Opacity Per Vertex
Select this check box to generate opacity per-vertex data value when you convert an nParticle object to an output mesh. This data is derived from the nParticle object’s per-particle opacity values.
Incandescence Per Vertex
Select this check box to produce incandescence per-particle vertex data when you convert an nParticle object to an output mesh.
Velocity Per Vertex
This attribute is used to produce velocity per-vertex data when you convert an nParticle object to an output mesh. It helps in producing motion blur when mesh is rendered using the mental ray renderer.
Uvw Per Vertex
The Uvw Per Vertex attribute is used to produce UVW texture coordinates when you convert an nParticle object to a polygon mesh.
Use Gradient Normals
This check box is used to improve the appearance and smoothness of nParticle output mesh. By default, this check box is clear.
The attributes in this area are used to cache the simulation data to local server or hard drive, refer to Figure 13-23. Some of the commonly used attributes in this area are discussed next.

Cacheable Attributes
The options in this drop-down list are used to specify the simulation data when the current nParticle object is cached. The options in this drop-down list are discussed next.
Position: This option is used to cache only particle ID, age, position, and per-particle rotation.
Position And Velocity: This option is used to cache the particle ID, age, position, per-particle rotation, velocity, per-particle angular velocity, and per-particle lifespan of nParticle.
Dynamics and Rendering: This option is used to cache only the mass, per-particle radius, per-particle opacity, per-particle RGB, per-particle incandescence, per-particle spriteNum, per-particle spriteScaleX, and per-particle spriteScaleY.
All: This option is used to cache the entire nParticle attribute data.
Memory Caching (see Dynamics Solvers menu) Area
This area consists of Cache Data check box. On selecting this check box, the motion of the nParticle object is saved to the memory.
The attributes in this area are similar to the options in the Emitter Options (Emit from Object) window discussed in Chapter 12, refer to Figure 13-24.

Max Count
This edit box is used to determine the number of nParticles emitted by the selected object. Its default value is -1.
Level Of Detail
This attribute affects only the emitted particles. It scales the amount of emission to be used for motion testing without having to change emitter values. The default value of this attribute is 1.
Inherit Factor
This attribute is used to define the fraction velocity inherited by emitted nParticles. Its default value is 0. The velocity increases with the increase in its value.
Emission In World
By default, this check box is selected. It is used to let the particle object assume that particles created from emission are in the world space. This makes the particles respond as if they were in the same space as the emitter when they are in some non-identity hierarchy.
Die On Emission Volume Exit
On selecting this check box, nParticles emitted from a volume will die when they will exit that volume.
Emission Overlap Pruning
This attribute is used to determine that new nParticles will be eliminated before they are displayed in the simulation depending on collision with each other or with other nParticle objects.
Emission Random Stream Seeds Area
The attribute in this area are used to create particle systems which operate in the same way and with similar kind of forces, but will look different in terms of placement. If you create two emitters with the positioning of the emitted particles is identical by default. You can make each emitter to emit particles in different random positions by giving each emitted particle object a different value to its Seed attribute.
The attributes in this area are used to specify the rendering type for nParticle objects. Figure 13-25 shows various attributes in this area. These attributes are discussed next.

Particle Render Type
This attribute displays various types of nParticle render types such as MultiPoint, MultiStreak, Numeric, Points, Spheres, and so on. By default, the nParticle objects are in the form of points.
Note
(s/w) indicates that this form of nParticle will be rendered using the Maya Software renderer only.
Depth Sort
Select this check box to allow depth sorting of particles for rendering.
Threshold
This attribute is used to control the smoothness of the surface created due to overlapping of blobby surface nParticles.
Opacity
It is used to specify the opacity of the nParticle object. The default value of this attribute
is 1.
The attributes in this area are used to set the per-particle opacity scale value. Various attributes in this area are shown in Figure 13-26.

These attributes are used to determine opacity scale values per nParticle. Some of the attributes are discussed next.
Input Max: It is used to set the maximum range of opacity scale values.
Opacity Scale Randomize: It is used to set a random multiplier for per-particle opacity value.
The attributes in this area are used to determine the color values that can be applied to nParticles. The Selected Color attribute displays the color on the ramp at the selected position. The attributes in this area are shown in Figure 13-27.

Color Input
The options in this drop-down list are used to specify which attribute is used to map the ramp’s color values.
Input Max
The Input Max attribute is used to set the maximum value for the ramp.
Color Randomize
This attribute is used to set the random multiplier for per-particle color value.
This attribute is used to control the intensity of the color of light emitted from the nParticle object due to self-illumination. The Incandescence area is shown in Figure 13-28. Some of the attributes in this area are discussed next.

Incandescence Input
The options in this drop-down list are used to specify which attribute is used to map the ramp’s color values.
Input Max
This attribute is used to set the maximum range of Incandescence values.
Incandescence Randomize
This attribute is used to set a random value multiplier for per-particle Incandescence value.
The attributes in this area are used to set attributes on per-particle basis, refer to Figure 13-29.

The attributes in this area are used to add custom attributes to nParticle object. These attributes can be on per-particle or per-object basis and are generally used to create complex particle effects. Choose the General button from this area; the Add Attribute: nParticleShape1 window will be displayed, as shown in Figure 13-30. Now, you can create custom attributes by using this window.

The attribute in this area is used to determine the properties of goal objects whose attributes are used to control nParticle simulation.
Goal Smoothness
The Goal Smoothness attribute is used to control the smoothness of goal forces. The default value of this attribute is 3. The higher the value of nParticle, the smoother will be the goal forces even if the weight changes.
The attributes in the Instancer (Geometry Replacement) area are used to change the default settings of the instanced objects. Note that these attributes will not be activated till the selected nParticles are converted into instances. To change the default settings of the instanced objects, choose nParticles > Create > Instancer from the menubar, as shown in Figure 13-31.

On doing so, the attributes in the Instancer (Geometry Replacement) area will be activated, as shown in Figure 13-32.
Some of the attributes are discussed next.

Instancer Nodes
The options in this drop-down list are used to select the instancer which is connected to the selected instanced objects.
Allow All Data Types
The Allow All Data Types check box is used to enable all data types that can be selected for the inputs. By default, this check box is cleared.
The attributes in this area are used to set the position, scale, visibility, and so on of the instanced objects. The attributes in this area are discussed next.
Position
The options in the Position drop-down list are used to specify the position of instanced objects. By default, the World Position option is selected in this drop-down list.
Scale
The options in the Scale drop-down list are used to specify the scale of the instanced objects. By default, the None option is selected in this drop-down list.
Shear
The options in the Shear drop-down list are used to specify the shear of the instanced objects. By default, the None option is selected in this drop-down list.
Visibility
The options in the Visibility drop-down list are used to determine the visibility of the instanced objects. By default, the None option is selected in this drop-down list.
Object Index
The options in the Object Index drop-down list are used to specify which object from the constrained object list is instanced for each particle. By default, the None option is selected in this drop-down list.
The attributes in this area are used to determine the orientation of the currently instanced objects, refer to Figure 13-33.

The options in this area ensure that particles cycle in a sequential order. To instance the objects, choose nParticles > Create > Instancer > Option Box from the menubar; the Particle Instancer Options window will be displayed, as shown in Figure 13-34.

Next, select Sequential from the Cycle drop-down list in this window. Choose Apply and then the Close button to close the window.
The attributes in this area are inactive by default. To activate these attributes, choose nParticleShape1 > Shading > Particle Render Type > Sprites from the Attribute Editor. The attributes in this area, as shown in Figure 13-35, are discussed next.

Sprite Num
The Sprite Num attribute is used to identify any file from stack of files. By default, its value is 1.
Sprite Scale X
The Sprite Scale X attribute scales the sprite on the X axis or horizontal line. The default value assigned to this attribute is 1.
Sprite Scale Y
The Sprite Scale Y attribute scales the sprite on the Y axis or vertical line. The default value assigned to this attribute is 1.
Sprite Twist
This attribute is used to twist the sprite in the X or Y direction. The default value assigned to this attribute is 0.
This tab consists of attributes that are used to specify gravity wind, ground plane attributes, time scale attributes, and so on. Some of these attributes are discussed next.
This check box is selected by default. It enables nucleus solver to calculate simulation data which is a part of its nucleus system.
By default, this check box is selected. As a result, the location and direction of gravity and wind field is displayed as arrows in the scene.
The attributes in this area are used to set the gravity and wind settings for the current Maya Nucleus solver. The attributes in this area are discussed next.
Gravity
This attribute is used to specify the amount of gravity applied to Maya Nucleus solver. The default value of this attribute is 9.8. A value of 0 means no gravity.
Gravity Direction
This attribute is used to specify the direction of gravity applied. By default, the value of this attribute is (0, -1, 0). This indicates that the gravity is applied in downward direction along Y-axis.
Air Density
This attribute is used to specify the air density applied to the nucleus solver. The default value of this attribute is 1. Higher the value, lesser will be the speed of the nParticle objects falling into space.
Wind Speed
This attribute is used to determine the force and intensity of the wind. A higher value of this attribute indicates a faster wind speed.
Wind Direction
This attribute is used to indicate the direction of the wind. The default value of this attribute is (1,0,0), which means that the wind will move from left to right along the X-axis.
Wind Noise
This attribute is used to specify the level of noise that affects the random falling of nParticle objects on the plane.
The attributes in this area are used to create an imaginary ground plane which acts as a collision object for nParticle. The options in this area are discussed next.
Use Plane
Select this check box to use the plane as an object, which is not visible in the viewport.
Plane Origin
This attribute is used to specify the X, Y, and Z coordinates of the ground plane. The default coordinates of the plane are (0,0,0) which are same as the grid origin coordinates.
Plane Normal
This attribute is used to specify the orientation of the ground plane. The default value of this attribute is (0,1,0).
Plane Bounce
This attribute is used to specify the intensity of the bounce of nParticle objects on the plane.
The higher the value, the greater will be the amount of deflective force.
Plane Friction
This attribute is used to specify the amount of friction that is applied when nParticles collide with other nParticle objects. The strength of the plane friction is determined by the type of surface it represents.
Plane Stickiness
This attribute is used to determine the extent to which the nParticles will stick to the ground plane when they collide with it.
The attributes in the Solver Attributes area are used to change the settings of Maya Nucleus solver. These attributes are discussed next.
Substeps
This attribute is used to specify the number of times the Maya Nucleus solver calculates an object’s collision per frame. The default value of this attribute is 3.
Max Collision Iterations
This attribute is used to determine the maximum number of collision iterations the nucleus objects can take on colliding with nParticles. The default value of this attribute is 4.
Collision Layer Range
The Collision Layer Range attribute is used to set the distance between two objects in order for them to intercollide. The default value of this attribute is 4.
Timing Output
The options in this drop-down list are used to display the time information of the Nucleus in the Script Editor in seconds. The three options in this drop-down list are, None, Frame, and Subframe. On selecting Frame, the evaluation time in seconds will be displayed at every frame in the Script Editor. On selecting Subframe, the time for evaluation will be displayed at every substep in the Script Editor.
The options in this area are used to edit the timing of the dynamic keyframe animation. These attributes are discussed next.
Current Time
This attribute is used to specify the speed for all the objects connected to the Maya Nucleus solver. The connection can be broken by right-clicking on it and then choosing Break Connection from the shortcut menu displayed, refer to Figure 13-36.

Start Frame
The Start Frame attribute is used to indicate the starting frame at which Maya Nucleus solver starts calculating. This attribute can be modified as per the requirement to start simulation from a specific frame.
The attributes in this area help you in saving the simulation data to a server or a local hard drive by caching your nParticle objects or effects.
a. Create the project folder.
b. Download and open the file.
c. Create nParticles.
d. Simulate nParticles.
e. Cache nParticles.
f. Generate mesh.
g. Add material.
h. Add lights to the scene.
i. Save and render the scene.
Create a new project folder with the name c13_tut1 at \Documents\maya2025, as discussed in Tutorial 1 of Chapter 2.
In this section, you will download and open the file.
1. Download the c13_maya_2025_tut.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide. Extract the content of the zip file to the Documents folder.
2. Choose File > Open Scene from the menubar; the Open dialog box is displayed. In this dialog box, browse to c13_maya_2025_tut folder and select c13_tut1_start.mb file. Next, choose the Open button.
3. Now, choose File > Save Scene As from the menubar; the Save As dialog box is displayed. Save the file with the name c13tut1.mb in this folder. As the project folder is already set, the path \Documents\maya2025\c13_tut1\scenes is displayed in the Look In drop-down list.
1. Maximize the front-Z viewport and select the glass, as shown in Figure 13-37. Make sure the FX menuset from the Menuset drop-down list is selected in the Status Line.
2. Choose nParticles > Create > Create Option > Water from the menubar; the nParticles style type changes to Water.
3. Choose nParticles > Create > Fill Object > Option Box from the menubar; the Particle Fill Options window is displayed. In this window, set the following parameters:
Resolution: 30 Min Y: 0.5
Next, select the Double Walled check box.
4. Choose the Particle Fill button and then choose the Close button; the glass is filled with nParticles, as shown in Figure 13-38.

In this section, you will simulate nParticles.
1. Select both the glasses. Choose nCloth > Create > Create Passive Collider from the menubar, as shown in Figure 13-39; two rigid bodies nRigid1 and nRigid2 are created. These can be seen in the Outliner window.

2. Play the simulation till all the nParticles settle down. Stop the simulation when the nParticles settle down in the glass.
3. Select the nParticles in the viewport. In the Attribute Editor, make sure the nParticleShape1 tab is chosen. Expand the Particle Size area of this tab and enter 0.165 in the Radius edit box. Next, expand the Collisions area and enter 0.5 in the Collide Width Scale edit box.
4. In the Radius Scale area, select the Randomized ID option from the Radius Scale Input drop-down list and enter 0.1 in the Radius Scale Randomize edit box. Expand the Liquid Simulation area and enter 0.65 in the Liquid Radius Scale edit box.
5. Make sure the nParticles are selected. Choose Fields/Solvers > Solvers > Initial State > Set for selected from the menubar, as shown in Figure 13-40; the current state is set as the initial state.

6. Choose the nucleus1 tab in the Attribute Editor. In the Ground Plane area of this tab, select the Use Plane check box. Set the value of Plane Friction to 0.465. In the Solver Attributes area, enter 20 in the Substeps edit box.
7. Select the glass, as shown in Figure 13-41. Place the Time Slider on frame 1 and press the S key. Next, place the Time Slider on frame 30 and enter -74 in the Rotate Z edit box of the Channel Box / Layer Editor. Again, press the S key to set the position of glass at frame 30, refer to Figure 13-42.
In this section, you will cache nParticles.
1. Move the Time Slider at frame 1. Select the nParticles and then choose nCache > Create > Create New Cache > nObject from the menubar; the caching begins. Some of the nParticles will flow out of the glass, as shown in Figure 13-43. You can stop the caching process by pressing ESC.

2. Select nRigid1 in the Outliner window; the nRigidShape1 tab is displayed in the Attribute Editor. In this tab, expand the Force Field Generation area. Select the Single Sided option from the Force Field drop-down list, as shown in Figure 13-44.

3. In the Force Field Generation area, set the values as follows:
Field Magnitude: -4.00 Field Distance: 5
4. Select nParticle1 in the Outliner window. In the Shading area of the nParticleShape1 tab of the Attribute Editor, set the parameters as follows:
Threshold: 0.900 Opacity: 0.080
5. Make sure the nParticle1 is selected in the Outliner window and also move the Time slider to frame 1. Next, choose nCache > Create > Replace Caches > nObject from the menubar; the Create Cache Warning message box is displayed. In this message box, choose the Auto-rename button; the caching begins. Press ESC to stop the caching process at the desired frame.
In this section, you will generate mesh.
1. Maximize the persp viewport. Make sure nParticle1 is selected in the Outliner window. Choose Modify > Objects > Convert > nParticles to Polygons from the menubar. You will notice that nParticles disappeared from the viewport.
2. In the nParticleShape1 tab of the Attribute Editor, expand the Output Mesh area and set the parameters as follows:
Threshold: 0.002 Motion Streak: 0.3 Mesh Triangle Size: 0.2
Max triangle Resolution: 500
3. Make sure the Triangle Mesh option is selected in the Mesh Method drop-down list. You notice that mesh is converted into a smoother mesh, as shown in Figure 13-45.

1. Make sure the persp viewport is maximized. Select polySurface1 from the Outliner window.
2. Right-click on polySurface1 in the viewport and then choose Assign New Material from the shortcut menu; the Assign New Material window is displayed. In this window, choose Arnold > Shader > aiStandardSurface; the aiStandardSurface1 tab is displayed in the Attribute Editor.
3. In the Attribute Editor > aiStandardSurface1 tab, choose the Presets button; a flyout is displayed. Choose Clear_Water > Replace from the flyout to apply preset to the geometry.
4. Select polySurface1 in the viewport and then in the Attribute Editor > polySurfaceShape1 tab, clear the Opaque check box from the Arnold area.
5. Choose the Display render settings tool from the Status line to open the Render Settings window. In the Sampling area of the window, enter 4, 3, 3, and 4 in the Camera (AA), Diffuse, Specular, and Transmission edit boxes, respectively.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c13_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. Maximize the persp viewport if it is not already maximized.
3. Choose the Display render settings tool from the Status Line; the Render Settings window is displayed. Enter water-simulation in the File name prefix text box in the File Output area.
4. Select jpeg from the Image format drop-down list. Next, select name.#.ext from the Frame/Animation ext drop-down list.
5. In the Frame Range area of the Render Settings window, enter 100 in the End Frame edit box.
6. Select the Rendering menuset from the Menuset drop-down list in the Status Line. Next, choose Render > Batch Render > Batch Render from the menubar; the rendering starts.
The final output after rendering is shown in Figure 13-46.

You can view the rendering progress by choosing the Script Editor button from the Command Line.
In this tutorial, you will create the smoke effect by using an emitter object, as shown in Figure 13-47. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Download and open the file.
c. Create an emitter object.
d. Create a volume axis field.
e. Shade the nParticles.
f. Save and render the scene.
Create a new project folder with the name c13_tut2 at \Documents\maya2025, as discussed in Tutorial 1 of Chapter 2.
In this section, you will download and then open the file.
1. Download the c13_maya_2025_tut.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide. Extract the contents of the zip file to the Documents folder.
2. Choose File > Open Scene from the menubar; the Open dialog box is displayed. In this dialog box, browse to c13_maya_2025_tut folder and select the c13_tut2_start.mb file. Next, choose the Open button.
3. Now, choose File > Save Scene As from the menubar; the Save As dialog box is displayed. Next, save the file with the name c13tut2.mb in this folder.
As the project folder is already set, the path \Documents\maya2025\c13_tut2\scenes is displayed in the Look In drop-down list.
4. Extract the wood.jpg and cigarette_texture.jpg images to the sourceimages folder at the location \Documents\maya2025\c13_tut2.
In this section, you will create an emitter.
1. Make sure the FX menuset is selected in the Menuset drop-down list in the Status Line. Choose nParticles > Create Options > Cloud from the menubar; the nParticles style type changes to Cloud.
2. Choose nParticles > Emit > Create Emitter > Option Box from the menubar; the Emitter Options (Create) window is displayed, as shown in the Figure 13-48.

3. In the Emitter Options (Create) window, type Emitter_sm in the Emitter name edit box and set the following options:
Emitter type: Directional Rate (particles/sec): 120.0
In the Basic Emission Speed Attributes area, set the following parameters:
Speed: 2.5 Speed Random: 5
4. After setting the options, choose the Create button; an emitter is displayed in the viewport. Place the emitter on the tip of the cigarette and play the simulation; the nParticles start flowing along the X axis, refer to Figure 13-49.

5. Select nParticles in the viewport; the nParticleShape1 tab is displayed in the Attribute Editor. In this tab, expand the Lifespan area and set the following values:
Lifespan Mode: Random range Lifespan: 15
Lifespan Random: 5
Expand the Particle Size area and enter 0.350 in the Radius edit box.
6. In the Radius Scale area, add markers to different points on the ramp by using the left mouse button and add value for each marker. The values for different markers are given in Table 13-1:

|
Marker |
Selected Position |
Selected Value |
|
First |
0.026 |
0.140 |
|
Second |
0.487 |
0.200 |
|
Third |
0.783 |
0.380 |
|
Fourth |
0.939 |
0.940 |
7. Select Normalized Age from the Radius Scale Input drop-down list and enter 0.250 in the Radius Scale Randomize edit box.
8. In the Dynamics Properties area, make sure the Ignore Solver Gravity check box is cleared and set the following parameters:
Conserve: 0.450 Drag: 0.190
9. Make sure the nParticles are selected and choose the nucleus1 tab in the Attribute Editor. In the Gravity and Wind area of this tab, enter 0, 1, 0 in the Wind Direction edit boxes and 0, 1, 0 in the Gravity Direction edit boxes. Play the simulation; you will notice that nParticles will start moving upward, as shown in Figure 13-50.

In this section, you will create a volume axis field for the nParticles.
1. Make sure the nParticles are selected. Next, choose Fields > Fields/Solvers > Volume > Volume Axis > Option Box from the menubar; the Volume Axis Options window is displayed.
2. In the Volume Axis Options window, set the values as follows:
Magnitude: 120 Attenuation: 10 Away from center: 5
Directional speed: 2 DirectionX: 0 DirectionY: 1
Turbulence: 0.700 Turbulence speed: 0.602
3. After setting the above values, choose the Create button; the volumeAxisField1 field is created in the persp viewport. Place it on the ash tray. Play the simulation; the nParticles start flowing upward in curls, as shown in Figure 13-51.

In this section, you will add shades to the nParticles.
1. Select nParticles; the particleShape1 tab is displayed in the Attribute Editor. In the tab, expand the Shading area and enter 0.1 in the Opacity edit box.
2. In the Opacity Scale area, select Spline from the Interpolation drop-down list and Normalized Age from the Opacity Scale Input drop-down list.
3. Expand the Color area. Next, expand the Color Palette ramp by choosing the arrow button next to it, refer to Figure 13-52; the nParticleShape1.color window is displayed.

4. In the nParticleShape1.color window, select the first marker and click on the Selected color swatch. Then, change the color to dark grey (H: 0, S: 0, V: 0.341) and enter 0 in the Selected position edit box. Next, select the second marker and click on the Selected color swatch. Then, to change color to light grey (H: 0, S: 0, V: 0.671) and enter 0.521 in the Selected position edit box. Create the third marker and click on the Selected color swatch. Then, change the color to white and enter 1 in the Selected position edit box; the color gradient is set in the nParticleShape1.color window. Close the nParticleShape1.color window.
5. In the Color area of the nParticleShape1 tab, enter 0.850 in the Color Randomize edit box; the color of the nParticle changes, as shown in Figure 13-53.

6. Choose the Animation Preferences button; the Preferences window is displayed. Select Time Slider from the Categories list. Next, in the Playback area of this window, select the 24fps x 1 option from the Playback speed drop-down list.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c13_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. For rendering the scene, refer to Tutorial 1 of Chapter 8. The final rendered output is shown in Figure 13-47.
Answer the following questions and then compare them to those given at the end of this chapter:
1. Which of the following is the default value of the Gravity Direction attribute?
(a) 1,0,0 (b) 0,0,1
(c) -1,1,0 (d) 0,-1,0
2. The Motion streak option can only be used when nParticles are converted into _________.
3. The default value of the gravity attribute is __________.
4. The __________ attribute is used to control the surface tension during liquid simulation.
5. The __________ attribute displays the total number of particles in an nParticle object.
6. The options in the __________ area are used to define the life of the selected nParticle objects in the viewport.
7. The default value of the Air Density attribute is 2. (T/F)
8. There are three types of nParticle styles. (T/F)
9. The Rest Density attribute is used to determine the resistance of the fluid to flow. (T/F)
Answer the following questions:
1. Which of the following options is selected by default in the Interpolation drop-down list of the Radius Scale area?
(a) None (b) Linear
(c) Spline (d) Smooth
2. The __________ attribute is used to display the amount of damping on the selected nParticle.
3. The __________ attribute is used to define the adhering of nParticle objects on self-collision or on collision with other nParticle objects.
4. The Bounce Scale attribute is used to control the __________ scale.
5. The default value of the Drag attribute in the Dynamic Properties area is __________.
6. The options in the __________ area are used to define the properties of the wind field.
7. The Air Push Distance attribute is used to indirectly influence the nParticle system. (T/F)
8. The options in the Goal Weights and Objects area are used to determine properties of goal objects. (T/F)
9. The attributes in the Shading area are used to modify the appearance of an nParticle object. (T/F)
The rendered image sequence of the scenes used in the following exercises can be accessed by downloading the c13_maya_2025_exr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Create snowfall in a scene by using nParticles, as shown in Figure 13-54. Apply textures to the snow crystals and then render the scene using the Arnold renderer.(Expected time: 30 min)

Create constellation in a scene by using nParticles, as shown in Figure 13-55, and then render the scene. (Expected time: 30 min)

Answers to Self-Evaluation Test
1. d, 2. polygons, 3. 9.8, 4. Surface Tension, 5. Count, 6. Lifespan, 7. F, 8. F, 9. F
After completing this chapter, you will be able to:
• Use various types of fluids in Maya
• Apply the dynamic and non-dynamic fluid effects
• Modify the fluid components
• Paint in the fluid containers
• Add ocean and pond effects to your scene
• Connect Maya fields to a container
In this chapter, you will learn about the fluid effects in Maya. Maya fluids are used to create fluid effects to scene such as running water, explosion, smoke, clouds, and so on. Maya’s fluid effects simulation engine is based on Navier-Stokes mathematical equations. It is one of the most complex simulation engines in Maya. In this chapter, you will create various fluid simulations using Maya fluids.
CLASSIFICATION OF FLUID EFFECTS
There are three types of fluid effects in Maya: open water, dynamic, and non-dynamic. These effects are discussed next.
The open water fluid effect is used to make open water fluid surfaces such as oceans, ponds, rivers, and so on. The ocean surfaces are formed using NURBS planes with ocean shader applied to them. To create an ocean, select the FX menuset from the Menuset drop-down list in the Status Line. Next, choose Fluids > Create > Ocean > Option Box from the menubar; the Create Ocean window will be displayed, as shown in Figure 14-1.

In this window, the Preview plane size attribute is used to set the size of the plane that will be used for creating an ocean in the scene. The default value for this attribute is 10. After setting the required value, choose the Create Ocean button to create the ocean in the viewport. Next, choose Render the current frame button from the Status Line to render the scene in Maya Renderer. After rendering, a realistic view of the ocean will be displayed, as shown in Figure 14-2.

The dynamic fluid effect creates the fluids based on the natural law of physics that describes how objects move. In this process, the simulation of the dynamic fluid is calculated on the basis of the Navier-Stokes fluid dynamic equation. To create the dynamic fluid effect, first you need to create a fluid container. In Maya, a fluid container is a rectangular boundary that defines the space in the viewport, where the fluid simulation will be performed. The fluid container is the main component for any dynamic or non-dynamic fluid simulation. When you first create a container, it is empty. To create a fluid effect, you need to modify the container attributes.
Note
For open water effects, you do not require fluid containers.
In Maya, there are two types of fluid containers, 3D and 2D. To create a 3D fluid container, choose Fluids > Create > 3D Container from the menubar; a 3D container will be created in the viewport, as shown in Figure 14-3.

Similarly, you can create the 2D container using the 2D Container option, as shown in Figure 14-4. The fluid containers are formed of grids. Each grid patch in a fluid container is known as voxel (volumetric pixel). Voxel density of the container determines the final output of the fluid particles to be created. You can use the dynamic fluid effects to create effects such as cloud, fire, and so on.
Figure 14-5 displays the fire created using the dynamic fluid effect.

The non-dynamic fluid effects do not behave according to the natural law of fluid dynamics. Instead, the textures and animation are used to simulate the fluid and its motion. In this type of fluid effect, the fluid motion is created by keyframing the texture attributes. Moreover, in this effect, fluid solvers are not used to simulate the fluid motion. As a result, the rendering of the non-dynamic fluid effect is much faster than that of the dynamic fluid effect.
The fluid simulation in Maya is governed by certain fluid components. The fluid always resides within a container (2D or 3D). Each fluid container is formed of three-dimensional grids, and each unit of a grid comprises of voxels. In other words, a group of voxels combines to form a fluid container. Voxels play a major role in defining the content method of the fluid property. There are two basic ways to define the fluid property in a fluid container; as a preset gradient or as a grid. By specifying the content method to gradient preset, the fluid property can be maintained as constant throughout the container. The gradient preset sets a ramp value between 1 and 0 in a particular axis. By setting the content method to grid, you can place an individual value in each voxel. Therefore, the grid preset can either be defined as static or dynamic. To modify the content method, choose the fluid container in the viewport and open the Attribute Editor; the Contents Method area will be displayed, as shown in Figure 14-6.

During animation, the fluid property value does not change in the static grid, whereas it changes in the case of dynamic grid. This is because the values in each voxel are recalculated at each frame. You can also resize the container and set its resolution. The resolution of the fluid is defined in voxels. Higher resolution produces finer details but also increases the simulation and rendering time. If you scale the container, the voxels in the container also get scaled without changing their contents. To make the container dense and add a finer detail to the fluid simulation, you need to increase its resolution. To do so, select the fluid container and then choose Fluids > Edit > Edit Fluid Resolution > Option Box from the menubar; the Edit Fluid Resolution Options window will be displayed, as shown in Figure 14-7.

Increase the resolution of the container using the options in this window and then choose the Apply and Close button. Note that increasing the fluid resolution increases the number of voxels in the fluid container, thus increasing the rendering time.
You can also edit the properties of a 2D or 3D container. To do so, select the 3D container in the viewport and press CTRL+A to open the Attribute Editor. By default, the fluidShape1 tab is chosen in the Attribute Editor, as shown in Figure 14-8. The commonly used attributes in this tab are discussed next.

The attributes in this area are used to edit the properties of the 2D or 3D container created. These attributes are discussed next.
Keep Voxels Square
This check box is used to set the container’s resolution in such a way that the square voxels are maintained or arranged on the basis of the size of the container. By default, this check box is selected.
Base Resolution
This attribute is used to set the X, Y, and Z resolution values of the fluid container. It is activated only when the Keep Voxels Square check box is selected.
Resolution
The attribute is used to set the resolution of the fluid containers in voxels. Increasing the resolution will increase the render time.
Size
This attribute is used to set the size of the fluid container in centimeters.
Boundary X, Boundary Y, and Boundary Z
The options in these drop-down lists are used to control the behavior of the fluid when it comes in contact with the boundaries of the container.
The attributes in this area are used to define the method to be used to populate the fluid container. There are four options for defining the fluid property in a fluid container. They are Off (zero), Static Grid, Dynamic Grid, and Gradient. These are discussed next.
Off (zero)
This option is used to set the property value to 0. On selecting this option, the property will have no effect on simulations.
Static Grid
This option is used to create a grid for the property that populates each voxel with specific property values.
Dynamic Grid
This option is used to create a grid for the property that populates each voxel with specific property values for use in any dynamic simulation.
Gradient
This option uses the gradient to populate the fluid container.
The attributes in this area are used to modify the fluid display in the scene. They do not affect the final rendered image.
Shaded Display
The options in this drop-down list are used to define the fluid display in the container when the viewport is in the shaded display mode.
Opacity Preview Gain
This attribute is used to adjust the opacity of the hardware display when the shaded display is not set to As Render.
Slices Per Voxel
This attribute is used to define the number of slices displayed per voxel when viewport is in the shaded display mode. It is used only when Maya is in the shaded display mode.
Voxel Quality
The options in this drop-down list are used to define the quality of the voxels in the 3D or 2D container. These options are Better and Faster.
Boundary Draw
The options in this drop-down list are used to define the way the fluid container is displayed in the viewport. These options are Bottom, Reduced, Outline, and so on.
Numeric Display
The options in this drop-down list are used to define numeric values for the selected property.
Wireframe Display
The options in this drop-down list are used to define the opacity of the property when the viewport is in the wireframe display mode.
Velocity Draw
This check box is used to display the velocity vector for the fluid container.
Draw Arrowheads
This check box is used to display the arrowheads of the velocity vectors.
Velocity Draw Skip
This attribute is used to increase or decrease the number of velocity arrows. By default, the value 1 is displayed for this attribute.
Draw Length
This attribute is used to define the length of velocity vectors.
The attributes in this area are used to simulate the flow of the fluid. The attributes in this area are discussed next.
Gravity
This attribute is used to simulate the gravitational attraction. By default, its value is 9.8.
Viscosity
This attribute is used to define the resistance of the fluid when it is flowing. Increasing the value of this attribute makes the liquid thicker. Whereas, decreasing its value makes the fluid act like water.
Friction
This attribute is used to define the amount of internal friction used by the solver in the velocity solving.
Damp
This attribute is used to define the dampness of the velocity that tends toward zero at each successive step.
Solver
The options in this drop-down list are used to specify the solver to be used in the fluid simulation. These options are none, Navier-Stokes, and Spring Mesh.
High Detail Solve
The options in this drop-down list are used to add detailing to the solver without increasing the resolution.
Substeps
This attribute is used to define the number of calculations done in simulating fluids per frame.
Solver Quality
It specifies the number of times the solver would perform calculation per frame.
Grid Interpolater
The options in this drop-down list are used to select the interpolation algorithm to be used to retrieve values within the voxel grid.
Start Frame
This attribute is used to set the frame from which the simulation will begin. By default, it is set to 1.
Simulation Rate Scale
This attribute is used to scale the time step used in simulation (emission and solving).
Forward Advection
This check box is used to activate the mass conserving forward propagation technique. This technique pushes density forward through the grid (voxels). The default solve method uses a backward propagation technique that pulls density into voxels from surrounding voxels.
Conserve Mass
This check box is selected by default. It is used to conserve mass when the density values are updated during solving process.
Use Collisions
This check box is used to collide the fluid with the geometry in the container.
Use Emissions
This check box is used to connect all fluid emitters during simulation.
Use Fields
This check box is used to ensure that Maya ignores all the connected fluid emitters during simulation.
Emit In Substeps
This check box is used to calculate the fluid emission on every substep. It is useful for effects that have high emission speed.
Creating Fluid Containers with Emitter
In Maya, you can create a fluid container with an emitter to simulate the fluid in the container. To do so, choose Fluids > Create > 3D Container > Option Box from the menubar; the Create 3D Container with Emitter Options window will be displayed, as shown in Figure 14-9.

Set the required values in the window and then choose the Apply and Close button. Similarly, you can create a 2D fluid container with an emitter using the 2D Container option.
You can also make a surface collide with fluids. To do so, create a 3D container with an emitter in the viewport. Now, create a plane and move it inside the container just above the emitter. Select the plane and the fluid container, and then choose Fluids > Edit > Make Collide > Option Box from the menubar; the Make Collide Options window will be displayed in the viewport, as shown in Figure 14-10.

Increase the value in the Tessellation factor attribute and then choose the Apply and Close button. The default tessellation factor value is 200. Maya internally converts a NURBS object to polygon before it animates the simulation. The tessellation factor sets the number of polygons created during the conversion. A low tessellation value means that more fluid will appear passing through the geometry. You can increase this value to get the desired smoothness, but it will also increase the simulation time. Now, preview the animation to see the effect of the collision. Figures 14-11 and 14-12 show the difference in the simulation before and after a surface collides with the fluid.

Painting the Fluid Effects into Containers
In Maya, you can also paint the fluid effect into a container. To do so, first create a 3D fluid container in the viewport. Next, choose Fluids > Create > Add/Edit Contents > Paints Fluid Tool > Option Box from the menubar; the Tool Settings (Paint Attributes Tool) panel will be displayed, as shown in Figure 14-13.

The attributes of the Tool Settings (Paint Fluids Tool) window are similar to those of the Tool Settings (Sculpt Geometry Tool) panel. You can adjust the diameter of the paint brush by setting values in the Radius(U) and Radius(L) edit boxes. To set the radius of the paint fluids tool brush, press and hold the B key along with the middle mouse button, and then drag it in the viewport; the radius of the brush will change accordingly.
The Maya fluid components are used to simulate and render realistic fluid effects. In Maya, there are some pre-defined fluid components, which are discussed next.
In Maya, the ocean effect is in-built. However, you can also create an ocean on your own. To create an ocean, choose Fluids > Create > Ocean > Option Box from the menubar; the Create Ocean window will be displayed, as shown in Figure 14-14.

Set a value for the ocean plane size in the Preview plane size attribute and then choose the Create Ocean button in the window; an ocean will be created in the viewport. You can also add wakes to an ocean. Wakes are fluid containers having a spring mesh solver that adds additional turbulence to the ocean by generating waves and ripples.
To add wakes to an ocean, choose Fluids > Ocean/Pond > Create Wake > Option Box from the menubar; the Create Wake window will be displayed, as shown in Figure 14-15.

Choose the Apply button from this window; wakes will be created in the ocean, as shown in Figure 14-16.

You can also adjust the color, wavelength, foam creation, and other attributes of the ocean in the Attribute Editor. To do so, select the ocean plane in the viewport and open the Attribute Editor. In the Attribute Editor, choose the oceanShader1 tab; all attributes related to ocean will be displayed. Change the attributes as required.
You can also make the objects float on the surface of an ocean. On doing so, the objects appear to be floating on the surface of the ocean with the waves and ripples. To float the object, select the still object on the ocean. Next, choose Fluids > Ocean/Pond > Create Boat from the menubar; the selected object will now float on the surface of the ocean, refer to Figure 14-17.

The pond effect is used to create surfaces using a height field and a spring mesh solver so that the resulting surface looks like a pond. The pond fluid effect is also in-built in Maya. To create a pond, choose Fluids > Create > Pond > Option Box from the menubar; the Create Pond window will be displayed, as shown in Figure 14-18.

Set the attributes of the pond as done in case of the ocean. Also, you can create wakes in the pond, as discussed earlier, refer to Figure 14-19.
In Maya, there are some in-built fluid effects that are stored in the library. You can select any effect from the library whenever required. To apply an effect, choose Windows > Editors > General Editors > Content Browser from the menubar; the Content Browser window will be displayed. In this window, choose Examples > FX > Fluids > Ocean Examples from the left pane; the fluid nodes are displayed in the right pane of the window, as shown in Figure 14-20.

Next, select the required fluid type from the right pane of the Content Browser window; the fluid examples will be displayed in the right pane of the Content Browser window. Press and hold the middle mouse button over the required fluid example and drag it in the viewport; the fluid example will be created in the viewport. Render the scene to see the final output. Some of the rendered fluid effects are shown through Figures 14-21 to 14-26.




The following steps are required to complete this tutorial:
a. Create a project folder.
b. Create a 3D fluid container.
c. Set the attributes of the 3D fluid container.
d. Set the scene for animation.
e. Save and render the scene.
Create a new project folder with the name c14_tut1 at \Documents\maya2025 and then save the file with the name c14tut1, as discussed in Tutorial 1 of Chapter 2.
In this section, you will create a 3D fluid container.
1. Select the FX menuset from the Menuset drop-down list in the Status Line.
2. Choose Fluids > Create > 3D Container from the menubar; a 3D fluid container is created in the viewport, as shown in Figure 14-28.

3. Choose Move Tool from the Tool Box and align the fluid container to the center of the viewport.
In this section, you will set the attributes of the container to get the explosion effect.
1. Make sure the 3D fluid container is selected in the viewport and the fluidShape1 tab is chosen in the Attribute Editor.
2. In this tab, scroll down and expand the Shading area. Now, in the Color area, set the Selected Color to dark gray color (H: 0, S: 0, V: 0.231), refer to Figure 14-29.

3. In the Opacity area, set the opacity ramp of fluid, as shown in Figure 14-30. Next, select the Center Gradient option from the Opacity Input drop-down list and set the Input Bias attribute value to -0.3.

4. Press 6 in the viewport to view the fluid in the textured mode, refer to Figure 14-31.
5. In the Incandescence area, select Center Gradient from the Incandescence Input drop-down list, refer to Figure 14-32.

6. Expand the Textures area and then select the Texture Color, Texture Incandescence, and Texture Opacity check boxes. Next, set the values of the attributes as follows:
Color Tex Gain: 0.6 Incand Tex Gain: 0.8 Depth Max: 4 Frequency: 1.5 Implode: 4
After setting the attributes in the Textures area, the fluid container appears, as shown in Figure 14-33.

7. Expand the Shading Quality area and then set the values of the attributes as follows:
Quality: 3 Contrast Tolerance: 0.10
8. Make sure the Renderer is set to Maya Hardware 2.0 renderer and then choose the Render the current frame button from the Status Line; the scene is rendered in the Render View window. The rendered output of explosion is shown in Figure 14-34.

In this section, you will animate the explosion effect.
1. Choose Windows > Editors > Settings/Preferences > Preferences from the menubar; the Preferences window is displayed. Now, select the Time Slider category from the Categories list; the Time Slider: Animation Time Slider and Playback Preferences area is displayed in the right of the window.
2. In this area, set the value in the Playback start/end edit boxes to 1 and 200 respectively; the values in the Animation start/end edit boxes are updated automatically. Next, choose the Save button; the active time segment is set from frame 1 to 200.
3. Move the Time Slider to frame 1. Expand the Incandescence area of the fluidShape1 tab and then set the Input Bias to -0.2. Right-click on the Input Bias attribute; a shortcut menu is displayed. Choose the Set Key option from the shortcut menu, as shown in Figure 14-35; the key is set to frame 1.

4. Move the Time Slider to frame 200 and set the Input Bias attribute to 0.5 in the Incandescence area. Again, right-click on the Input Bias attribute; a shortcut menu is displayed. Choose the Set Key option from the shortcut menu to set the key at frame 200.
5. Move the Time Slider to frame 1 and expand the Opacity area. In this area, set the Input Bias attribute to -0.676. Right-click on the Input Bias attribute; a shortcut menu is displayed. Now, choose the Set Key option from this shortcut menu to set the key at frame 1.
6. Move the slider to frame 72 and then set the Input Bias attribute to -0.26 in the Opacity area. Right-click in the Input Bias attribute; a shortcut menu is displayed. Choose the Set Key option from the shortcut menu to set the key at frame 72. Similarly, set the Input Bias attribute to 0.081 at frame 200 and then add a frame using the Set Key option, as done earlier.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c14_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. For rendering the scene, refer to Tutorial 1 of Chapter 8.
In this tutorial, you will create the melting text effect, as shown in Figure 14-36, using the fluid containers. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Download the texture file.
c. Create a 2D fluid container.
d. Set attributes and import the image into the container.
e. Set the scene for animation.
f. Save and render the scene.
Create a new project folder with the name c14_tut2 at \Documents\maya2025 and then save the file with the name c14tut2, as discussed in Tutorial 1 of Chapter 2.
In this section, you will download the texture file.
1. Download the c14_maya_2025_tut.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
2. Extract the contents of the zip file to the Documents folder. Next, copy the text.png and texture.jpg images to the sourceimages folder at the location \Documents\maya2025/c14_tut2.
In this section, you will create a 2D fluid container.
1. Select the FX menuset from the Menuset drop-down list in the Status Line.
2. Choose Fluids > Create > 2D Container from the menubar; a 2D container is created in the viewport. Invoke Scale Tool and scale the fluid container in the front-Z viewport to get the shape, as shown in Figure 14-37.

3. Choose Move Tool from the Tool Box and align the fluid container to the center of the viewport. Now, select the 2D container and make sure the Attribute Editor is open.
4. Make sure the fluidShape1 tab is chosen in the Attribute Editor. In the Container Properties area of this tab, clear the Keep Voxels Square check box and enter 400 in the edit boxes corresponding to the Resolution attribute.
Next, select the None option from the Boundary X and Boundary Y drop-down lists; the boundaries of the fluid container are set to None.
In this section, you will set the attributes of the fluid container and apply the image to the container.
1. Make sure the fluid container is selected in the viewport and choose Fluids > Create > Add/Edit Contents > Paint Fluids Tool > Option Box from the menubar; the Tool Settings (Paint Attributes Tool) panel is displayed.
2. In the Tool Settings (Paint Attribtes Tool) window, expand the Import area in the Attribute Maps area and then choose the Import button from it; the Import dialog box is displayed.
3. Select text.png from the Import dialog box and then choose the Open button. Now, close the Tool Settings (Paint Attributes Tool) panel.
4. Choose Select Tool from the Tool Box and press 6 to display the text in the viewport in the shaded mode, if not already displayed, refer to Figure 14-38.

5. Play the animation; the text in the fluid container goes straight in the upward direction in the fluid container.
6. Make sure that the fluid container is selected in the viewport. In the fluidShape1 tab of the Attribute Editor, expand the Dynamic Simulation area and enter -10.00 in the Gravity edit box. Press the ENTER key. Play the simulation; the text moves in the downward direction, as shown in Figure 14-39.

7. Make sure the fluid container is selected in the viewport. Next, choose Fluids > Create > Add/Edit Contents > Paint Fluids Tool > Option Box from the menubar; the Tool Settings (Paint Attributes Tool) panel is displayed.
8. In the Paint Attributes area of the Tool Settings (Paint Attributes Tool) window, select the Color option from the Paintable attributes drop-down list; the Cannot paint ‘color’ on fluidShape1 message box is displayed, as shown in Figure 14-40. Choose the Set to Dynamic button; the paint brush is activated in the viewport. Now, you can paint the text in the fluid container.

9. In the Attribute Maps area of the Tool Settings (Paint Attributes Tool) panel, expand the Import area. In the Import area, choose the Import button; the Import dialog box is displayed. Choose texture.jpg from the Import dialog box and then choose the Open button; a color is added to the text in the fluid container, as shown in Figure 14-41. Next, choose Select Tool from the Tool Box. Close the Tool Settings (Paint Attributes Tool) panel.

10. Play the simulation; the colored text appears to be melting.
In this section, you will set the scene for animation.
1. Choose Windows > Settings/Preferences > Preferences from the menubar; the Preferences window is displayed. Choose the Time Slider category in the Categories area of the window; the Time Slider: Animation Time Slider and Playback Preferences area is displayed on the right in the Preferences window.
2. In this dialog box, set the value in the Playback start/end edit boxes to 1 and 100 respectively; the values in the Animation start/end edit boxes are updated automatically. Next, choose the Save button; the active time segment is set from frame 1 to 100. Next, preview the animation.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c14_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide
1. Choose File > Save Scene from the menubar to save the scene.
2. For rendering the scene, refer to Tutorial 1 of Chapter 8.
In this tutorial, you will create a time-lapse effect on clouds in a scene, refer to Figure 14-42. (Expected time: 40 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Create a 3D fluid container.
c. Set the scene for animation.
d. Save and render the scene.
Create a new project folder with the name c14_tut3 at \Documents\maya2025 and then save the file with the name c14tut3, as discussed in Tutorial 1 of Chapter 2.
In this section, you will create a 3D fluid container in the viewport.
1. Select the FX menuset from the Menuset drop-down list in the Status Line.
2. Choose Fluids > Create > 3D Container from the menubar; a 3D container is created in the viewport. Invoke Move Tool from the Tool Box and align the fluid container to the center of the viewport.
3. In the Attribute Editor, make sure the fluidShape1 tab is chosen. In the Container Properties area, set the resolution attributes, as shown in Figure 14-43.

4. Expand the Shading area in the fluidShape1 tab. In the Opacity area, set the opacity ramp, as shown in Figure 14-44. Select the Y Gradient option from the Opacity Input drop-down list. Now, in the Color area of the Shading area, set the gradient of the Selected Color swatch, as shown in Figure 14-45. Select the Y Gradient option from the Color Input drop-down list.

5. In the Incandescence area, set the gradient of the Selected Color swatch, refer to Figure 14-46. Use the following HSV color values for the Incandescence nodes:

Node 1: 210.078, 0.529, 0.292 Node 2: 217.09, 0.804, 0.384
Node 3: 217.358, 0.765, 0.484
6. Click in the viewport and press 6; the fluid shape appears in the shaded mode in the viewport.
7. In the Textures area, select the Texture Opacity check box. Also, select the Inflection check box. Next, set the values of the parameters as follows:
Texture Type: Perlin Noise Amplitude: 0.942 Ratio: 0.602
Frequency Ratio: 3.752 Depth Max: 4 Frequency: 1
8. Choose the Render the current frame button from the Status Line; the rendered view of the clouds is displayed. You need to zoom in the viewport so that only the clouds are visible not the object.
9. In the Shading Quality area, set Quality to 3 and then select smooth in the Render Interpolator drop-down list.
Now, you will create an expression to create a time lapse effect.
10. In the Textures area, right-click in the Texture Time attribute; a shortcut menu is displayed. Choose the Create New Expression option from the shortcut menu; the Expression Editor window is displayed, as shown in Figure 14-47. Next, write the expression fluidShape1.textureTime=time*0.5 in the Expression edit box and choose the Create button to create an expression.

11. Choose the Close button from the Expression Editor window; the expression is created.
12. Play the animation to view the time-lapse effect.
In this section, you will set the scene for animation.
1. Choose Windows > Editors > Setting/Preferences > Preferences from the menubar; the Preferences window is displayed. Choose the Time Slider category in the Categories area of the window; the Time Slider: Animation Time Slider and Playback Preferences area is displayed on the right in the Preferences window.
2. In this area, set the value in the Playback start/end edit boxes to 1 and 200 respectively; the values in the Animation start/end edit boxes are updated automatically. Next, choose the Save button; the active time segment is set to frame range 1 to 200. Preview the animation.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c14_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. For rendering the scene, refer to Tutorial 1 of Chapter 8.
In this tutorial, you will create an effect using the Radial field, as shown in Figure 14-48. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Create a 3D fluid container.
c. Set the scene for animation.
d. Save and render the scene.
Create a new project folder with the name c14_tut4 at \Documents\maya2025 and then save the file with the name c14tut4, as discussed in Tutorial 1 of Chapter 2.
In this section, you will create a 3D fluid container in the viewport.
1. Select the FX menuset from the Menuset drop-down list in the Status Line.
2. Choose Fluids > Create > 3D Container from the menubar; a 3D container is created in the viewport.
3. Choose Fluids > Edit > Extend Fluid > Option Box from the menubar; the Extend Fluid Options window is displayed. Set the values of the Extend X by and Extend Y by edit boxes to 10. Next, choose the Apply and Close button; the window is closed.
4. Make sure the fluidShape1 tab is chosen in the Attribute Editor. Next, in the Container Properties area, set the values of the parameters, as shown in Figure 14-49.

5. Choose Create > Objects > Polygon Primitives > Torus from the menubar. Next, click in the viewport; a torus is created in the viewport. Now, scale it and place it inside the container, as shown in Figure 14-50.

6. Select the fluid container in the viewport. Next, press and hold SHIFT and then select the torus in the viewport. Choose Fluids > Create > Add/Edit Contents > Emit From Object > Option Box from the menubar; the Emit from Object Options window is displayed. Set the following values in the Emit from Object Options window:
Density rate: 5 Heat rate: 0 Fuel Rate: 0
(voxel/sec) (voxel/sec) (voxel/sec)
Now, choose the Apply and Close button.
7. Select the fluid container in the viewport. In the fluidShape1 tab of the Attribute Editor, expand the Content Details area. Next, expand the Density area and set the following values in it:
Density Scale: 1.2 Buoyancy: 10 Dissipation: 0.01
8. Expand the Velocity area in the Content Details area and set the value of Swirl to 10.
9. Make sure the fluid container is selected in the viewport and then choose Fields/Solvers > Create > Radial from the menubar. By selecting the fluid container before creating a field, the field and fluid are automatically connected. In the radialField1 tab of the Attribute Editor, expand the Volume Control Attributes area. Next, in this area, select Sphere from the Volume Shape drop-down list.
10. Scale the field icon in the viewport and place it at the center of the container, as shown in Figure 14-51.

11. In the Radial Field Attributes area, set the values of the attributes as follows:
Magnitude: 100 Attenuation: 0
12. Play the simulation.
In this section, you need to set the scene for animation.
1. Choose Windows > Editors > Settings/Preferences > Preferences from the menubar; the Preferences window is displayed. Choose the Time Slider category in the Categories area of the window; the Time Slider: Animation Time Slider and Playback Preferences area is displayed on the right in the Preferences window.
2. In this area, set the value in the Playback start/end edit boxes to 1 and 200 respectively; the values in the Animation start/end edit boxes are updated automatically. Next, choose the Save button; the active time segment is set to frame range 1 to 200. Preview the animation.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c14_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. For rendering the scene, refer to Tutorial 1 of Chapter 8.
Answer the following questions and then compare them to those given at the end of this chapter:
1. Which of the following mathematical equations is used to simulate the fluid effects in Maya?
(a) Differential equation (b) Algebraic equation
(c) Functional equation (d) Navier-Stokes equation
2. How many types of fluid effects are available in Maya?
(a) Two (b) Three
(c ) Four (d) Five
3. The ___________ fluid effect does not behave according to the natural law of fluid dynamics.
4. A fluid container is divided into three-dimensional grids, and each unit of a grid is known as ___________.
5. The ___________ option is used to calculate the fluid emission on every substep.
6. The ___________ effect is used to create a surface using a height field and a spring mesh solver.
7. The rendering of a scene with non-dynamic fluid effect is much faster than a scene with dynamic fluid effect. (T/F)
8. You can neither resize nor set the resolution of the fluid containers. (T/F)
9. There are four ways of defining fluid property in a fluid container. (T/F)
10. You cannot paint the fluid effect into a fluid container. (T/F)
Answer the following questions:
1. Which of the following effects is in-built in Maya?
(a) Ponds (b) Ocean
(c) Terrain (d) All the above
2. A ___________ is a fluid container having a spring mesh solver, which adds additional turbulence to the ocean by generating bubbles and ripples.
3. You can use an emitter to create a fluid container that will simulate fluid in the container. (T/F)
4. You can add wakes only to oceans, not to ponds. (T/F)
5. Increasing the resolution of a fluid container increases the number of voxels in the fluid container, thus increasing the rendering time. (T/F)
6. The Constant density gradient method preset is used to maintain the fluid property as constant throughout the container. (T/F)
7. In Maya, you cannot make the objects float on the surface of fluids. (T/F)
The rendered image sequence of the scene in the following exercises can be accessed by downloading the c14_maya_2025_exr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Create an ocean scene, as shown in Figure 14-52, by using the default effects available in the Visor window in Maya. (Expected time: 30 min)
Create the 3D models of wood and stone, as shown in Figure 14-53.

Next, apply texture to them and add a fluid container to the scene to create the fire effect, as shown in Figure 14-54. (Expected time: 30 min)

Answers to Self-Evaluation Test
1. d, 2. b, 3. non-dynamic, 4. voxel, 5. Emit In Substeps, 6. pond, 7. T, 8. F, 9. T, 10. F
After completing this chapter, you will be able to:
• Apply nHair to objects
• Simulate nHair
• Paint textures on nHair
• Work with XGen
In Maya, you can create complex hairstyles such as ponytails, braids, and simulate the natural hair behavior using the nHair. For generating such simulations, you can use the Maya Nucleus technology. You can use nHair to create complex hair simulations such as movement of hair strands with wind, collisions between hair and clothes, hair when swimming underwater, and so on. In this chapter, you will learn to create nHair and simulate it.
In Maya, you can create nHair system in two ways: by using NURBS curves or Maya Paint Effects. To render the output of nHair Paint Effects, you need to set the renderer to Maya Software or convert the Paint Effects nHair to polygons and render them in any renderer. If you want to use any other renderer such as Arnold, you need to first convert Paint Effects to polygons.
You can create nHair on a NURBS or polygon surface in Maya. Select the FX menuset from the Menuset drop-down list in the Status Line. Select a NURBS or a polygon object in the viewport and choose nHair > Create > Create Hair from the menubar; nHair will be created on the selected surface, as shown in Figure 15-1.

Creating nHair on a surface depends on the UV coordinates of the selected surface. Maya allows the user to specify the required number of hair strands that are required to be generated in the U and V directions.
You can define the hair attributes using the Create Hair Options window. To do so, choose nHair > Create > Create Hair > Option Box from the menubar; the Create Hair Options window will be displayed, as shown in Figure 15-2. The options in this window are discussed next.

The options in the Output drop-down list are used to define the output of the hair structure created in the viewport. By default, the Paint Effects option is selected in this drop-down list. The Paint Effects option is used to create nHair paint effects.
In this case, each follicle contains information about the color, shading, and position of the nHair. The NURBS curves option is used to create hair follicle in such a manner that each hair follicle contains one NURBS curve defining the position of hair in that follicle. The Paint Effects and NURBS curve option is used to display the combined effect of the Paint Effects and NURBS curves options together.
The Create rest curves check box is used to create a set of rest curves that are straight and normal to the surface of an object.
Collide with mesh
On selecting the Collide with mesh check box, nHair collide with the surface of the object on which they are created. The Grid radio button located below this check box is used to create hair on the grid of the selected surface. The At selected surface points/faces radio button is used to create hair only on the selected vertices or faces.
The U count attribute is used to specify the number of follicles to be created along the U direction. To specify the number of follicles, you can either enter a value in the edit box corresponding to this attribute or move the slider to the desired point. The default value for this attribute is 8.
The V count attribute is used to specify the number of follicles to be created along the V direction. You can specify the value for this attribute either by entering a value in the edit box or by using the slider bar. The default value for this attribute is 8.
The Passive fill attribute is used to specify the number of passive hair curves to be changed into active hair curves. To do so, you can specify a value for this attribute by entering a value or by using the slider bar.
The Randomization attribute is used to specify the degree of randomization for placing the hair in the U and V directions. The default value for this attribute is 0.
The Hairs Per Clump attribute is used to set the number of hair strands to be rendered for each hair follicle.
The Edge bounded check box is used to create hair follicles along the edge of the U and V directions.
The Equalize check box is used to equalize hair strands on an uneven surface. On selecting this check box, the uneven mapping between the UV space and the world space is adjusted.
Dynamic
The Dynamic radio button is used to create hair strands that respond to the dynamic forces. By default, this radio button is selected.
The Static radio button is used to create stationary hair strands. On selecting this radio button, the hair strands do not respond to the dynamic forces.
The Points per hair attribute is used to specify the number of points/segments in a hair strand. Increasing the number of points in a hair strand makes the hair smoother. However, for small and stiff hair, less number of points per hair is required. The default value for this attribute is 10.
The Length attribute is used to specify the length of hair strands in world space units. To specify the length of hair strands, specify a value for the Length attribute or move the slider to its right. The default value of this attribute is 5.
The options in the Place hairs into drop-down list are used to place hair into a new or an existing hair system. By default, the hair is placed in the current nHair system.
Hair simulation is used to apply the effect of different external forces on the hair strands. To simulate hair, select a NURBS or a polygon object in the viewport and choose nHair > Create > Create Hair from the menubar; nHair will be created on the selected surface. Next, choose Windows > Editors > Outliner from the menubar; the Outliner window will be displayed. Select pfxHair1 from the Outliner window. Next, select Move Tool from the Tool Box and then choose Fields/Solvers > Solvers > Interactive Playback from the menubar. Now, move the object using the Move Tool; the hair will simulate with the change in shape, size, or rotation of the selected object. If required, increase the number of frames in the timeline. You can change the behavior of nHair by using the options available in the hairSystemShape1 and nucleus1 tabs in the Attribute Editor. To do so, select the pfxHair1 option in the Outliner window; the Attribute Editor will be displayed on the right of the viewport with the hairSystemShape1 tab chosen, as shown in Figure 15-3. The attributes in the hairSystemShape1 tab are discussed next.
The attributes in this tab are used to specify the properties of the nHair system. The most commonly used attributes are discussed next.
The options in the Simulation Method drop-down list are used to specify whether all the hair strands, dynamic or static, are simulated during the playback of animation. By default, the All Follicles option is selected in this drop-down list.
The Display Quality attribute is used to specify the percentage of hair to be displayed in clumps.
The Use Nucleus Solver check box is used to specify whether the hair system will act as a Nucleus object or not. On selecting this check box, the hair system acts as a Nucleus object and is solved by the Nucleus solver. Also, it interacts with other Nucleus objects as well as self-collide. This check box is selected by default.
The attributes in this area are used to manipulate the shape of the hair, refer to Figure 15-4. The attributes in this area are discussed next.

Hairs Per Clump
The Hairs Per Clump attribute is used to set the number of hair strands to be rendered for each follicle. The default value for this attribute is 10.
Baldness Map
The Baldness Map attribute is used to decrease the hair density by using a 2D texture. You can add a texture by using the checker button next to it.
Sub Segments
The Sub Segments attribute is used to smoothen each hair strand at the time of rendering. It provides a finer detail to the hair without affecting the dynamic simulation.
Thinning
The Thinning attribute is used to maintain the proportions of short hair by making the hair clumps thinner at the tips.
Clump Twist
The Clump Twist attribute is used to rotate the hair clumps about their primary axis.
Bend Follow
The Bend Follow attribute is used to specify the amount of the rotation of the clump that will follow the primary hair axis.
Clump Width
The Clump Width attribute is used to increase or decrease the width of dynamic hair groups.
Hair Width
The Hair Width attribute is used to specify the global width of hair strands.
The options in the Clump Width Scale area are used to manually adjust the width of the hair clump from its root to tip using a ramp.
The options in the Hair Width Scale area are used to adjust the width of the overall hair shape manually using a ramp.
The options in the Clump Curl area are used to manually create varied curls for hair clumps using a ramp.
The options in the Clump Flatness area are used to manually adjust the varied flatness of the hair clump from root to tip using a ramp.
Clump Interpolation
The Clump Interpolation attribute is used to specify the amount of interpolation between the hair clumps. It spreads the tips of hair clumps, thus moving the tips of the hair strands toward the other hair clumps.
Interpolation Range
The Interpolation Range attribute is used to specify the maximum distance between the clumps where they still interpolate with each other. The default value for this attribute is 8.
The attributes in the Collisions area are used to control self collisions of hair and collisions between nHair and other nucleus objects, refer to Figure 15-5. The different attributes in this area are discussed next.

Collide
The Collide check box is used to specify whether the nHair will collide with the other nucleus objects or not. This check box is selected by default. On clearing this check box, the nHair will not collide with other nucleus objects.
Self Collide
The Self Collide check box is used to collide the hair strands with each other. By default, this check box is cleared.
Collision Flag / Self Collision Flag
The options in the Collision Flag drop-down list are used to specify whether the edges or the vertices of the nHair object will collide during collisions with other nucleus objects. The options in the Self Collision Flag drop-down list specify whether the edges or vertices of the nHair object collide with each other during self collisions.
Collide Strength
The Collide Strength attribute is used to specify the strength of collisions between nHair objects and other nucleus objects. By default, the value for this attribute is set to 1.
Collision Layer
The Collision Layer attribute is used to assign a specific collision layer to a selected nHair object. The other nucleus objects will collide with the nHair objects only if they are in the same collision layer or in the layers with higher values.
Max Self Collide Iterations
The Max Self Collide Iterations attribute is used to specify the maximum number of iterations in each simulation at the time of self collisions of the nHair objects.
Collide Width Offset
The Collide Width Offset attribute is used to create natural hair simulation by preventing the hair strands from penetrating into each other.
Self Collide Width Scale
The Self Collide Width Scale attribute is used to adjust the thickness of hair strands and clumps before self collisions.
Solver Display
The Solver Display drop-down list displays the information about the Nucleus Solver of the current nHair system used in the viewport. By default, the Off option is selected in this drop-down list.
Display Color
The Display Color attribute is used to change the color of the hair strand in the viewport. The color of the hair strand will be displayed only when the Collision Thickness or Self Collision Thickness option is selected in the Solver Display drop-down list.
Bounce
The Bounce edit box is used to specify the bounciness of the hair strands during self collisions.
Friction
The Friction attribute is used to specify the intensity of resistance offered by the nHair object during the collisions.
Stickiness
The Stickiness attribute is used to specify the value by which the hair strands will stick to each other during collisions.
Static Cling
The Static Cling attribute is used to specify the degree of local attraction between hair strands during self collisions. To activate this attribute, you need to select the Self Collide check box in the Collisions area.
The attributes in this area are used to control the dynamic properties of nHair. The attributes in this area are discussed next.
Start Frame
This attribute is used to specify the frame from which the simulation begins.
Current Time
This attribute is used to specify the current time to be used for the hair solution.
Stretch Resistance
The Stretch Resistance attribute is used to specify the resistance that hair offers when they are stretched.
Compression Resistance
The Compression Resistance attribute is used to specify the resistance that hair would offer when compressed.
Bend Resistance
The Bend Resistance attribute is used to specify the resistance that hair would offer when bended.
Twist Resistance
The Twist Resistance attribute is used to specify the resistance that hair would offer when twisted.
Extra Bend Links
The Extra Bend Links attribute is used to specify the number of bend links between the vertices of hair strands that are farther from each other.
Rest Length Scale
The Rest Length Scale attribute is used to expand or shrink hair strands when no other forces act on the hair.
No Stretch (clip post solve length)
The No Stretch (clip post solve length) check box is used to keep the length of hair curves fixed throughout the simulation.
The ramp in the Stiffness Scale area is used to control the stiffness of the hair strands.
The attributes in this area are used to specify the intensity of attraction between the hair at current position and the hair at start position. These attributes are used to simulate the behavior of hair with respect to the movement of a character.
Attraction Scale
The ramp in the Attraction Scale area is used to reduce the intensity of attraction between the hair at current position and the hair at the start position. This ramp is used to apply varied stiffness in the root and tip of hair strands.
The attributes in the Forces area are used to control the behavior of nHair when external forces are applied to it. These attributes are discussed next.
Mass: The Mass attribute is used to control the amount of collision of hair strands with other nucleus objects.
Drag: The Drag attribute is used to control the movement of hair strands with respect to hair.
Tangential Drag: The Tangential Drag attribute is used to specify the amount of drag along the direction of the hair strands.
Motion Drag: The Motion Drag attribute is used to influence the movement of hair strands with respect to hair follicles. It also determines the change in shape of hair caused due to external forces.
Damp: The Damp attribute is used to reduce the effect of change in the shape of hair strand while bending and stretching.
Stretch Damp: The Stretch Damp attribute is used to increase or decrease the stretching of hair without making it bounce.
Dynamics Weight: This attribute is used to control the influence of external forces on the hair.
Ignore Solver Gravity
The Ignore Solver Gravity check box is used to enable or disable the effect of solver’s gravity on hair strands.
Ignore Solver Wind
The Ignore Solver Wind check box is used to enable or disable the effect of solver’s wind on hair strands.
Disable Follicle Anim
This check box is used to enable or disable the calculation of follicle animation on playback. On selecting the Disable Follicle Anim check box, the performance of the playback improves.
The options in this area are used to control the external disturbance on the hair system caused due to the forces such as drag, gravity, and so on. It consists of three edit boxes that are discussed next.
Intensity
The Intensity attribute is used to control the strength of force applied to the hair system.
Frequency
The Frequency attribute is used to control the looping of turbulence.
Speed
The Speed attribute is used to control the rate at which the turbulence changes with respect to time.
The Caching area consists of the Cacheable Attributes drop-down list. The options in the drop-down list are used to specify which of the attributes of the nHair system will be processed for caching.
The Shading area consists of various attributes that are used to manipulate the color of the hair strands. These attributes are discussed next.
Hair Color
The Hair Color attribute is used to specify the base color of hair strands.
Hair Color Scale
The Hair Color Scale area is used to specify the variation in the color of hair strands from root to tip. The attributes in this area are discussed next.
Opacity: The Opacity attribute is used to control the transparency of hair strands. When the value of this attribute is 0, the hair strands are not visible on rendering.
Translucence: The Translucence attribute is used to control the passage of light through hair strands.
Specular Color: The Specular Color attribute is used to specify the color of specularity of the hair.
Specular Power: The Specular Power attribute is used to adjust the intensity of specularity of the hair.
Cast Shadows: This check box when selected causes hair to cast shadows. It works with depth map only.
Color randomization
The different attributes in this area are used to randomize the color of the hair.
In Maya, you can paint textures on the hair. To do so, select pfxHair1 from the Outliner window and then choose nHair > Create > Paint Hair Textures > Hair Color from the menubar. Next, choose the Show/Hide the Tool Settings button from the Status Line; the Tool Settings (3D Paint Tool) panel will be displayed, as shown in Figure 15-6.

Set the radius of the brush by specifying values in the Radius (U) and Radius (L) edit boxes in the Brush area. Alternatively, press and hold the B key and drag the cursor using the middle mouse button in the viewport to set the radius of the brush. Next, set the color of hair by using the Color swatch in the Color area. Now, paint the hair in the viewport to change the color.

In Maya, you can set the hair in different styles using the nHair attributes in the Attribute Editor or in the Channel Box / Layer Editor. For example, to create a braid using the hair system, you can either use an individual strand or the entire hair. To create a braid, create a hair system and then play the simulation and then stop it on the frame on which the hair stop simulating.
To set the current position of the hair as the start position, set the timeline to 1000 frames and then select pfxHair1 from the Outliner window. Next, choose nHair > Edit > Set Start Position > From Current from the menubar. Now, select hair from the viewport and choose nHair > Edit > Convert Selection > To Follicles from the menubar; the hair follicles will be selected.
Next, open the Channel Box / Layer Editor and enter 1 in the Braid parameter in the SHAPES area; the straight hair will convert into braids. In Channel Box / Layer Editor, set Clump Width to 0.6, Clump Width Mult to 2, Density Mult to 2, and Curl Mult to 2. Next, render the hair system; the braid will be created, as shown in Figure 15-8.

In Maya, you can also apply various styles to the hair to make them curly, wavy, and so on. To do so, select the hair system and choose nHair > Edit > Modify Curves from the menubar; a cascading menu will be displayed. You can choose different options from this cascading menu to set the hair styles.
You can apply shadow to hair to give them a realistic look. To do so, first create a spotlight in the viewport. In the Attribute Editor, expand the Shadows area and select the Use Depth Map Shadows check box in the Depth Map Shadow area.
Next, clear the Use Mid Dist and Use Auto Focus check boxes. Set the value of Filter Size to 2 and Bias to 0.006. Next, select pfxHair1 from the Outliner window. In the Attribute Editor, choose the hairSystemShape1 tab and then expand the Shading area. Make sure the Cast Shadows check box is selected. Now, render the scene to view the final result, as shown in Figure 15-9.

In Maya, you can render the hair by using either the Maya Software renderer or the Arnold renderer. The Maya Software renderer is used only if you have selected paint effects as output while creating the hair.


This button is used to name the description and collection and also helps in choosing the primitive to be used for creating hair and other features. To further understand this, first create a primitive in the viewport. Now make sure that the primitive is selected in the viewport. Next, choose the Create New Description button from the XGen tab; the Create XGen Description window will be displayed. The attributes in this window are discussed next.
The New Description Name attribute is used to specify the name of the description.
The radio buttons in the Each Description must be stored in a Collection area are used to add the description to an existing collection.
The radio buttons in the What kind of Primitives are made by the Description area are used to add different types of primitives. If you select the Splines radio button you can create long hair, vines, long grasses, and other features on the selected object. Select the Splines radio button and then choose Create from the Create XGen Description window; hair will be displayed on the object and properties will change in the XGen tab, as shown in Figure 15-12.

The Groomable Splines radio button is used for short hair, fur, grasses, so on, refer to Figure 15-13.

The Custom Geometry radio button is used for creating add any model you have created, refer to Figure 15-14.

The Spheres radio button is used for creating pebbles, marbles, or other round objects, refer to Figure 15-15.

The Cards radio button is used for creating scale or other flat textures, refer to Figure 15-16.

The radio buttons in the Generate the Primitives by area are used to control the hair primitives by placing and shaping guides.
Import Collections or Descriptions Button
Choose the Import Collection or Descriptions button ; the Import Collection or Descriptions window will be displayed, refer to Figure 15-17.

This window consist of two tabs: Collection and Description. These tabs are discussed next.
The File Name attribute in this tab is used to load collection (.xgen) files into the current scene. The browse icon is used to locate the collection (.xgen) file that you want to load. The Name Space attribute is used to specify the name space that is used for the specified collection file. The Include patch bindings check box is used to import the patch binding information from the collection (.xgen) file.
The File Name attribute in this tab is used to load the description (.xdsc) file into the current scene. The browse icon is used to locate the description (.xdsc) file that you want to load. The Bind Selected Geometry check box is used to bind the description to different mesh objects. The Add Description to existing Collection check box is used to select a XGen collection (.xgen) file, import it, and then add it to the description. The Create new Collection named check box is used to create a new collection name.
Import Preset From Library Button
When you choose the Import Preset from Library button from the XGen tab, the XGen Library Window will be displayed. The attributes in this window are used to select saved presets from the library to apply them to the selected object or to the selected faces of a mesh object. To do so, make sure the object is selected in the viewport and then choose the Import Preset from Library button, as shown in Figure 15-18;

the XGen Library Window will be displayed. In this window, you will see the library path displayed at the bottom of the Library Path area. Choose the path; a library will be listed at the right of the window, as shown in Figure 15-19.

Next, choose the Duckling preset from the listed library; the Duckling preset will be assigned to the selected object in the viewport, as shown in Figure 15-20.

You can set the value of attributes of the preset as per your requirement using the options displayed in this library, refer to Figure 15-21.

You can render the assigned preset using the Maya Hardware 2.0 renderer, refer to Figure 15-22.

When you choose the XGen tab, the XGen shelf will be displayed along with icons, as shown in Figure 15-23. These icons are used to control the guides. Also, you can create, move, groom, cut, delete, and manipulate the guides by using these icons.

In this tutorial, you will create a landscape, as shown in Figure 15-24, by using the XGen tab. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create the project folder.
b. Download the .obj file.
c. Create the plane for the landscape.
d. Import the tree.
e. Create grass.
f. Save and render the scene.
Create a new project folder with the name c15_tut3 at \Documents\maya2025, as discussed in Tutorial 1 of Chapter 2.
In this section, you need to download the texture file.
1. Download the c15_maya_2025_tut.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya> Autodesk Maya 2025: A Comprehensive Guide
2. Extract Model_OBJ.obj to sourceimages folder at the location \Documents\maya2025\c15_tut3.
In this section, you need to create the plane for the landscape.
1. Make sure the Modeling menuset is selected from the Menuset drop-down list in the Status Line.
2. Choose Create > Objects > Polygon Primitives > Plane from the menubar to create a plane in the persp viewport.
3. In the polyPlane1 area of the INPUTS node of the Channel Box / Layer Editor, set the following values:
Width: 38 Height: 49
Subdivisions Width: 50 Subdivisions Height: 50
Figure 15-25 shows the plane in the viewport.

4. Choose the Sculpting tab from the Shelf; the Sculpting shelf with icons is displayed. Next, choose the Sculpt tool icon from the Shelf, refer to Figure 15-26;

the Sculpt tool is arranged in the toolbox and the sculpting brush is displayed in the viewport, refer to Figure 15-27.

5. Double-click on the Sculpt tool in the Toolbox; the Tool Settings window is displayed, as shown in Figure 15-28. In the Brush rollout, set the size of brush as required. Next, expand the Stamp rollout and choose the Pick Stamp button; the Content Browser window is displayed.

6. In the Content Browser window, choose the bw_coralTiled.tif file from the list, refer to Figure 15-29 ;

the file is displayed in the Image box in the Tool Settings window, refer to Figure 15-30. Now, close the Content Browser window.

7. Set the size of the brush from the Tool Settings window and drag it over the surface of the plane. You will notice that the mountain like structure is displayed on the plane, as shown in Figure 15-31.

1. Choose File > Import from the menubar; the Import window is displayed. Choose tree.obj file from the file list; the tree is displayed in the viewport. Press R from the keyboard and scale down the tree, as shown in Figure 15-32.

In this section, you will create the grass using the XGen tab.
1. Select the plane from the viewport. Make sure the XGen option is selected in the Workspace drop-down list. Next, choose the XGen tab located next to the Channel Box /Layer Editor; various attributes are displayed in the XGen tab, refer to Figure 15-33.

2. Choose the Import Preset From Library button from the XGen tab; the XGen Library Window is displayed. Choose the path displayed in the Library Path area; the list of XGen presets displayed on the right. Now, double-click on Grass preset from the list, as shown in Figure 15-34;

the Import Preset window is displayed. Choose the Import button; the grass is displayed on the surface of the plane.
3. In the XGen tab, make sure the Primitives tab is chosen. Next, enter the value 5.25 in the Length slider in the Primitives Attributes rollout. Now, close the XGen Library window. Figure 15-35 shows the landscape created using the XGen tab.

In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c15_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. For rendering the scene, refer to Tutorial 1 of Chapter 8.
In this tutorial, you will create an underwater scene with jellyfish, as shown in Figure 15-36, by using the Maya nHair. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create the project folder.
b. Download the texture file.
c. Create the top part of the jellyfish.
d. Create tentacles of jellyfish.
e. Create a plane and add light to the scene.
f. Save and render the scene.
Create a new project folder with the name c15_tut1 at \Documents\maya2025, as discussed in Tutorial 1 of Chapter 2.
In this section, you need to download the texture file.
1. Download the c15_maya_2025_tut.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya> Autodesk Maya 2025: A Comprehensive Guide
2. Extract land.jpg and texture_light.jpg to sourceimages folder at the location \Documents\maya2025\c15_tut1.
In this section, you need to create the top part of the jellyfish.
1. Make sure the Modeling menuset is selected from the Menuset drop-down list in the Status Line.
2. Choose Create > Objects > Polygon Primitives > Sphere from the menubar to create a sphere in the persp viewport.
3. Maximize the front-z viewport. Now, press and hold the right mouse button over the sphere; a marking menu is displayed. Choose the Vertex option from the marking menu; the vertex selection mode gets activated on the sphere.
4. Select the bottom vertices of the sphere, as shown in Figure 15-37. Next, choose Edit Mesh > Components > Merge to Center from the menubar; the selected vertices merge together at the center, as shown in Figure 15-38.

5. Move the collapsed vertex upward along the Y-axis using Move Tool.
6. Choose View > Predefined Bookmarks > Bottom from the Panel menu; the active viewport changes to the bottom viewport. Make sure the sphere is in the shaded mode.
7. Now, press and hold the right mouse button over the sphere; a marking menu is displayed. Choose the Edge option from the marking menu; the edge selection mode gets activated on the sphere.
8. Select the border edge loop of the sphere and then choose Edit Mesh > Edge > Edit Edge Flow from the menubar; a new edge loop is created.
9. Choose Mesh Tools > Tools > Insert Edge Loop tool from the menubar; the shape of the cursor is changed. Next, click in between the border and selected edge loop; a loop is created, refer to Figure 15-39.

10. Press and hold the right mouse button on the sphere in the viewport and choose Object Mode from the marking menu displayed. Select the sphere from the viewport and choose Edit > Duplicate > Duplicate from the menubar; a duplicate of the sphere is created. Next, invoke the Move Tool from the Tool Box and move the duplicate object away from the original sphere.
11. Name the two spheres as shell_1 and shell_2. Invoke Scale Tool from the Tool Box and scale the two spheres using the Scale Tool such that shell_1 is bigger than shell_2. Next, choose View > Predefined Bookmarks> Perspective from the Panel menu; the active viewport changes to the persp viewport, as shown in Figure 15-40.

12. Select shell_1 and press and hold the right mouse button over shell_1; a marking menu is displayed. Choose Assign New Material from the marking menu; the Assign New Material: shell_1 window is displayed. Next, choose Lambert from the window; the lambert2 tab is displayed in the Attribute Editor.
13. Rename the lambert2 shader to shell_1_color. Next, in the Common Material Attributes area of the shell_1_color tab in the Attribute Editor, choose the Color swatch and then set the H, S, and V values to 212, 0.7, and 0.7, respectively. Next, choose the Transparency swatch and then set the H, S, and V values to 212, 0, and 0.3, respectively. Also, set the Glow Intensity value to 0.3 in the Special Effects area.
14. Select shell_2 from the viewport and press and hold the right mouse button over it; a marking menu is displayed. Choose Assign New Material from the marking menu; the Assign New Material: shell_2 window is displayed. Next, choose Lambert from the window; the lambert3 tab is displayed in the Attribute Editor.
15. Rename the lambert3 to shell_2_color. Next, in the Common Material Attributes area of the shell_2_color tab in the Attribute Editor, choose the Color swatch and then set the H, S, and V values to 58, 0.8, and 0.5 respectively. Next, choose the Transparency swatch and then set the H, S, and V values to 58, 0.8, and 0.17, respectively. Also, set the value of Glow Intensity to 0.2 in the Special Effects area.
16. Select shell_2 in the viewport and move it to the center of shell_1 using Move Tool, as shown in Figure 15-41.

In this section, you need to create the tentacles of jellyfish.
1. Choose View > Predefined Bookmarks > Bottom from the Panel menu; the active viewport changes to the bottom viewport.
2. Select shell_1 and then press and hold the right mouse button over it; a marking menu is displayed. Choose Face from the marking menu; the face selection mode is activated. Select the outer faces on shell_1, as shown in Figure 15-42.

3. Make sure that the faces are selected on the object. Select the FX menuset from the Menuset drop-down list in the Status Line. Choose nHair > Create > Create Hair > Option Box from the menubar; the Create Hair Options window is displayed.
4. In this window, select the At selected surface points/faces radio button and enter 10 in the Length edit box. Next, choose the Create Hairs button from the window; hair are created on the selected faces. Choose View > Predefined Bookmarks > Perspective from the Panel menu; the active viewport changes to the persp viewport.
5. Set the timeline to 1000 frames and play the animation. Stop the animation at frame 25. Next, select the hair from the viewport and choose nHair > Edit > Set Start Position > From Current from the menubar; the position of the hair at the current frame is set to 1. Figure 15-43 displays the nHair after making the modifications.

6. Select shell_2 and then shell_1 using SHIFT. Next, press P on the keyboard to make shell_1 the parent of shell_2. Select shell_1 from the viewport. Next, choose Fields/Solvers > Solvers > Interactive Playback from the menubar and move shell_1 in the viewport; hair starts behaving interactively with the sphere.
7. Stop the simulation and invoke the Outliner window. In this window, select pfxHair1. Next, choose Modify > Objects > Convert > Paint Effects to Polygons from the menubar; the hair changes to polygons.
8. Press and hold the right mouse button over the hair and choose Material Attributes from the marking menu; the hairTubeShader1 tab is displayed in Attribute Editor. Select Lambert from the Type drop-down list; the Lambert4 tab is displayed in the Attribute Editor.
9. Choose the checker button on the right of the Color attribute in the Common Material Attributes area of the lambert4 tab; the Create Render Node window is displayed. Choose the Ramp button from this window; the ramp1 tab is displayed in the Attribute Editor.
10. In the Ramp Attributes area of the ramp1 tab, create four nodes on the ramp and align them, as shown in Figure 15-44. Set the H, S, and V values of the nodes as follows:

Node 1: 218, 0.9, 0.7 Node 2: 200, 0.7, 1
Node 3: 195, 0.2, 1 Node 4: 0, 0, 1
11. Select the hair in the viewport, and press and hold the right mouse button over it; a marking menu is displayed. Choose Material Attributes from the marking menu; the lambert4 tab is displayed in the Attribute Editor.
12. In the Special Effects area of the lambert4 tab, set the Glow Intensity value to 0.3; the glow is added to the hair.
The jellyfish is created in the viewport. Next, you need to render the scene to get the output.
13. Choose the Render the current frame button from the Status Line; the render view of the jellyfish is displayed in the Render View window using Maya Software renderer, as shown in Figure 15-45.
Next, you need to add more hair to the jellyfish.
14. Make sure the hair is selected in the persp viewport and choose Display > Object > Hide > Hide Selection from the menubar; the hair are hidden. Choose View > Predefined Bookmarks> Bottom from the Panel menu; the active viewport changes to the bottom viewport.
15. Select shell_2 and press and hold the right mouse button and choose Face from the marking menu; the face selection mode of the object is activated. Select the faces at the center, as shown in Figure 15-46.

16. Choose nHair > Create > Create Hair > Option Box from the menubar; the Create Hair window is displayed. In this window, select the New hair system option from the Place hairs into drop-down list and then choose the Create Hairs button. Select the new hair created and choose Modify > Objects > Convert > Paint Effects to Polygons from the menubar; the hair changes to polygons.
17. Repeat steps 8, 9, 10, and 11, and then set Glow Intensity to 0.4 under the Special Effects area. Switch to persp viewport and choose Display > Object > Show > All from the menubar; the hidden hair are displayed in the viewport.
18. Choose the Render the current frame button from the Status Line; the render view of the jelly fish is displayed in the Render View window.
In this section, you need to create a plane and set the spot light and the directional light in the scene.
1. Create a polygonal plane in the viewport. In the polyPlane1 area of the INPUTS node of the Channel Box / Layer Editor, set the following values:
Width: 65 Height: 60
Subdivisions Width: 40 Subdivisions Height: 40
2. Select the Modeling menuset from the Menuset drop-down list and double-click on Move Tool in the Tool Box; the Tool Settings (Move Tool) panel is displayed. In the Soft Selection area of this window, select the Soft Select check box.
3. Make sure the plane is selected in the viewport. Press and hold the right mouse button and choose Vertex from the marking menu displayed; the vertex selection mode is activated. Select a vertex of the plane; the soft selection falloff is displayed around the selected vertex. Next, drag the manipulator of Move Tool in the Y direction; a bump is created on the surface. Similarly, create more bumps to create an uneven surface.
4. Press and hold the right mouse button on the plane and choose Object Mode from the marking menu displayed. Make sure the Move Tool is activated. Now, align the plane below the jellyfish. Next, choose Mesh > Remesh > Smooth from the menubar; the plane appears smooth, as shown in Figure 15-47. Click on the polygonal plane to switch back to the object mode.

5. Make sure the plane is selected. Press and hold the right mouse button over the plane and choose Assign New Material from the marking menu; the Assign New Material: pPlane1 window is displayed. Next, choose Lambert from the window; the lambert6 tab is displayed in the Attribute Editor.
6. In the lambert# tab, choose the checker button next to the Color swatch from the Common Material Attributes area; the Create Render Node window is displayed. Next, choose the File button from this window; the file1 tab is displayed in the Attribute Editor.
7. In the file1 tab, choose the folder icon on the right of the Image Name attribute in the File Attributes area; the Open dialog box is displayed. Next, select the land.jpg and then choose the Open button; the texture is applied to the plane. Press 6 to view the texture in the viewport, as shown in Figure 15-48.

8. Activate the front viewport. Choose Create > Objects > Lights > Spot Light from the menubar; a spot light is created in the viewport.
9. In the Channel Box / Layer Editor, enter the following values:
Translate X: 1.5 Translate Y: 20
Translate Z: 26 Rotate X: -45
Rotate Y: -4 Rotate Z: 0
Figure 15-49 displays the light placed in the persp viewport after setting the values in the Channel Box / Layer Editor.

10. Choose Display > Object > Show > Light Manipulators from the menubar; the light manipulators are displayed in the viewport, as shown in Figure 15-50. Select the manipulator ring 10. Next, press and hold the left mouse button over this manipulator ring and move it downward until the ring passes through the polygonal plane in the viewport.

11. Choose Display > Object > Hide > Light Manipulators from the menubar to hide the manipulators.
Note
You can also set the position of the spot light with respect to the position of the jellyfish in the viewport.
12. Make sure the spot light is selected in the viewport. In the spotLightShape1 tab of the Attribute Editor, choose the checker button on the right of the Color attribute in the Spot Light Attributes area; the Create Render Node window is displayed. In this window, choose the File button; the file2 tab is displayed in the Attribute Editor.
13. In the file2 tab of the Attribute Editor, choose the folder icon on the right of the Image Name attribute from the File Attributes; the Open dialog box is displayed. Next, select the texture_light.jpg image and choose the Open button.
14. Select the spot light; the spotLightShape1 tab is displayed in the Attribute Editor. In this tab, set the Cone Angle value to 60 in the Spot Light Attributes area. Expand the Light Effects area and choose the checker button on the right of the Light Fog attribute; the lightFog1 tab is displayed in the Attribute Editor and the fog effect is applied to the light.
15. Choose Create > Objects > Lights > Directional Light from the menubar; the directional light is created in the viewport.
16. Make sure the directional light is selected in the viewport and enter the following values in the Channel Box / Layer Editor:
Translate X: 0 Translate Y: 9 Translate Z: 1
Rotate X: -90 Rotate Y: -10 Rotate Z: 58
17. Choose Windows > Editors > General Editors > Attribute Editor from the menubar; the Attribute Editor is displayed with the directionalLightShape1 tab chosen. In the Directional Light Attributes area of the directionalLightShape1 tab, choose the Color swatch; the Color History palette is displayed. In this palette, set the H, S, and V values to 55, 0.15, and 1, respectively. Also, set the value to 0.5 in the Intensity edit box.
18. Create multiple copies of jellyfish and then align them. You can also scale them by using Scale Tool.

In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c15_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. Maximize the persp viewport, if it is not already maximized. Choose the Render the current frame button from the Status Line; the Render View window is displayed. This window shows the final output of the scene, refer to Figure 15-51.

In this tutorial, you will create a rope and simulate natural movement in it by using Maya nHair.(Expected time: 20 min)
The following steps are required to complete this tutorial:
a. Create a project folder.
b. Create a NURBS curve and make it dynamic.
c. Set different attributes for the dynamic curve.
d. Save and render the scene.
Create a new project folder with the name c15_tut2 at \Documents\maya2025 and then save the file with the name c15tut2, as discussed in Tutorial 1 of Chapter 2.
In this section, you will create a curve for the rope and make it dynamic.
1. Activate the front viewport. Choose Create > Objects > Curves Tools > EP Curve Tool from the menubar. In the front-z viewport, create a profile curve, as shown in Figure 15-52.

2. Select Modeling from the Menuset drop-down list in the Status Line. Next, make sure the profile curve is selected in the viewport, and choose Curves > Edit > Rebuild > Option box from the menubar; the Rebuild Curve Options window is displayed. In this window, enter 150 in the Number of spans edit box. Next, choose the Rebuild button; the spans are added to the curve.
3. Choose FX from the Menuset drop-down list. Make sure that the profile curve is selected in the viewport. Next, choose nHair > Edit > Make Selected Curves Dynamic from the menubar; the curve is converted into a dynamic hair curve.
4. In the timeline, set the end time of the playback range to 500 and play the animation.
You will notice that the curve starts bouncing up and down while its two ends remain stationary. Figure 15-53 displays the nHair curve at frame 200.
In this section, you will set different attributes for the curve to simulate rope like behavior in it.
1. Select nucleus1 from the Outliner window. In the nucleus1 tab of the Attribute Editor. Select the Use Plane check box in the Ground Plane area of the nucleus1 tab. On playing the animation, you will notice that the curve collides with the imaginary grid placed at the origin, refer to Figure 15-54.

2. Choose the hairSystemShape1 tab from Attribute Editor. Select the Self Collide check box in the Collisions area. Next, enter 2 in the Collide Width Offset edit box of the Collisions area.
3. Expand the Dynamic Properties area of the hairSystemShape1 tab and enter 20 in the Stretch Resistance edit box.
4. Invoke the Outliner window. Next, expand hairSystem1Follicles and then select follicle1; the follicle1, follicleShape1, and hairSystemShape1 tabs are displayed in the Attribute Editor. Choose the follicleShape1 tab and select the Tip option from the Point Lock drop-down list in the Follicle Attributes area. Activate the persp viewport and play the animation. You will notice that one end of the curve is stationary and the other end is moving, refer to Figure 15-55.

5. Select the hairSystem1OutputCurves > curve2 node from the Outliner window. Next, select Modeling from the Menuset drop-down list. Choose Windows > Editors > General Editors > Content Browser from the menubar; the Content Browser window is displayed. In this window and choose Examples > Paint Effects > Fibers from the left pane. Next, choose rope.mel from the right pane of the window. Choose Generate > Paint Effects > Curve Utilities > Attach Brush to Curves from the menubar; the curve is converted into a rope. Figure 15-56 shows the curve in the persp viewport.

6. Play the simulation. Select FX from the Menuset drop-down list. Next, choose Fields/Solvers > Solvers > Interactive Playback from the menubar; the curve starts moving. Using Move Tool, move the curve; the curve simulates the behavior of a rope.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c15_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. For rendering the scene, refer to Tutorial 1 of Chapter 8.
Answer the following questions and then compare them to those given at the end of this chapter:
1. Which of the following attributes in the Attribute Editor is used to specify the number of hair strands visible in the viewport per paint stroke?
(a) Display Quality (b) Hairs Per Clump
(c) Static Cling (d) Baldness Map
2. The ___________ attribute is used to rotate the hair clumps about their primary axis.
3. The ___________ ramp is used to specify the variation in the color of hair strands from root to tip.
4. The ___________ drop-down list in the Attribute Editor gives you the information about the Nucleus Solver used in the scene view for the current nHair system.
5. The ___________ attribute is used to specify the number of passive hair curves to be changed into active hair curves.
6. The Damp attribute is used to minimize the oscillation of hair strands. (T/F)
7. The Bounce attribute is used to specify the intensity of resistance offered by hair strands during collisions. (T/F)
8. The options in the Collision Flag drop-down list are used to specify whether the edges or the vertices of the nHair object collide during collisions with other nucleus objects or not. (T/F)
9. The Twist Resistance attribute is used to specify the intensity with which the hair strands resist shrinking. (T/F)
Answer the following questions:
1. Which of the following attributes is used to create the natural hair simulation by preventing the hair strands from penetrating into each other?
(a) Collision Layer (b) Collide Strength
(c) Self Collide Width Scale (d) Collide Width Offset
2. Which of the following attributes is used to expand or shrink hair strands when no other force acts on the hair?
(a) Stretch Resistance (b) Rest Length Scale
(c) Extra Bend Links (d) Stiffness Scale
3. The ___________ option sets the position of the hair as the simulation stops.
4. The ___________ attribute is used to specify the resistance that hair offer when they are stretched.
5. The ___________ attribute is used to specify the number of hair strands visible in each clump of hair.
6. The Friction attribute is used to specify whether the hair strands will stick to each other during collisions or not. (T/F)
7. The Baldness Map attribute is used to maintain the proportion of hair by making the hair clumps thinner at ends. (T/F)
8. The Clump Interpolation attribute is used to spread the tips of hair clumps, thus bringing them closer to each other. (T/F)
9. The Edge bounded check box is used to create hair strands along the horizontal and vertical edges. (T/F)
The rendered output of the scene used in the following exercise can be accessed by downloading the c15_maya_2025_exr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Create a beaded curtain using Maya nHair, as shown in Figure 15-57.(Expected time: 30 min)

Answers to Self-Evaluation Test
1. a, 2. Clump Twist, 3. Hair Color Scale, 4. Solver Display, 5. Passive fill, 6. T, 7. F, 8. T, 9. F
• Understand the fundamental concept of Bifrost
• Create and optimize Bifrost fluids
• Add collider to Bifrost fluids
• Add mesh to Bifrost particles
Bifrost is a fluid dynamics engine in Maya used for creating high-quality liquid simulations. It is a procedural frame work based on the FLIP solver that can create simulated liquids such as foam, waves, and droplets. In this chapter, you will learn about simulation workflow in Bifrost.
The FLIP (Fluid Implicit Particle) solver stores the entire fluid data in each of the particles. It is similar to the particle based dynamic system. If you create waves in Bifrost then it will store the entire information of the fluid.
Choose Windows > Workspaces from the menubar; a cascading menu will be displayed. Choose the Bifrost Fluids option from this menu, as shown in Figure 16-1(a). You need to load this option from the Plug-in Manager. To do so, choose Windows > Editors > Settings/Preferences > Plug-in Manager from the menubar; the Plug-in Manager dialog box will be displayed, as shown in Figure 16-1(b).

In this dialog box, scroll down to the C:/Program Files/Autodesk/Bifrost/Maya 2025/2.7.0/bifrost/plug-ins area and then select the Loaded and Auto load check boxes next to the Apply to All parameter in it. The Bifrost Fluids menu will be displayed in the menubar, as shown in Figure 16-2.

To create Bifrost fluid, first select a polygon object in the viewport and then choose Bifrost Fluids > Create > Liquid from the menubar; the bifrostLiquid1 node along with the other nodes will be displayed in the Outliner window, as shown in Figure 16-3.

Figures 16-4 and 16-5 show the object before and after creating the Bifrost liquid. Various attributes for modifying the Bifrost liquid will be displayed under different tabs in Attribute Editor. Some of the tabs are discussed next.

To display this tab in the Attribute Editor, select bifrostLiquid1 node in the Outliner window. The attributes in this tab are used to specify the settings for controlling simulation, refer to Figure 16-6. These attributes are discussed next.

By default, the Enable check box in the Container Attributes area is selected. As a result, this node is evaluated. The options in the Evaluation Type drop-down list allow you to control how the node will be evaluated. It is recommended that you do not change the default evaluation type.
The options in this area are discussed next.
Scratch Cache
The Scratch Cache check box in the Simulation Attributes area is used to temporarily enable the scratch cache to speed up the playback. By default, this check box is cleared.
Start Frame
The Start Frame attribute is used to set the first frame of the simulation.
All three areas contain an attribute with the name Voxel Scale. The value you specify for this attribute acts as a multiplier for the master voxel size. It is used for voxelizing all objects of corresponding type. Large voxel sizes provide low detail which can be used for quick tests and reviews. Small voxel sizes provide high detail and better accuracy for the final output.
The attributes in this tab are used to control the render quality, particle size, particle count, and so on, refer to Figure 16-7. Some attributes are discussed next.

The check boxes in this area are used to display the shape of particles.
The most commonly used attributes in this area are discussed next.
Type
The options in this drop-down list are used to set the display of liquid.
Max Particle Display Count
The Max Particle Display Count attribute is used to set the count of the particles in the viewport.
Point Size
The Point size attribute is used to set the size of the particles. You can increase or decrease the size of particles.
Bifrost Aero is used to create effects like smoke, mist, and other gaseous simulations. To create an Aero simulation, first select one or more objects in the viewport and then choose Bifrost Fluids > Create > Aero from the menubar, as shown in Figure 16-8;

the selected polygon object will get converted into Bifrost Aero object. Also, bifrostAero1 node along with the other nodes will be displayed in the Outliner window, as shown in Figure 16-9, and various attributes of the Bifrost Aero will also get displayed in the Attribute Editor, refer to Figure 16-10. The attributes in the bifrostAeroContainer1 tab are same as that of the bifrostLiquidContainer1 tab.

Emitters are the objects that emit continuous particles in the Bifrost simulation. Emitters can be used to create various effects such as smoke, fire, fireworks, and so on.
In order to add an emitter, at least one Bifrost container and at least one mesh must be selected. To add an emitter, create one or more polygon objects in the viewport. Select an existing Bifrost liquid node such as bifrostLiquid1 from the Outliner window and then select the polygon object by using the CTRL key. Next, choose Bifrost Fluids > Add > Emitter from the menubar; an emitter will be added to an existing Bifrost simulation, refer to Figure 16-11.

You can also remove an existing emitter from a scene. To remove an emitter, select the Bifrost liquid with emitter object from the Outliner window and then choose Bifrost Fluids > Remove > Remove > Emitter from the menubar; the emitter will be removed.
Colliders are the obstacles in a Bifrost simulation. You can create a container and use it as a collider that prevents liquid from falling away under gravity. You can also animate them to create waves and splashes.
You can create one or more polygon meshes to act as colliders. Select bifrostLiquid1 and then select the meshes by using the CTRL key from the Outliner window. Next, choose Bifrost Fluids > Add > Collider from the menubar; the meshes will act as colliders, refer to Figure 16-12.

You can also remove the colliders from the viewport. To remove colliders, select the bifrostLiquid1 from the Outliner window and then select other colliders by using the CTRL key. Next, choose Bifrost Fluids > Remove > Remove > Collider from the menubar to remove the colliders.
Cache files are created for each Bifrost object, liquid, aero, foam, and solids of a collision object. The user cache is intended for final simulation, unlike the temporary scratch cache which is meant for scrubbing and playback on the fly. You can store cache per frame as files on the system disk. Building cache files helps in speeding up the playback as Maya reads data from stored files instead of recomputing the simulation.
Maya stores the scratch cache in memory and dumps it to temporary files on disk. It is automatically deleted and regenerated when you change the simulation and return to the first frame or you close the scene. If you need to flush out the scratch cache, choose Bifrost Fluids > Compute > Flush Scratch Catch from the menubar.
This option is used to save the cache files at desired location. The Bifrost simulation reads the cache files at each frame, instead of recomputing the simulation. To do so, choose Bifrost Fluids > Compute > Compute and Cache to Disk > Option Box from the menubar; the Bifrost Compute and Cache Options window will be displayed, as shown in Figure 16-13. Some of the attributes in this window are discussed next.

The Cache directory attribute is used to display the location of the cache files. Click on the folder icon corresponding to the Cache directory attribute; the Set dialog box will be displayed. Navigate to a location and then choose the Open button. The selected path will be displayed in the Cache directory field.
The Cache name attribute is used to specify the directory for storing the cache files associated with the selected Bifrost containers. The cache files for each object are stored in the sub-directory of the directory specified in the Cache name attribute.
The options in the Cache format drop-down list are used to specify the format of the cache file.
The options in the Compression format drop-down list allow you to set the compression format for the cache files.
The radio buttons corresponding to this attribute are used to specify the time range for creating the cache files.
The Bifrost Browser window comprises of preloaded simulation libraries. To open this window, choose Windows > Bifrost Browser from the menubar; the Bifrost Browser window will be displayed, as shown in Figure 16-14. There are various nodes in this window such as Fire, Cloth, Smoke, Sand, Snow, and so on. When you choose any node from the left pane, its corresponding nodes will be displayed in the right pane of the Bifrost Browser window. For example, when you choose the Fire node in the left pane of the Bifrost Browser window, various fire nodes will be displayed in the right pane, refer to Figure 16-14.

Creating Bifrost Simulation Using the Bifrost Browser Window
You can create a realistic simulation such as fire, snow, cloud, and so on using the Bifrost Browser window. Also, you can create a dence forest with fog using the options in this browser.
In Maya 2025, the Bifrost Graph Editor is significantly enhanced with a range of new features and improvements. The user interface is streamlined for better usability, allowing artists to navigate and manage complex graphs more easily. New node types have been introduced, expanding the tool's functionality for simulations and visual effects. Performance optimizations have been implemented to ensure smoother playback and faster simulation times. Additionally, enhanced debugging tools provide users with improved capabilities for troubleshooting their graphs. The integration with other Maya features has also been improved, facilitating a more efficient workflow across different aspects of the software.
The Bifrost Browser enables users to work with smoke simulations. This is a significant enhancement for users working on fluid and smoke effects within Maya. With the addition of smoke simulation capabilities in the Bifrost Browser, you will be able to create and manipulate realistic smoke effects more easily and efficiently. For example, to create a cloud, choose the Windows>Bifrost Graph Editor from the menubar; the Bifrost Graph Editor window will be displayed, as shown in Figure 16-15(a).

Choose the Bifrost Browser button from the Graph Editor. Select Volumes from the list displayed in the left pane of the Bifrost Browser window; two nodes will be displayed in the right pane of the Bifrost Browser window. Now, choose the procedural_cloud node from the right pane of this window and then choose the Import button; the Bifrost Graph Editor window will be displayed with nodes, as shown in Figure 16-15(b).

In this window, you can select the required nodes and edit them. Next, close the Bifrost Graph Editor window and the Bifrost Browser window. Notice that the cloud is displayed in the persp viewport, as shown in Figure 16-16.

You can also edit the cloud created in the viewport. To do so, select the cloud created in the viewport; the name of the selected cloud will be displayed in the INPUTS area of the Channel Box / Layer Editor. You can now modify the selected cloud as per your requirement using the attributes in the Attribute Editor. Figure 16-17 shows clouds and fire simulated in the scene using nodes from the Bifrost Browser window.

You can also create a valley by selecting the Scatter Pack from the list displayed in the left pane of the Bifrost Browser window. On doing so, three nodes will be displayed in the right pane of the Bifrost Browser window. Now, choose the valley_forest node from the right pane of this window, as shown in Figure16-18,

and then choose the Import button; the Bifrost Graph Editor window will be displayed, as shown in Figure 16-19.

In this window, you can select the required nodes and edit them. Next, close the Bifrost Graph Editor window and the Bifrost Browser window. Notice that the valley is displayed in the viewport, as shown in Figure 16-20.

The Foam option in the Bifrost Fluids menu is used to create foam from the existing Bifrost liquid. You can use foam to create bubbles and spray effects. To add foam, you can select the Bifrost liquid node from the Outliner window and then choose Bifrost Fluids > Add > Foam from the menubar; the foam will be created and bifrostFoamProperties1 node will be added to the Outliner window.
To remove the foam, select the Bifrost liquid or foam node from the Outliner window and then choose Bifrost Fluids > Remove > Remove > Foam from the menubar.
In this tutorial, you will populate the geometry, as shown in Figure 16-21, using Bifrost Graph Editor. (Expected time: 30 min)
The following steps are required to complete this tutorial:
a. Create the project folder.
b. Create the geometries.
c. Populate and scatter the geometries using the Bifrost Graph Editor.
d. Save the file.
Create a new project folder with the name c16_tut1 at \Documents\maya2025 and then save the file with the name c16tut1, as discussed in Tutorial 1 of Chapter 2.
In this section, you will create the geometries.
1. Choose Create > Objects > Polygon Primitives > Plane from the menubar. Next, drag the cursor in the Persp viewport to create a plane.
2. In Channel Box / Layer Editor, set the parameters of polyPlane1 in the INPUTS area, as shown in Figure 16-22. Also, set the parameters in the pPlane1 area, as shown in Figure 16-23.

3. Choose Windows > Editors > Content Browser from the menubar; the Content Browser window is displayed. Choose the Modeling node, if it is not already chosen and then choose the Sculpting base Meshes node in the left pane of the Content Browser window; the corresponding files are displayed in the right pane of the Content Browser window. Double-click on the MonsterWolfman.ma file from the Content Browser window, as shown in Figure 16-24; the MonsterWolfman model is created in the viewport. Next, close the Content Browser window.

4. Make sure the MonsterWolfman geometry is selected in the viewport. In Channel Box / Layer Editor, enter 0.05 in Scale X, Scale Y, and Scale Z edit boxes, respectively. Figure 16-25 shows the plane and the MonsterWolfman model created in the viewport.

In this section, you will populate the geometry and scatte it using Bifrost Graph Editor.
1. Choose Windows > Editors > Bifrost Graph Editor from the menubar; the Bifrost Graph Editor window is displayed. Choose the Create Graph button from the Bifrost Graph Editor window, as shown in Figure 16-26;

the bifrostGraphShape1 area is displayed with input and output nodes in the Bifrost Graph Editor window, as shown in Figure 16-27.

2. Hold the LMB and drag MonsterWolfman:wolfman from the Outliner window to Bifrost Graph Editor window; the MonsterWolfman:wolfmanShape node is added in the Bifrost Graph Editor window, as shown in Figure 16-28.

3. Hold the LMB and drag the pPlane1 from the Outliner window to the Bifrost Graph Editor window; the pPlaneShape1 node is added in the Bifrost Graph Editor window.
4. Hover the mouse in the bifrostGraphShape1 area of the Bifrost Graph Editor window and press the TAB key; a list of options with search box is displayed, as shown in Figure 16-29.

Next, enter Instance in the search box, as shown in Figure 16-30, and then choose the Create Instances option from the list; the create_instances node is added in the bifrostGraphShape1 area, as shown in Figure 16-31.

5. In the bifrostGraphShape1 area of the Bifrost Graph Editor window, click on the mesh1 port of the MonsterWolfman:wolfmanShape node and drag the cursor to the instances_geometries port (blue square with three dots) of the create_instances node; a connection is established between the MonsterWolfman:wolfmanShape node and the create_instances node and the mesh1 port is added in the MonsterWolfman:wolfmanShape node, as shown in Figure 16-32.

6. In the bifrostGraphShape1 area of the Bifrost Graph Editor window, click on the mesh2 port of the pPlaneShape1node and drag the cursor to the instances_geometries port (blue square) of the points node; a connection is established between the pPlaneShape1 node and the create_instances node, as shown in Figure 16-33.

7. In the bifrostGraphShape1 area of the Bifrost Graph Editor window, click on the instances port of the create_instances node and drag the cursor to the output port (blue square) of the output node; a connection is established between the create_instances node and the output node, as shown in Figure16-34.

Also, the MonsterWolfman:wolfman geometry is populated in the viewport, as shown in Figure 16-35.

8. Hover the mouse in the bifrostGraphShape1 area of the Bifrost Graph Editor window and press the TAB key; a list of options with search box is displayed. Next, enter Scatter in the search box, and then choose the scatter_point option from the list; the Scatter by 'Number' ('Random') node is added in the bifrostGraphShape1 area of the Bifrost Graph Editor window, as shown in Figure 16-36.

9. Next, right-click on the wire between the pPlaneShape1node and create_instances node; a flyout is displayed. Now, choose the Break Connections option from the flyout. Notice that the the pPlaneShape1node is disconnected with the create_instances node, as shown in Figure 16-37.

10. In the bifrostGraphShape1 area of the Bifrost Graph Editor window, click on the mesh2 port of the pPlaneShape1node and drag the cursor to the geometry port (blue square) of the scatter_points node; a connection is established between the pPlaneShape1 node and the scatter_points node, as shown in Figure 16-38.

11. Next, in the bifrostGraphShape1 area of the Bifrost Graph Editor window, click on the points port of the scatter_points node and drag the cursor to the points port (blue square) of the create_instances node; a connection is established between the scatter_points node and the create_instances node, as shown in Figure 16-39.

Notice that the populate geometries scattered randomly in the viewport, as shown in Figure 16-40.

12. Make sure the Parameter Editor option is selected in the Windows menu in the Bifrost Graph Editor window. Next, in the Scatter Settings area, enter 200 in the Amount edit box. Notice that the number of populated geometries has been reduced, as shown in Figure 16-41.

In this section, you will save the scene that you have created.
1. Choose File > Save Scene from the menubar to save the scene.
In this tutorial, you will create an animation of water pouring into a fruit bowl, as shown in Figure 16-42. (Expected time: 30 min)

The following steps are required to complete this tutorial:
a. Create the project folder.
b. Download and open the file.
c. Set the scene for simulation.
d. Create the Bifrost simulation object.
e. Create the collision objects.
f. Refine the simulation.
g. Bake the cache.
h. Generate the mesh.
i. Add material to Bifrost.
j. Add light to the scene.
k. Save and render the file.
Create a new project folder with the name c16_tut2 at \Documents\maya2025 and then save the file with the name c16tut2, as discussed in Tutorial 1 of Chapter 2.
In this section, you will download and open the file.
1. Download the c16_maya_2025_tut.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Extract the contents of the zip file to the Documents folder.
2. Choose File > Open Scene from the menubar; the Open dialog box is displayed. In this dialog box, browse to the location \Documents\c16_maya_2025_tut and select c16_tut1_start.mb file from it. Next, choose the Open button; the scene is displayed in the viewport, as shown in Figure 16-43.

3. Choose File > Save Scene As from the menubar; the Save As dialog box is displayed. As the project folder is already set, the path \Documents\maya2025\c16_tut1\scenes is displayed in the Look In drop-down list. Save the file with the name c16tut1.mb in this folder.
In this section, you will set the scene for animation.
1. Choose Windows > Editors > Setting/Preferences > Preferences from the menubar; the
Preferences window is displayed. Choose the Time Slider category in the Categories area of the window; the Time Slider: Animation Time Slider and Playback Preferences area is displayed on the right in the Preferences window.
2. In this area, set the value in the Playback start/end edit boxes to 1 and 150 respectively; the values in the Animation start/end edit boxes are updated automatically. Next, choose the Save button; the active time segment is set to a frame range of 1 to 150.
In this section, you will create the polygon mesh and then convert it into Bifrost liquid simulation.
1. Choose Create > Objects > Polygon Primitives > Cylinder from the menubar. Next, drag the cursor in the Persp viewport to create a cylinder; a cylinder is created in the viewport, refer to Figure 16-44. Rename the cylinder to liquid.

2. Drag the liquid object and place it on the neck of the bottle. Adjust the scale of the object so that it fits inside the inner geometry of the bottle. Make sure the object is not touching the inner walls of the neck, refer to Figure 16-45.

3. Choose Window > Workspaces > Bifrost Fluids from the menubar; the Bifrost Fluids menu is displayed in the menubar.
4. Make sure the liquid object is selected. Next, choose Bifrost Fluids > Create > Liquid from the menubar; the liquid object is converted into bifrost liquid and bifrostLiquid1 along with the other nodes is displayed in the Outliner window.
5. Choose the Play forwards button from the Timeline. Notice that the liquid is dropping straight from the bottle, as shown in Figure 16-46.

In this section, you will create collision objects.
1. Make sure bifrostLiquid1 is selected in the Outliner window. Next, select bottle by using the SHIFT key. Now, choose Bifrost Fluids > Add > Collider from the menubar; the bottle is converted into a collider object. Press the Play forwards button from the Timeline; the simulation starts and the bottle starts deflecting the particles.
2. Make sure bifrostLiquid1 is selected in the Outliner window. Select all the fruits with the basket using the SHIFT key in the viewport. Next, choose Bifrost Fluids > Add > Collider from the menubar; all the objects are converted into collider objects. Now, play the simulation. Figure 16-47 shows the image of simulation in the viewport.

In this section, you will refine the simulation by setting the attributes.
1. Make sure bifrostLiquid1 is selected in the Outliner window. In the Attribute Editor, choose the liquidShape1 tab; the attributes of this tab are displayed. Expand the Particle Display area if not already expanded and then enter 3 in the Point Size attribute, as shown in Figure 16-48.

The Point Size attribute is used to set the size of Bifrost liquid.
2. In the Attribute Editor, choose the bifrostLiquidPropertiesContainer1 tab; the attributes of this tab are displayed. Expand the Resolution area if not already expanded and then enter 0.1 in the Master Voxel Size attribute.
The Master Voxel Size parameter is used to set the size of the voxels in metre.
3. Play the simulation. Notice that the strength of Bifrost liquid is increased, as shown in Figure 16-49.

In this section, you will bake the cached data and will also set the output location to save the data.
1. Choose Bifrost Fluids > Compute > Compute and Cache to Disk > Option Box from the menubar; the Bifrost Compute and Cache Options window is displayed.
2. Click on the folder icon corresponding to the Cache directory attribute; the Set dialog box is displayed. Next, select the directory from the listing. The name of the directory is displayed in the Directory text box, as shown in Figure 16-50. Choose the Open button; the location is set and the dialog box is closed.

3. In the Bifrost Compute and Cache Options window, enter water in the Cache name text box. Next, choose the Create button; a file sequence containing simulation data is created. Also, the Timeline is displayed in blue color, as shown in Figure 16-51.

In this section, you will generate the mesh.
1. Make sure the bifrostLiquid1 node is selected in the Outliner window. In the Attribute Editor, choose the liquidShape1 tab; the attributes of this tab are displayed. In the Display area, clear the Particles check box, refer to Figure 16-52.

2. Make sure the liquidShape1 tab is chosen. Next, expand the Bifrost Meshing area; the attributes of this area are displayed. Now, select the Enable check box, as shown in Figure 16-53.

Notice that mesh is generated in the viewport, as shown in Figure 16-54.
The Enable check box is used to activate the mesh properties.

3. Select the liquid object from the Outliner window. Next, press CTRL+ H. Notice that the selected object gets hidden from the viewport.
Adding Material to Bifrost Mesh
In this section, you will apply material to the Bifrost mesh.
1. Maximize the persp viewport. Select bifrostLiquid1Mesh from the Outliner window.
2. Select the Biforst mesh in the viewport and then in the shape node of the Attribute Editor, clear the Opaque check box from the Arnold area. Right-click on the Bifrost mesh in the viewport and then choose Assign New Material from the shortcut menu; the Assign New Material window is displayed. In this window, choose Arnold > Shader > aiStandardSurface; the aiStandardSurface# tab is displayed in the Attribute Editor.
3. Make sure aiStandardSurface# tab is chosen in the Attribute Editor and then choose the Presets button located on the upper-right corner of the tab; a flyout is displayed. Choose Clear_water > Replace from the flyout to apply water preset to the material.
4. Choose the Display render settings tool from the Status Line; the Render Settings window is displayed. In the Arnold Renderer tab, enter 3 in the Diffuse, Specular, and Transmission edit boxes.
Adding Light to the Scene
In this section, you will add a light to the scene.
1. Choose Create > Objects > Lights > Point Light from the menubar; a point light is added to the scene. Now, place the light above and in front of the geometries in the scene and align them properly, refer to Figure 16-55. Render the scene. You will notice that there is not enough light in the scene.

Now, you need to adjust the exposure settings.
2. In the Attribute Editor > pointLightShape1 > Arnold area, enter 12, 3, and 1 in the Exposure, Samples, and Radius edit boxes, respectively. Render the scene.
3. Choose Arnold > Lights > Area Light from the menubar to add an area light to the scene. Place the light, as shown in Figure 16-56.

4. In Attribute Editor > aiAreaLightShape1 > Arnold Area Light Attributes area, enter 10 in the Exposure edit box and 3 in the Samples edit box. Render the scene.
In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c16_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. Maximize the persp viewport if not already maximized.
3. Choose the Display render settings tool from the Status Line; the Render Settings window is displayed. Enter bifrost-simulation in the File name prefix text box in the File Output area.
4. Select jpeg from the Image format drop-down list. Next, select name.#.ext from the Frame/Animation ext drop-down list.
5. In the Frame Range area of the Render Settings window, enter 100 in the Endframe edit box. Now, close the window.
6. Select the Rendering menuset from the Menuset drop-down list in the Status Line. Next, choose Render > Batch Render > Batch Render from the menubar; the rendering starts.
You can view the rendering progress by choosing the Script Editor button from the Command Line.
Answer the following questions and then compare them to those given at the end of this chapter:
1. Which of the following options in the Bifrost Fluid menu is used to bake the cached data and also set the output location to save?
(a) Compute and Cache to Disk (b) Liquid
(c) Flush Scratch Cache (d) None of these
2. The ___________ solver stores all the fluid data in each particle.
3. The ___________ attribute in the Render area of the liquidShape1 tab is used to control the render quality of simulation.
4. The ___________ attribute in the Render area of the liquidShape1 tab is used to control the amount of surface smoothing while rendering.
Answer the following questions:
1. Which of the following options in the Bifrost menu is used to create Bifrost simulation?
(a) Aero (b) Liquid
(c) Foam (d) None of these
2. Which of the following attributes is used to increase the size of the particles?
(a) Point Size (b) Min Level
(c) Master Voxel Size (d) Voxel Size
3. The __________ attribute in the Bifrost Compute and Cache Option window is used to display the location of the cache files.
4. The Start Frame attribute in the Simulation Attributes area of the bifrostLiquid1 tab is used to set the first frame of simulation. (T/F)
The rendered output of the scene used in the following exercise can be accessed by downloading the c16_maya_2025_exr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
Create honey simulation by using Bifrost Fluids, as shown in Figure 16-57.(Expected time: 30 min)

Answers to Self-Evaluation Test
1. a, 2. FLIP, 3. Render Quality, 4. Filter
• Work with rigid and soft bodies
• Create a soft body
• Create constraints
• Work with MASH
In Maya, you can create realistic, dynamic, and kinematic simulations using Bullet Physics engine. The Maya Bullet Physics simulation plug-in of the Bullet Physics engine is built from the Bullet physics library. This plug-in is automatically installed when you install Maya on your system.
The Bullet plug-in consists of a collection of objects that have built-in dynamic simulations. All these objects can be accessed by using the options available in the Bullet menu from the menubar. By default, the Bullet plug-in is not loaded in Maya. You need to load it from the Plug-in Manager. To do so, choose Windows > Editors > Settings/Preferences > Plug-in Manager from the menubar; the Plug-in Manager dialog box will be displayed. Select the Loaded and Auto load check boxes available on the right of the bullet.mll option and then close the dialog box. When you select the Auto load check box, the Bullet plug-in will be loaded automatically every time you start Maya. The Bullet menu will be displayed when you select FX from the Menuset drop-down list.
On choosing the Bullet menu, a list of options will be displayed, refer to Figure 17-1. The most commonly used options in this menu are discussed next.

The Active Rigid Body option is used to create an active rigid body or to convert a 3D object into an active rigid body. To convert a 3D object into an active rigid body, select the object in the viewport, and then choose Bullet > Create > Active Rigid Body from the menubar. Now, choose the Play forwards button from the playback controls area. You will notice that the object moves downward.
To set creation options for an active rigid body, choose Bullet > Create > Active Rigid Body > Option Box from the menubar; the Create Rigid Body Options window will be displayed, as shown in Figure 17-2. This window consists of different options that are used to set the properties of the rigid body.

After setting the required options in this window, choose the Apply and Close button; a rigid body will be created in the viewport. After creating the rigid body, you can modify its different attributes by using Attribute Editor. To do so, select the rigid body and press CTRL+A to display Attribute Editor, if it is not already displayed.
Next, choose the bulletRigidBodyShape# tab from Attribute Editor; the attributes will be displayed. These attributes are discussed next.
The Rigid Body Properties area consists of attributes that are used to set different behavioral properties of a rigid body during dynamic simulations, refer to Figure 17-3. All these attributes are discussed next.

Body Type
The options in the Body Type drop-down list are used to specify the type of rigid body. This drop-down list consists of three options. These options are discussed next.
Static Body: This option is used to convert an active body into a stationary body.
Kinematic RigidBody: This option is used to convert a stationary body into a kinematic body.
Dynamic RigidBody: This option is used to convert a stationary body into a dynamic body.
Never Sleeps
The Never Sleeps check box, when selected, makes the rigid body participate in the dynamic simulation. This check box is cleared by default.
Mass
The Mass attribute is used to control the movement of the rigid body with respect to its weight. For example, if the mass of a rigid body is set to 0, then it will not move, as it gets converted into kinematic rigid body.
Center of Mass
The Center of Mass attribute is used to determine the location of the rigid body.
Linear Damping
The Linear Damping attribute defines a clamp value that is applied to the linear velocity when calculating the rolling friction. This attribute applies damping so that the objects can come to rest.
Angular Damping
The Angular Damping attribute is used to define a clamp value that is applied to the angular velocity of the object.
Friction
The Friction attribute is used to control the amount of resistance offered by the rigid body when it collides with other objects.
Restitution
The Restitution attribute is used to control the bounciness of the rigid body. If the value of restitution is set to 0, the rigid body will not bounce.
The Initial Conditions area, refer to Figure 17-4, consists of the attributes that are applied to the rigid body when the Bullet solver starts simulating. These attributes are discussed next.

Initially Sleeping
The Initially Sleeping check box is used to specify whether the dynamic rigid body would start in a deactivated state or not. On selecting this check box, the dynamic rigid body will not move unless it is hit by another rigid body.
Initial Velocity
The Initial Velocity attribute is used to set the initial speed and direction of the rigid body.
Initial Angular Velocity
The Initial Angular Velocity attribute is used to set the rate of change of angular position of a rigid body when it rotates.
In World Matrix
The In World Matrix attribute is used to specify the initial position of the rigid body in world system coordinates.
The Forces/Impulses area consists of attributes, refer to Figure 17-5, that are used to control the forces that act on the rigid body. These attributes are discussed next.

Impulse
The Impulse attribute is used to specify the force acting on a rigid body on each frame of simulation.
Impulse Position
The Impulse Position attribute is used to specify the position at which the impulse force is applied on the rigid body with respect to time.
Torque Impulse
The Torque Impulse attribute is used to specify the rotational impulse force acting on the rigid body with respect to time.
The Collider Properties area, as shown in Figure 17-6, consists of different attributes that are used to specify the shape and dimensions of the rigid body during collisions. These attributes are discussed next.

Collider Shape Type
The options in the Collider Shape Type drop-down list are used to specify the shape of the rigid body which collides with other objects. By default, the box option is selected in this drop-down list.
Input Mesh
The Input Mesh attribute displays the name of the 3D object that has been converted into an active rigid body.
Collider Shape Offset
The Collider Shape Offset attribute is used to specify the offset value between the collider shape and the object.
Collider Shape Margin
The Collider Shape Margin attribute is used to specify the size of the gap between rigid objects for them to collide.
Axis
The Axis drop-down list is used to specify the axis of the collider shape. By default, this drop-down list is inactive. It is activated only when the cylinder or capsule option is selected from the Collider Shape Type drop-down list and the Auto Fit check box is cleared.
Length
The Length attribute is used to specify the length of the cylinder or capsule collider shapes. By default, this drop-down list is inactive. It can be activated only when the cylinder or capsule option is selected from the Collider Shape Type drop-down list and the Auto Fit check box is cleared.
Radius
The Radius attribute is used to specify the radius of the cylinder, capsule, or sphere collider shape.
Extents
The Extents attribute is used to specify the length, width, and height of the box collider shape.
Auto Fit
The Auto Fit check box is used to automatically set the axis, length, radius, and extents when a rigid body is first created on an object. By default, this check box is selected.
Refit
The Refit button is used to perform one time auto-fit on the existing rigid body.
The check boxes in this area are used to specify whether the rigid body will collide with other objects or not. You can select the check boxes from this area as per your requirement for selective collisions. By default, the DefaultFilter check boxes are selected in this area, refer to Figure 17-7.

The attributes in this area are used to access the solver node that helps in controlling various attributes such as wind, gravity, and so on. To access the solver node, click on the arrow on the right of the Solver attribute; different areas will be displayed in the bulletSolverShape# tab, as shown in Figure 17-8. The different areas in this tab are discussed next.

Solver Properties Area
The Solver Properties area consists of different attributes that help in controlling the properties of a bullet solver. The bullet solver acts as the main object in all dynamic simulations. It calculates the different attributes related to dynamic simulations and uses the current state of a rigid body to calculate its next state. The different attributes in this area are discussed next.
Enable Simulation: The Enable Simulation check box is used to enable the simulation. On clearing this check box, no simulation will take place. This check box is selected by default.
Start Time: The Start Time attribute is used to set the frame from where the dynamic simulation will begin. The default value of this attribute is 1.
Split Impulse: The Split Impulse check box allows you to separate the interpenetrating objects at the start of the simulation.
Solver Acceleration: The options in the Solver Acceleration drop-down list are used to accelerate the simulation. The Solver Acceleration attribute only affects the soft bodies, not the rigid bodies.
Internal Fixed Frame Rate: The Internal Fixed Frame Rate drop-down list consists of different values that are used to set the rate at which the dynamic simulation will take place.
Max Num Iterations: The Max Num Iterations attribute is used to specify the time interval between two adjacent frames during simulation.
Ground Plane: Select the Ground Plane check box to set the Maya view plane as floor for the objects that you are simulating.
Basic Fields Area
The attributes in this area are used to control attributes such as gravity, intensity, or the direction of the wind flow during the simulation.
Solver Display Area
The check boxes in this area are used to set the display options for the rigid sets and the Glue constraint.
The Passive Rigid Body option is used to create a new passive rigid body or to convert a 3D object into a passive rigid body. A passive rigid body is an object that does not move during simulation. To create a passive rigid body, choose Bullet > Create > Passive Rigid Body > Option Box from the menubar; the Create Rigid Body Options window will be displayed. This window consists of different attributes that are used to set the properties of the passive rigid body. After specifying the required attributes in this window, choose the Apply and Close button; a passive rigid body will be created in the viewport. You can also convert a 3D mesh into a passive rigid body. To do so, select the 3D mesh in the viewport and then choose Bullet > Create > Passive Rigid Body from the menubar. After creating a passive rigid body, you can modify its different attributes by using the bulletRigidBodyShape# tab in Attribute Editor.
The Soft Body option is used to create a new soft body or to convert a 3D object into a soft body. A soft body is an object whose shape gets deformed during simulation. It is created using the polygon objects. To create a soft body, select the polygon object in the viewport and then choose Bullet > Create > Soft Body > Option Box from the menubar; the Create Soft Body Options window will be displayed, as shown in Figure 17-9.

This window consists of different options that are used to set the properties of the soft body. These options are discussed next.
The Gen Bend Constraints check box is used to control the bending of the joints at each vertex of the soft body during simulation.
The Self Collision check box is used to control the collisions occurring between different parts of the same soft body such that they do not penetrate into each other.
The Bend Resistance option is used to control the resistance offered by different parts of the soft body while bending. By default, the value of this attribute is set to 0.
The Linear Stiffness attribute is used to control the amount of stretching in the soft body.
The Friction attribute is used to control the amount of resistance offered by the soft body when it collides with other objects.
The attribute controls the damping factor applied to the overall motion of the soft body.
The Pressure attribute is used to control the volume of a soft body. On increasing the value of Pressure attribute, the volume of the soft body will also increase.
The Collision Margin option is used to set a boundary between the soft body and other objects during collisions between them.
The Position Iterations option is used to specify the number of iterations that will occur in the solver with respect to the position of the soft body.
Select the Preserve Source Mesh check box to maintain the source mesh at the start point of the solver.
By default, this check box is selected. It reuses the source transform and adds a new cloth shape instead of creating a new transform node and output mesh shape.
The Rigid Body Constraint option is used to restrict the movement of a rigid body. The movement of a rigid body can be constrained to a particular position in a scene or to other rigid bodies. To apply a constraint to a rigid body, select the rigid bodies and then choose Bullet > Create > Rigid Body Constraint > Option Box from the menubar; the Create Rigid Body Constraint Options window will be displayed, as shown in Figure 17-10.

In this window, there are different types of constraints that can be applied to a rigid body. These constraints can be selected from the Constraint Type drop-down list in the Create Rigid Body Constraint Options window. These constraints are discussed next.
The Point constraint is used to restrict the movement of two rigid bodies in such a way that the pivot points of these bodies match in the world space. On playing the simulation, the movement of the bodies will be limited around the pivot point. You can limit the translation so that the pivot points between the two rigid bodies match in the world space. You can use this constraint to create effects such as chain link.
The Hinge constraint is used to restrict the movement of a rigid body in such a way that the body can only rotate around the Z axis of the constraint point. This constraint can be used to simulate the effect of a door attached to a hinge.
The SpringHinge constraint is used to restrict the movement of a rigid body in such a way that the body appears to be connected to a spring like shaft.
The Slider constraint allows the rigid body to rotate and move along the Z axis of the constraint point at the same time.
The ConeTwist constraint is used to simulate the effect of the limbs by adding cone and twist axis limits. The X axis serves as a twist axis.
The term SixDOF constraint stands for Six Degrees of Freedom. This constraint is used to imitate different constraints in such a way that the first three axes represent the linear movement of the rigid bodies and the other three axes represent the rotation of the rigid bodies. Each axis can be locked, freed, or limited. By default, all the six axes are unlocked.
The SpringSixDOF constraint is similar to the SixDOF constraint with the only difference that SpringSixDOF constraint includes the addition of springs for each of the degrees of freedom.
The Soft Body Anchor option is used to hold the portion of a soft body at a particular position while the rest of the body moves during simulation. This option can be used to create different simulations such as a cloth hanging on a hook. You can anchor the soft body to a rigid body. However, if you do not create a rigid body, a rigid body anchor will be created automatically. To create a soft body anchor, create a plane with 30 height and width subdivisions and convert it into a soft body. Next, choose Create > Construction Aids > Locator from the menubar; a locator will be created in the viewport. Select a vertex of the plane that you want to act as an anchor and make sure that the locator lies on the selected vertex. With both the vertex and the locator selected, choose Bullet > Create > Soft Body Anchor from the menubar. Now, play the simulation. You will notice that the selected vertex on the soft body will remain fixed, while rest of the body will move downward, refer to Figure 17-11.

The Soft Body Vertex Properties option is used to set the attributes of the vertices of a soft body. To set the attributes of the vertices of the soft body, choose Bullet > Edit > Soft Body Vertex Properties from the menubar; a cascading menu will be displayed, as shown in Figure 17-12. The options in this cascading menu are discussed next.

The Mass option is used to lock the position of a vertex at a particular position.
The Linear Stiffness option is used to specify the stretching value of a vertex.
The Bend Resistance option is used to specify the value of the resistance caused by the vertices on bending.
You can access the MASH menu when Animation or FX is selected in the Menuset drop-down list. The options in the MASH menu are used to replicate the base object. Once it is replicated, you can animate it into different patterns. Most of these options are also available in the MASH shelf
To switch to MASH workspace, choose Windows > Workspaces from the menubar; a cascading menu will be displayed. Choose the MASH option from this menu, as shown in Figure 17-13;

the MASH workspace will be displayed, as shown in Figure 17-14.

To create a MASH, first you need to create a polygon object in the viewport and then choose the Create Mash Network button from shelf, as shown in Figure 17-15;

the duplicates of polygon are created in the viewport, as shown in Figure 17-16.

Also, the MASH1 and MASH1_ReproMesh are added in the Outliner window. Note that the duplicates of polygon object are created as instances of the original polygon object. So when you scale the original object, the instances will also be scaled, as shown in Figure 17-17.

You can also use MASH with Bifrost, nparticles, ncloth, and dynamics.
Select MASH1 in the Outliner window; MASH1, MASH1_Distribute, and MASH1_Repro tabs are displayed in the Attribute Editor. The MASH1_Distribute and MASH1 tabs are discussed next.
The MASH1_Distribute tab consists of different attributes that are used to specify the shape and dimensions of the MASH objects. Some of these attributes are discussed next.
Distribute Area
The Distribute area consists of attributes that are used to set the number of instances and their alignment. All these attributes are discussed next.
Number of Points
This slider is used to specify the number of instances of the MASH object.
Distribution Type
The options in the Distribution Type drop-down list are used to arrange the rows and columns of the MASH instances in different manner. This drop-down list consists of different options such as Linear, Radial, Spherical, Mesh, Grid, Volume, etc.
Center Distribution
The Center Distribution check box is used to align the MASH instances to center.
Distance X and Distance X
The values in these sliders are used to set the distance between the instances in the X and Y directions.
Z Offset
The value in the Z Offset slider is used to set the offset of the instances in the Z direction.
Rotate X, Rotate Y, and Rotate Z
The values in these sliders are used to set the rotation of the instances in the X, Y, and Z directions.
Offset
The value in the Offset slider is used to set the offset of the instances.
The MASH1 tab consists of different types of nodes, as shown in Figure 17-18.

Each node performs a specific function and can be combined with other nodes to composite their behaviors. These nodes can be applied to the MASH objects to get the effects. The Add node area is discussed next.
The Add Node area consists of different types of patterns that you can apply on MASH objects, refer to Figure 17-18. Some of these patterns are discussed next.
Audio
The Audio node is used to add audio input file to operate with MASH animation.
Curve
The Curve node is used to animate MASH objects along a curve. You can also use its attributes to animate the MASH object.
Color
The Color node is used to change the random color of the MASH objects by using its attributes.
Random
This node is used to apply a random number generator to the MASH network.
Replicator
The Replicator node is used to create duplicates of MASH networks and it also allows you to perform transformations on the replicants.
Symmtery
This node is used to reflect a MASH network across a line of symmetry. The node automatically creates a mirror object to act as a reference point.
The MASH Shelf is located below the Status Line. The Shelf is divided into two parts, refer to Figure 17-19. Some of the icons in this Shelf are discussed next.

The Create MASH Network button is used to create instances of the selected object. It automatically adds additional nodes depending on the current Geometry Type. You can also choose the Create MASH Network option from the MASH menu in the menubar.
When you choose the MASH Editor button, the MASH Editor window will be displayed. This window is used to view, select, and modify MASH networks in the scene. Using this window, you can easily work with nodes, see the effects immediately in the scene, and rename the networks so as to make them more readable.
This button is used to connect characters in the selected Type / SVG mesh to the points in the selected MASH network.
This button is used to change the selected MASH network’s instances to duplicate nodes or vice-versa.
This button is used to cache MASH network to get fast results at the time of rendering.
The Add Trails to Particles button is used to create a trail of quads. Trails start with very thin quads. Trails are compatible with the Color node.
This button is used to create a new mesh by joining the points of the currently selected MASH node. It is useful for setting up a vertex distribution, if you want to distribute objects into the volume of a skinned character.
In this tutorial, you will create simulation of colliding bowling pins, as shown in Figure 17-20. (Expected time: 20 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Download and open the file.
c. Convert objects into rigid bodies.
d. Set attributes of different rigid bodies.
e. Modify the playback settings.
f. Save and render the scene.
Create a new project folder with the name c17_tut1 at \Documents\maya2025, as discussed in Tutorial 1 of Chapter 2.
In this section, you will download the scene file.
1. Download the c17_maya_2025_tut.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide. Extract the contents of the zip file and save them in the Documents folder.
2. Choose File > Open Scene from the menubar; the Open dialog box is displayed. In this dialog box, browse to c17_maya_2025_tut folder and select c17_tut1_start.mb file. Next, choose the Open button; the c17_tut1_start.mb file is displayed. Figure 17-21 shows the bowling pins and ball in the scene.

3. Choose File > Save Scene As from the menubar; the Save As dialog box is displayed. As the project folder is already set, the path \Documents\maya2025\c17_tut1\scenes is displayed in the Look In drop-down list. Save the file with the name c17tut1.mb in this folder.
In this section, you will convert the objects into rigid bodies.
1. Make sure the FX menuset is selected from the Menuset drop-down list in the Status Line.
2. Choose Windows > Editors > Settings/Preferences >Plug-in Manager from the menubar; the Plug-in Manager dialog box will be displayed. Select the Loaded and Auto load check boxes available on the right of the bullet.mll option and then close the dialog box.
When you select the Auto load check box, the Bullet plug-in will be loaded automatically every time you start Maya. The Bullet menu will be displayed when you select FX from the Menuset drop-down list.
3. Select bowling_alley from the Outliner window. Next, choose Bullet > Create > Passive Rigid Body from the menubar; the bowling alley is converted into a passive rigid body and now it is going to remain stationary throughout the simulation.
4. Make sure that the bowling_alley is selected in the viewport. Also, make sure the bulletRigidBodyShape1 tab is chosen in the Attribute Editor. In the Collider Properties area of this tab, select mesh (static only) from the Collider Shape Type drop-down list and then choose the Refit button.
5. Select bowling_ball from the Outliner window. Choose Bullet > Create > Active Rigid Body from the menubar; the bowling ball is converted into an active rigid body.
6. Similarly, select bowling_pin1, bowling_pin2, bowling_pin3, bowling_pin4, bowling_pin5, bowling_pin6, bowling_pin7, and bowling_pin8 from the Outliner window, and convert them into active rigid bodies, as done in the previous step.
1. Select the bowling_ball in the viewport. In the Attribute Editor, choose the bulletRigidBodyShape2 tab. Now, in the Rigid Body Properties area, set the attributes, as shown in Figure 17-22.

2. Make sure that the bowling_ball is selected in the viewport. Expand the Initial Conditions area of the bulletRigidBodyShape2 tab and enter -40 in the Z axis edit box corresponding to the Initial Velocity attribute, refer to Figure 17-23. Expand the Forces/Impulses area and enter -0.2 in the Z axis edit box corresponding to the Impulse attribute, refer to Figure 17-23.

3. Expand the Collider Properties area and then select the hull option from the Collider Shape Type drop-down list. Select bowling_pin1 from the Outliner window. Next, in the bulletRigidBodyShape# tab of the Attribute Editor, select the Initially Sleeping check box in the Initial Conditions area. Now, in the Collider Properties area, select cylinder from the Collider Shape Type drop-down list.
4. In the Rigid Body Properties area, set Mass to 2 for all bowling pins.
5. Repeat the procedure followed in step 3 to set the attributes for the rest of the bowling pins.
In this section, you will modify the playback settings for animation.
1. Choose the Animation Preferences button; the Preferences window is displayed. Next, in the Playback area of the Time Slider category, select the 24fpsx1 option from the Playback speed drop-down list.
2. Set the end time to 125 in the timeline. Next, choose the Play forwards button to preview the simulation.
In this section, you will save the scene that you have created and then render it. You can also view the final rendered image sequence of the scene by downloading the c17_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar. For rendering the scene, refer to Tutorial 1 of Chapter 8. The final output of the scene at frame 9 is shown in Figure 17-24.

In this tutorial, you will create a simulation of falling text, as shown in Figure 17-25, using MASH dynamic. (Expected time: 20 min)

The following steps are required to complete this tutorial:
a. Create a project folder.
b. Create text for the MASH dynamic.
c. Create the floor and add light to the scene.
d. Set the scene for the MASH dynamic.
e. Save and render the scene.
Create a new project folder with the name c17_tut2 at \Documents\maya2025 and then save the
file with the name c17tut2, as discussed in Tutorial 1 of Chapter 2.
In this section, you will create text for the MASH dynamic.
1. In the persp viewport, choose Create > Objects > Type from the menubar; 3D Type text is displayed in the viewport, as shown in Figure 17-26.

2. Choose type1 tab in the Attribute Editor. Next, change the text in the edit box in the Attribute Editor as MASH Dynamic.
3. Make sure the text is selected. Next, select the Ravie font from the Font drop-down list.
4. Make sure the Text tab is chosen in the Attribute Editor and choose the center alignment icon located in the right of the Alignment attribute. Set 3.2 in the Font Size edit box, refer to Figure 17-27.

5. Choose the Geometry tab and make sure the Extrusion tab is expanded. Set 2 in the Extrude Distance edit box.
6. Choose the Texture tab in the Attribute Editor. Next, choose the arrow button on the right of the Type Shader attribute; the typeBlinn tab is displayed in the Attribute Editor. Next, select Ai Standard Surface from the Type drop-down list.
7. In the Base area of the aiStandardSurface1 tab, choose the color swatch of the Color attribute; the Color History window is displayed. Choose the blue color from this window, as shown in Figure 17-28.

8. Make sure the text is selected in the persp viewport. Choose Windows > Workspaces from the menubar; a cascading menu is displayed. Choose the MASH option from this menu, as shown in Figure 17-29;

the MASH workspace is displayed, as shown in Figure 17-30.

9. Make sure text is selected in the persp viewport. Next, choose the Create MASH Network button from the Shelf; the MASH is applied to the text and MASH1 along with the other nodes is added in the Outliner window, refer to Figure 17-31.

10. Make sure MASH1 is selected in the Outliner window. In the Attribute Editor, choose the MASH1_Distribute tab; the attributes of this tab are displayed. Enter 1 in the Number of Points attribute, as shown in Figure 17-32.
11. Make sure the text is selected in the persp viewport. Next, choose MASH> Dynamics> Add Shell Dynamics from the menubar; the dynamic is added to the text.
In this section, you will create the floor and add light to the scene.
1. Choose Create > Objects > Polygon Primitives > Plane from the menubar; the plane is created in the viewport. In the Channel Box / Layer Editor, set the parameters of the plane in the INPUTS area, as shown in Figure 17-33. Figure 17-34 shows the plane in the viewport.

Next, you will add Arnold lights to the scene.
2. Choose Arnold > Lights > SkyDome Light from the menubar; the SkyDome light is added to the scene, refer to Figure 17-34.

Render the scene, refer to Figure 17-35.

In this section, you will set the scene for MASH dynamic.
1. Choose Windows > Editors > Setting/Preferences > Preferences from the menubar; the Preferences window is displayed. Choose the Time Slider category in the Categories area of the window; the Time Slider: Animation Time Slider and Playback Preferences area is displayed on the right in the Preferences window.
2. In this area, set the value in the Playback start/end edit boxes to 1 and 300 respectively; the values in the Animation start/end edit boxes are updated automatically. Next, choose the Save button; the active time segment is set to a frame range of 1 to 300. Choose the Play forwards button from the Timeline to play the simulation. The text falls on the floor, as shown in Figure 17-36.

In this section, you will save the scene that you have created and then render it. You can view the final rendered image sequence of the scene by downloading the c17_maya_2025_rndr.zip file from www.cadcim.com. The path of the file is as follows: Textbooks > Animation and Visual Effects > Maya > Autodesk Maya 2025: A Comprehensive Guide.
1. Choose File > Save Scene from the menubar to save the scene.
2. Maximize the persp viewport, if it is not already maximized.
3. Choose the Display render settings tool from the Status Line; the Render Settings window is displayed. Enter Falling Text in the File name prefix text box in the File Output area.
4. Select jpeg from the Image format drop-down list. Next, select name.#.ext from the Frame/Animation ext drop-down list.
5. In the Frame Range area of the Render Settings window, enter 300 in the Endframe edit box. Now, close the window.
6. Select the Rendering menuset from the Menuset drop-down list in the Status Line. Next, choose Render > Batch Render > Batch Render from the menubar; the rendering starts.
You can view the rendering progress by choosing the Script Editor button from the Command Line.
Answer the following questions and then compare them to those given at the end of this chapter:
1. Which of the following attributes is used to control the distance between a rigid body and the point where the constraint is applied?
(a) Angular Damping (b) Restitution
(c) Linear Damping (d) Axis
2. Which of the following attributes is used to specify the force acting on a rigid body in different axes with respect to time?
(a) Impulse (b) In World Matrix
(c) Center of Mass (d) Mass
3. The ___________ tool is used to set the attributes of the vertices of a soft body.
4. The ___________ attribute is used to specify the rotational impulse force acting on a rigid body with respect to time.
5. The rigid body will not bounce if the value of restitution in the Rigid Body Properties area is set to ___________.
6. The ___________ option is used to set the initial speed and direction of a rigid body.
7. The Linear Stiffness attribute is used to lock the position of a vertex of a soft body at a particular position. (T/F)
8. The Split Impulse option is used to control the movement of a rigid body at its initial position by preventing it from diving. (T/F)
9. The Impulse Position attribute is used to specify the position at which the Impulse force will be applied on a rigid body. (T/F)
Answer the following questions:
1. Which of the following options is used to specify the length, width, and height of the collider shape?
(a) Radius (b) Extents
(c) Axis (d) Length
2. The ___________ option is used to keep the polygon object intact and simulate only the soft body that is created from it.
3. The ___________ tool is used to set the attributes of the vertices of a soft body.
4. The ___________ constraint is used to restrict the movement of a rigid body in such a way that the body appears to be connected to a spring like shaft.
5. The ___________ rigid body can be manually animated during the simulation but it does not have an in-built dynamic simulation.
6. The term SixDOF stands for ___________.
7. The Damping option is used to hold the portion of a soft body at a particular position while the rest of the body moves during the simulation. (T/F)
8. The Axis drop-down list is activated only when the Cylinder or Capsule option is selected from the Collider Shape Type drop-down list. (T/F)
Answers to Self-Evaluation Test
1. c, 2. a, 3. Soft Body Vertex Properties, 4. Torque Impulse, 5. 0, 6. Initial Velocity, 7. F, 8. T, 9. T