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MAYA


    Working Modes
  • F1 = Maya Help/Search
  • F2: Animation
  • F3: Modeling
  • F4: Dynamics
  • F5: Rendering
  • F8 = selct obj toggle obj/component mode
  • F9 = vertex
  • F10 = edge
  • F11 = face
  • F12 = uv
  • Alt F9 = vertex face

 
    Object Views
    4: Wireframe mode
    5: Shaded mode
    6: Textured mode
    7: Lit mode



HELP = https :// knowledge . autodesk.com Selection-hotkeys
Maya Keyboard Shortcuts pdf

Hot Keys ManipulatorsSelection Mode

    ENTER: Fin Outil
    Alt/Arrow: Moves selection 1 pixel at a time
    Arrow: Pick walking through vertices
    Z or ctrl/Z: Undo
    ] et [ = undo/redo CAMERA VIEW in view
    Ctrl/Y shift/Z: Redo
    X: Snap to Grid
    C: Snap to Line/Edge
    V : Snap to Vertice
    F: Frame camera to selection in viewport /shift f = frame selection in all windows
    A: Frame camera to all objects in viewport /shift a = frame all in all windows
    G: Redo last command
    Y: End tool but remain selected
    B: Adjust brush size
    P: Parent ... selct obj fils puis obj pere = P = parente ok
    Q = mode select ... Q = Hide Manipulator tool
    T = show manipulator tool
    Ctrl alt select = shift z in xsi
    ctrl / D: Duplicate
    ctrl / G: Group
    ctrl / N: New Scene
    ctrl / S: Save Scene
    W / R / E ... W: Translate ... R: Scale ... E: Rotate ... / ... Y: End tool but remain selected
    Invert selection = Ctrl+Shift+I = edit / invert selection .... shift is a toggle select ... shift + area select J = Snap Move, Rotate, Scale tool
    Y = Last tool used
    F = zoom obj ... alt orbit cam
    Ctrl T = fast manipulators
    Ctrl + H = hide selected / Shift + H = unhide selected ... Alt H = hide unselected .... Ctrl shift H

    B = mode UV

Edge loop selection = select one edge et fleche haut/bas/droite/gauche
Select one edge et double click .. shift redouble click
Select edge et ctrl_right click to edge tool
Select one edge et shift double_click next pour loop ou range
Click vide = deselect
Shift = add components to the selection
Ctrl = remove conponents from the selection
Space bar no click = 1 view to 4 views

Here Is Where Each Tool Is Located in Maya 2008
Texture Editor = Window --> UV Texture Editor
Create Primitive Shapes = Create/Polygon Primitives/Cube, Sphere ...
Create Polygon Tool
Edit Mesh/Extrude
Split Polygon Tool
Edit Mesh/Split Polygon
Insert Edge Loop Tool = Edit Mesh --> Insert Edge Loop
Append to Polygon Tool = Edit Mesh --> Append To Polygon
Fill Hole = Mesh/Fill Hole
Soften/Harden Edge = Normals --> Soften or Harden Edge

Modify/Center Pivot
Freeze = Delete History = Edit --> Delete All by Type/History
Hypershade = Window --> Rendering Editors -->Hypershade

OUTLINER

=
Window outliner = xsi explorer
Select / shift = add obj to selection/ ctrl = remove obj from selction
Dans toute fenetre panel pour persp ou outliner ou etc

Outliner > right-click ---> show name space = voir totalite du nom obj

HYPERGRAPH

= organisation des icones est lockee / click icone rectangle empile devient rectangle bordel = unlock
= icone crayon = bookmarks / icone + = add bookmarks

Create shelf
= fleche noire a gauche shelf current = barre avec icones sphere cube etc ....
= Ctl alt shift selct command dans menu et il add icone to current shelf
= mel script command lines select/middle click et drag_drop to shelf = OK !! = command added
= modifier shelf = fleche noire a gauche shelf current = shelf editor = delete or edit command

HAUT MAYA

MODELING


To ADD a connected POLYGON to an existing mesh

    Select the polygon you want to append to.
    Select Edit Mesh > Append to Polygon Tool. The border edges highlight and appear thicker.
    Click the border edge you want to append to. The edge you select is the first edge of the new face.
    Arrows indicate the edge direction. Click to place a vertex for the new polygon.
    You can also click another border edge to use it in the new polygon.
    A new vertex appears with a line connecting it to the last point of the selected face edge.

ADD EDGE
    Edit Mesh/insert edge loop tool = add edge loop
    Select points -> edit mesh -> Connect Components Componant mode select = icones apres save dans premiere rangée icones
    filtres selection = icones apres icones apres Componant mode select dans premiere rangée icones = SELECTION MASKS

Construction history on/off = icone papier/horloge haut_mid
Lighting/shading/Transfert Maps = ultimapper xsi / select Lowpoly add selected
set normal map output/size ...shading network change from preserve current shading network to attach to shading network ... mettre 2 objs meme place pour better world space/result
anciennement Modify/Surface Sampler

F11 = select face ...> shift+< = grow selection shift+> reduce from selection


VOIR INFO OBJ = select obj et display/heads up details / object details

Insert = mode centre / v=snap center to vertice .... x = snap obj to
FREEZE construction history = edit delete by type history = Alt D
Modify = center pivot ... centre au milieu obj selectionné
2/3 = lissage poly = mesh smooth sur polymesh selectionné


Menu obj selectionn = click droit sur obj / laisser enfonc

Pour MERGER obj = first selct 2 obj / mesh combine ... puis edit mesh merge edges ....
WELD POINTS = In Maya to merge vertices's you use the merge tool found in the edit mesh tap.
Poly / edit mesh poly ... extrude ... axe manipulators ... le petit cercle change centre transform au centre obj

To separate SHELLS = CLUSTER into separate meshes
Select the mesh object and choose Mesh > Separate.
Select some faces on the shells you want to have separated and then choose Mesh > Extract.

Insert = mode centre / v=snap center to vertice .... x = snap obj to
Freeze construction history = edit delete by type history = Alt D
Modify = center pivot ... centre au milieu obj selectionné

2/3 = lissage poly = mesh smooth sur polymesh selectionné
4 show wire frame
5 show shaded
6 show textured
7 Lit mode
8 Paint mode 8 again = on en sort

To separate SHELLS = CLUSTER into separate meshes
Do one of the following:
Select the mesh object and choose Mesh > Separate.
The shells are divided into separate meshes.
Select some faces on the shells you want to have separated and then choose Mesh > Extract.

Mesh > Quadrangulate
MOVE POINT = select point et W pour move

HAUT MAYA


SNAPPING POINTS
Now let's snap the new section into the main section.
To do this, we will move the object's pivot
point to a necessary corner.
*-Press the insert key,
*-Hold down the V key and snap the pivot to the top edge vertice.
*-Press the insert key once more to close the active pivot.
*-Now press the V key once more, and snap the mesh to the column wall as shown.


HAUT MAYA

DISPLAY VIEW

    4 show wire frame
    5 show shaded
    6 show textured
    7 Lit mode
    8 Paint mode 8 again = on en sort
    Ctrl h = hide selected / h = unhide selected
    Alt h = hide unselected
    Ctrl shift H
    HIDE/UNHIDE = SHIFT+h CTRL+h
    Display -> Polygons -> Face NORMAL
    Select Obj -> NORMALS Reverse
    UNSELECTABLE = Select the objects you want to template and select Display --> Object Display
    SELECTABLE = Select the templated node as described above, then select Display > Object Display > Untemplate.
    OR Select an object and open the Attribute Editor. On the Shape tab, open the Object Display options and select Template.



HAUT MAYA

PARENTER


Group = null d'xsi = 2 obj et Ctrl G
ctrl/G: Group = creer un null parents des obj selectionnes ... edit group options =
group centré sur obj ou centre monde etc ...
selct obj fils puis obj pere = P = parenteé ok
= parenting / mid_clik child_obj and drag to parent_obj ( ailleurs = P )
= unparent = mid_click drag empty space
ctrl/G: Group = creer un null parents des obj selectionnes ... edit group options =
group centr sur obj ou centre monde etc ...
selct obj fils puis obj pere = P = parente ok
menu obj selectionné = click droit sur obj / laisser enfoncé
P = Parent ... Shit+P = Unparent
Add Obj to GROUP = Alternatively (and even easier) is to select your child, then add-select (Ctrl) your parent and press "p"


File ---> optimize scene size ...
option box and under "remove unused": make sure rendering nodes box is selected, then hit the "Optimize now" button.



HYPERSHADE

Window -> Rendering Editors -> HYPERSHADE
Equivalent RENDER-MAP = selct obj et shader dans hypershade et edit convert file to texture / click icons pour option taille etc
Ou ---> UV editor ---> image ---> create PSD network
Shift mid_click shader sur autre = open connection editor
Mid_click on shader dans hypershade .. drag_drop sur obj dans scene
Select group obj/light etc ... window ... attribut spead sheet ... proprietes partagées
In hypershade/file export selected .. import ... import export shaders
Select nodes create container ...select node shilt_alt click drag node into container = added
Idem to remove from container..container in container = possible
Select container right_click = options
Edit delete unused nodes = clean
Bin create = organize mats
BUMP Bump2D = bump plug into plug connection editor display hiden plug out normal de l'extra bump into normal camera Double Click sur Icone du bump par exemple ... bump s'ouvre dans Attribut Editor clicker sur icone checker et connect to ...
Edit ---> delete unused nodes = CLEAN MATLIB

Lighting shading Transfert Maps = ultimapper xsi / select Lowpoly add selected

Displacement ---> selct obj ---> onglet arnold --->onglet subdiv ---> type catclark ---> iterations 2 et plus bas height

Desactiver icones shaders trop lent dans node editor ---> options ---> render swatches //// dans render settings ---> system ---> enable/disable swatch render
Ctrl+MidClick Mouse drag and drop sur file texture sur place2dTexture = pour partager meme node sur plusieurs textures UV pareils

En haut Hypershade ... TEXTURES MATERIALS ...etc
ASSIGN MATERIAL
Select your object in the viewport, then right-click the material in the Hypershade and select Assign Material to Viewport Selection.
Add texture to material ... Middle click sur ex.checker et drag drop sur ou on veut de attribut editor du shader



ATTRIBUT_EDITOR


= Ctrl A = ou right_click obj puis select nom obj ou window attribut editor
= dans window ... settings .... preferences ... preferences open attribut editor in same window ou separate window idem pour tool settings
= control panel ... switch control panel / attribut editor / ... icone en haut droite

Interactive placement of texture
= mid click and drag sur text on obj
= vient de click bouton sur node place2dtexture Interactive placement

HAUT MAYA










HAUT MAYA

TEXTURE EDITOR

RoadKill

Texture uv = haut droit
Create uv's plannar mapping ... selct poly et re-planar mapping
Dans texture editor ---> polygon ---> UV SNAPSHOT (en bas)
Pour aller sur uv d'une selection de poly ... select fac ... dans text editor ... ctrl right_click select to uv et on voit uv select
Warp image = create empty uv set copy good uvs to new set puis correct uv in new set
Et in texture editor polygon warp image option open

Edit / paint selection tool = permet de peindre une selection de poly ou etc ...
B = size brush

Select UVs ---> Hold-Ctrl Right-click ---> extra menu --->selection uv devient selection faces ou points dans 3D viewport

Equivalent RENDER-MAP = select obj et shader dans hypershade et edit convert file to texture / click icons pour option taille etc
Ou ---> UV editor ---> image ---> create PSD network

File / optimize scene size = clean scene etc ...

PAINTABLE EFFECTS
= first go to rendering / paint effects / make paintable
= se mettre en deux vue / panel /panel / visor / choisir effet ex fire ... peindre B = size brush



RENDER VIEW

= Window --> Rendering --> Render View premiere icone = render all / seconde icone / draw square render region / hit second icon = render selection

Arnold Render View --->View ---> Store Snapshot ---> icone bas G ---> off/on

IPR = interactive photorealist render
Fleche haut = store current render / slide bas diff ima /// Fleche bas =delete stored ima
render view to hypershed mat icon = render ima et view/grab swatch to hypershade/ select region mid_click drag_drop to icon shader !!!
view / camera settings/resolution gate = visu de la cam
view / camera settings/action safe = visu secu cam field of view


RENDERING render/run render diagnostic = script editor check des settings et pb render et options etc
PASSES render settings
Bsp tree .. in outliner show all / open mental ray globals / memory performances/ accelaration method ET render settings options diagnostics
Rendering module / Render / Render current frame icon options = MEMORY params
imf_copy toto.tga toto.map
imf_copy -r toto.tga toto.map = permet de loader partiellement la texture .map
render pass settings si highlight orange = override somewhere
visibility overide = in render layer / go to control attribut right_click sur option/creare overide / turns orange
pour plusieurs obj a la fois = window/general editor / attribut spread sheet
window/general editor/display layer editor
occlusion = distance = distance juska laquelle il occludes apres non
Mat/Miscellaneous tout en bas hypershade = frame buffers / add custom color pass
Obj go to shader dans mental_ray tab/ down frame buffer contribution change add to no contribution ...or multiply = ok
Custom frame buffer = sortir ce kon veut a different etape du shader
par defaut une passe ecrit la fin d'un shader donc custom buffer
mental ray tab in hypershade MISCELLANEOUS ici writetoColorBuffer
plug color out du noeud in color du custom frame buffer
creer puis choisir pour ce ColorBuffer une Custom Color pass
donc create new pass select CustomColor pass
retour customBuffer et select CustomColor Pass crée
MultiLister = shader editor in window / rendering /MultiLister
YOUTUBE 0424 Maya Render Passes
Youtube Render Passes Tutorial - Maya 2009
Render View -> Options -> Render Setting -> Aliasing etc

HAUT MAYA

DIV NON CLASSES

ROTOSCOPY

= dans vue cam view/image plane --> import image
Window --> settings preferences --> color = change wireframe colors and etc
Window --> general editor --> sript editor = editor script mel = ou bouton bas droite
Ctrl enter = execute script


IMPORT
Import .obj = go to window ---> settings ---> PREFERENCES ---> plug-in manager.
3dsImport.mll = Import .3ds
dans C:\ Program Files \ Autodesk \ Maya2014 \ bin \ plug-ins

NULL = Hitting crtl+g with nothing selected will create a null ou bien Create ---> Empty Group
Ou bien = Create ---> Locator


HIDE/UNHIDE = SHIFT+h CTRL+h
Ctrl h = hide selected / h = unhide selected
Alt h = hide unselected
Ctrl shift H



SPOTLIGHT

= View spot visee = Panels (au dessus view a gauche de view --> shading/ lighting .. etc) --> LOOK THROUGH SELECTED
= Penumbra angle = decay du falloff
= Si shadow use depth map shadows no activée ... lightspot traverse obj
= Select Spot Light et show manipulator tool = on voit interet du spot pour placer


TRANSFORM
Modify --> freeze --> --> reset transform Transform dans box selct 3 en glissant et enter valure pour un ... les 2 autres s'alignent
Click one et dans fnetre view midle click et drag
Marking menu add = Window ... settings_preferences ... Marking_menu editor ... edit create new ... create drag_drop icons sur icones etc ..
= on peut revenir reediter Marking menu perso plus tard dans Window ... settings_preferences .... Marking_menu editor
= use Marking_menu in Hotkey Editor ... Aply/Close
= Window ET settings_preferences ET Hotkeys bottom list_G = user marking menus
C:\Documents and Settings ludovic walsh Mes documents maya 2009 prefs markingMenus ... pour les copier coller echanger
Hold dc = curve snapping ... snapping pivot point ?
Hold v ... hold c snap point .. ?

Select ET shift =add obj to selection ET ctrl = remove obj from selction
Dans toute fenetre panel pour persp ou outliner ou etc




HAUT MAYA

NAVIGATION =


] et [ = undo/redo CAMERA VIEW in view
move=w scale=r rotate=e à
Gauche ecran clickmiddle manipulator = 3 axes a la fois
Si on ctrl_click sur un axe il est locké on ne peut que bouger sur les 2 autres
Si on double click sur icone move ou rot box options appears
Ou haut droite icone tool settings
Q = mode select
T = show manipulator tool
F = frame selection /shift f = frame selection in all windows
Ctrl alt select = shift z in xsi

Camara Move Undo/Redo Keyboard = Alt+Z (Undo) or Alt+Y (Redo) (Maya mode)

MOVE mode = local/world press and hold w + left click for the translate options, e + LMB for rotate and R + LMB for scale options if you are clever like me :D , look for the commands in the script editor and make some custom shortcuts
Shift i = petit carr vert au-dessus viewport = isolate selection in viewport
W R E = move scale rotate = gauche ecran clickmiddle manipulator = 3 axes a la fois
Si on ctrl_click sur un axe il est lock on ne peut que bouger sur les 2 autres
Si on double click sur icone move ou rot box options appears
Ou haut droite icone tool settings

PIVOT -->
Home ou Insert ... on peut bouger pivot puis Home ou Insert = exit bouge pivot
To reset the selected object's pivots to center --> Select the Rotate or Scale Tool . --> Select Modify > Center Pivot.

HAUT MAYA



HAUT MAYA







ZBRUSH
 
BOUJOU
RESEAU
HTML
 
MAYA DRIVE
QWERTY
 
DRONE
 
NUKE
XSI
commands CMD
CARACTERES
SPECIAUX
PHOTOSHOP
SHAKE
MAYA
COMMANDE DOS
ORDI
DOC_PDF
 
ARNOLD
MUDBOX
IP_WINDOWS
RACCOURCIS
WINDOWS

DATAPHOTO
MATCHMOVER
MUDBOX
 
CANON
             
  VITRUVE
COULEURS
PERSPECTIVE
DESSINER CORPS
SCIENCES
MARIO UCCI
EUROS RARES
BRICO
JARDINAGE
CUISINE
FITNESS
SCRIPT
ELECTRICITE
METRO
HISTOIRES WALSH
MYTHOLOGIE NUCLEAIRE
  SCIENCES
ESPACE MINKOWSKI
ESPACE TEMPS
RELATIVITE GENERALE
NOMBRE D'OR
HOW TO

HISTORY AND SONGS
TEXTES
MUSIQUE
GAMME MUSIK
BM
DECOMPTE PHOTOS
INVIT
BRIAN O'DEA