Zoom In and Out of a Viewport
Press space.
Import an Image Background
1. Go into the 4 view ports and each of them has a View tab
2. Then go to Image Plane
3. Import Image
Import Textures
1. To view your texture you must create a new material or shader to display the texture by clicking Create then Material and selecting Lambert.
2. Within the Attribute Editor, there is a checkered box on the far right end of the color's attribute slider. Double click the checkered box to bring up the Create Render Nodemenu. Select File. Under the File Attributes box in the Attribute Editor there is a field called Image Name, with a blank square and a folder similar to a typical folder icon. Left click the icon to bring up the File Browser to choose a texture. Common texture types include JPG, PNG, TARGA and TIFF.
Click Open to load your image into Maya.
3. Click the top menu and selecting Create followed by Polygon Primitives and Plane. Use the R key and left-click and drag to scale. Scale up the plane so that it covers most of the grid. To apply the texture to the plane go back to the Hypershade menu and locate the material you created. Left click to select your material in the Hypershade, then middle mouse click and drag the cursor to the created plane and then release the middle mouse button.
Go to Top Left and click on 'Rendering'
At the very top there is 'Render'
How to change Render Settings
Click 'Render'
then 'Render Settings'
after, you can choose whatever settings you need
How to Render a Picture
Click on 'Render'
Click on 'Render Current View'
or Click 'Arnold' then Arnold RenderView (Used for Real Time Render, to see how it looks before render)
When you have the Render View tab open click on the top right, 'File'
Then Save Image to a folder
How to Render a Video
Make sure you have a timeline running on the bottom and your camera in the spot
Go to Render then Render Settings
Change the Frame Range to where you want to render, then change the image size for the resolution
Lastly Change the File Output and then change the name and the image format.
Tool Operations
Return - Complete current tool
Insert - Enter tool Edit mode
Shift Q - Select Tool, or with left mouse button for Component marking menu
Alt Q - Select Tool, or with left mouse button for Polygon marking menu
Q - Select Tool, or with left mouse button for Selection Mask marking menu
W - Move Tool, or with left mouse button for Move Tool marking menu
E - Rotate Tool, or with left mouse button for Rotate Tool marking menu
R - Scale Tool, or with left mouse button for Scale Tool marking menu
Ctrl T - Show universal manipulator tool
T - Show manipulator tool
Y - Selects the last used tool that is not one of Select, Move, Rotate, or Scale
J - Move, Rotate, Scale Tool Snapping (press and release)
" =,+ " - Increase manipulator size
" - " -Decrease manipulator size
D - With left mouse button move pivot (Move Tool)
Insert - Switches between move pivot and move object (Move Tool)
Hotbox Display
Space - (When pressed down) Show the hotbox
Alt M - Default Hotbox Style (Zones and Menu Rows)
Displaying Objects (Show, Hide)
Ctrl H - Display > Hide > Hide Selection
Shift H - Display > Show > Show Selection
Ctrl+Shift H - Display > Show > Show Last Hidden
Alt H - Display > Hide > Hide Unselected Objects
Shift l - Show > Isolate Select > View Selected (in the panel menus)
Display Settings
4 - Shading > Wireframe
5 - Shaded display
6 - Shaded and Textured display
7 - Lighting > Use All Lights
0 - Default quality display setting
1 - Rough quality display setting
2 - Medium quality display setting
3 - Smooth quality display setting
File Operations
Ctrl (or command) n - File > New Scene
Ctrl (or command) O - File > Open Scene
Ctrl (or command) S - File > Save Scene
Ctrl (or command) Shift + s File > Save Scene As
Ctrl (or command) Q File > Exit
Ctrl R - Create file reference
Animation Operations
S - Animate > Set Key
I - Insert Keys Tool (for Graph Editor) (press and release)
Shift S with Left mouse button - Keyframe marking menu
Shift S with middle mouse button - Tangent marking menu
Shift E - Set key for Rotate
Shift R - Set key for Scale
Shift W Set key for Translate
Alt J - Toggle Multicolor Feedback
Playback Control
Alt . - Move forward one frame in time
Alt , - Move backward one frame in time
. Go to Next key
, Go to Previous key
Alt V - Turn Playback on or off
Alt+Shift V - Go to Min Frame
K - With middle mouse button for virtual Time Slider mode (press and hold and scrub timeline)
Tumble, Track, or Dolly
Alt Left with mouse button - Tumble Tool (press and release)
Alt Middle without mouse button - Track Tool (press and release)
Alt Right without mouse button - Dolly Tool (press and release)
2D Pan/Zoom
\+ - Middle mouse button 2D Pan tool
\+ - Right mouse button2D Zoom tool
\ - Enable/disable 2D Pan/Zoom.
Painting Operations
Alt F - Flood with the current value
Alt A - Turn Show Wireframe on or off
Alt C - Turn Color Feedback on or off
Alt R - Toggle Reflection on or off
U - With left mouse button for Artisan Paint Operation marking menu
B - Modify upper brush radius (press and release)
Shift B - Modify lower brush radius (press and release)
Ctrl B - Edit Paint Effects template brush settings
M - Modify maximum displacement (Sculpt Surfaces and Sculpt Polygons Tool)
N - Modify paint value
/ - Switch to pick color mode (press and release)
8 - Open Paint Effects panel
O with left mouse button - the Poly Brush Tool marking menu
O with middle mouse button - Poly UV Tool marking menu
Snapping Operations
C - Snap to curves (press and release)
X - Snap to grids (press and release)
V - Snap to points (press and release)
J - Move, Rotate, Scale Tool snapping (press and release)
Shift J - Move, Rotate, Scale Tool relative snapping (press and release)
Selecting Objects and Components
F8 Select - Object/Component (Switch between object and component editing)
F9 Select - Vertex
F10 Select - Edge
F11 Select - Face
F12 Select - UV
Ctrl I - Select next intermediate object
Alt F9 Select - Vertex Face
< - Shrink polygon selection region
> - Grow polygon selection region
Selecting Menus
Ctrl M - Show/hide main menu bar
Shift M - Show/hide panel menu bar
Ctrl+Shift M - Show/hide panel toolbar
H with left mouse button - Menu Set marking menu
F2 - Show Animation menu set
F3 - Show Polygons menu set
F4 - Show Modeling menu set
F5 - Show Dynamics menu set
F6 - Show Rendering menu set
Edit Operations
Z - Edit > Undo (also Ctrl+z/+z)
Shift Z - Edit > Redo
G Edit > Repeat
Shift G - Repeat command at mouse position
Ctrl D - Edit > Duplicate
Ctrl+Shift D - Edit > Duplicate Special
Shift D - Edit > Duplicate with Transform
Ctrl G - Edit > Group
P - Edit > Parent
Shift P - Edit > Unparent
Ctrl (or command) x - Edit > Cut
Ctrl (or command) c - Edit > Copy
Ctrl (or command) v - Edit > Paste
Rendering
Ctrl Left - Render view next image
Ctrl Right - Render view previous image
Window and View Operations
Ctrl A -Switches between Attribute Editor or Channel Box–displays the Attribute Editor if neither is shown
A - Frame All in active panel, or with left mouse button for History Operations marking menu
Shift A - Frame All in all views
F -Frame Selected in active panel
Shift F - Frame Selected in all views
Space (When tapped) - Switch between the active window in multi-pane display and single pane display
Ctrl Space - Switch between the standard view and full-screen view of the current panels
] - Redo view change
[ - Undo view change
Alt B - Switch between a gradient, black, dark gray, or light gray background color.
Shift { - View previous layout
Shift } - View next layout
F1 - Help > Maya Help
Moving Selected Objects
Alt Up - Move up one pixel
Alt Down - Move down one pixel
Alt Left - Move left one pixel
Alt Right - Move right one pixel
Pick Walk*
Up - Walk up current
Down - Walk down current
Left - Walk left in current
Right - Walk right in current
*Based on selection, the arrow keys let you walk up the hierarchy (object selected) or walk about the object’s components (component selected, including vertices, edge loops, edge rings).
Modeling Operations
1 - Default polygon mesh display (no smoothing)
2 - Cage + smooth polygon mesh display
3 - Smooth polygon mesh display
Ctrl H - Display coarser subdivision surface level
Ctrl I - Select/refine subdivision surface component
Ctrl F9 - Convert polygon selection to Vertices
Ctrl F10 - Convert polygon selection to Edges
Ctrl F11 - Covert polygon selection to Faces
Ctrl F12 - Covert polygon selection to UVs
Ctrl ` - Proxy > Subdiv Proxy Displays original mesh (proxy) and a smoothed version of the original.
Ctrl+Shift ` - Proxy > Subdiv Proxy > Displays Subdiv Proxy options window
` - Toggles the display between the original (proxy) and the smoothed mesh.
~ - Displays both the original (proxy) and the smoothed mesh.
Alt ` - Modify > Convert > NURBS to Subdiv, Polygons to Subdiv
Alt+Shift ~ - Displays option window for Modify > Convert > NURBS to Subdiv > or Polygons to Subdiv > (depending on whether NURBS or Polygons are selected).
Page Up - Increases Division Levels for Smooth Mesh Preview or Subdiv Proxy.
Page Down - Decreases Division Levels for Smooth Mesh Preview or Subdiv Proxy.
l - Lock/unlock length of curve (press and hold)
To contact them: https://www.academyart.edu/
Like the city it's called home since 1929, Academy of Art University has always existed on the vanguard of innovation and creativity. The Academy and San Francisco have grown up together and served as mutual sources of inspiration and talent - take a look back at notable moments in the Academy's history in San Francisco.
Like the city it's called home since 1929, Academy of Art University has always existed on the vanguard of innovation and creativity. The Academy and San Francisco have grown up together and served as mutual sources of inspiration and talent - take a look back at notable moments in the Academy's history in San Francisco.
To contact them in San Francisco: https://www.artinstitutes.edu/san-francisco/about/contact-us
They have lot's of schools all around the country and they mostly major on Arts
Such as Graphic Design, Drawing, Animating, Acting, Music, Sculpting, etc.
Mostly they showed were Graphic Designing, Drawing and Animating. With some video examples of students work and what they worked on, like some cartoon movies and video effects on other movies.
There was also alot of examples of animation, such as 2D Animation, 3D Animation, Stop-motion, and Motion Graphics
They have lot's of schools all around the country and they mostly major on Arts
Such as Graphic Design, Drawing, Animating, Acting, Music, Sculpting, etc.
Mostly they showed were Graphic Designing, Drawing and Animating. With some video examples of students work and what they worked on, like some cartoon movies and video effects on other movies.
There was also alot of examples of animation, such as 2D Animation, 3D Animation, Stop-motion, and Motion Graphics
Website: www.bcidentallab.com
BCI Dental Laboratories in Petaluma, CA has been providing superior quality restorations and implant services to dentists in California and across the USA since 1986. BCI Dental Laboratories is a full service dental laboratory for fixed, removable and implant prostheses with state-of-the-art CAD/CAM crafted products. BCI enjoys the reputation of providing superior dental solutions using the finest materials and techniques.
The workers averagely make $18,000 per year.
They modeled teeth and created teeth for customers.
Modeling the teeth online on 3D Animation Applications.
The 3D Printers they use, help them model the teeth they make.
They only have 25 workers that does the work of 60 average workers.
BCI Dental Laboratories in Petaluma, CA has been providing superior quality restorations and implant services to dentists in California and across the USA since 1986. BCI Dental Laboratories is a full service dental laboratory for fixed, removable and implant prostheses with state-of-the-art CAD/CAM crafted products. BCI enjoys the reputation of providing superior dental solutions using the finest materials and techniques.
The workers averagely make $18,000 per year.
They modeled teeth and created teeth for customers.
Modeling the teeth online on 3D Animation Applications.
The 3D Printers they use, help them model the teeth they make.
They only have 25 workers that does the work of 60 average workers.
1. Low-Poly View
2. Low-Polly Cage and Smooth
3. Smooth Preview
4. Wireframe
5. Shaded
6. Texture
7. Lightning Preview
q - Selection
w - Move
e - Rotate
r - Scale
s - Key All
W - Key Move
E - Key Rotate
R - Key Scale
F8 - Object/Compenent
====================
F9 - Vertex
F10 - Edge
F11 - Face
F12 - UV
z - Undo
Z - Redo
f - Frame Selected
a - Frame all objects in scene
x - Grid Snap (hold)
c - Curve Snap (hold)
v - Vertex Snap (hold)
y - Repeat Command
Mac HOME PC - Insert (Sticky)
d (hold) - move pivot poin
2. Low-Polly Cage and Smooth
3. Smooth Preview
4. Wireframe
5. Shaded
6. Texture
7. Lightning Preview
q - Selection
w - Move
e - Rotate
r - Scale
s - Key All
W - Key Move
E - Key Rotate
R - Key Scale
F8 - Object/Compenent
====================
F9 - Vertex
F10 - Edge
F11 - Face
F12 - UV
z - Undo
Z - Redo
f - Frame Selected
a - Frame all objects in scene
x - Grid Snap (hold)
c - Curve Snap (hold)
v - Vertex Snap (hold)
y - Repeat Command
Mac HOME PC - Insert (Sticky)
d (hold) - move pivot poin
Devon and Nick's Speaker Notes - DigiPen
Devon was an artist; she designed on paper and online. Such as photoshop and Spine.
Nick was a 3D modeler; he created games such as (http://ngcameron.com/) Majyck, Space That Thing, Blade That Thing, Descend Into Stone, Blade In The Bark.
https://www.digipen.edu/
The college they talked about was called DigiPen. DigiPen Institute of Technology is a private, for-profit university in Redmond, Washington. DigiPen has campuses in Redmond, Washington, in Singapore, and in Bilbao, Spain. DigiPen Institute of Technology isn't your typical college. Located in Redmond, Washington, a global hub for video game development with over 350 interactive media companies nearby, DigiPen prepares students to enter the industry as skilled software developers, artists, designers, and computer engineers ready to face the challenges of creating professional software and entertainment media.
Nick was a 3D modeler; he created games such as (http://ngcameron.com/) Majyck, Space That Thing, Blade That Thing, Descend Into Stone, Blade In The Bark.
https://www.digipen.edu/
The college they talked about was called DigiPen. DigiPen Institute of Technology is a private, for-profit university in Redmond, Washington. DigiPen has campuses in Redmond, Washington, in Singapore, and in Bilbao, Spain. DigiPen Institute of Technology isn't your typical college. Located in Redmond, Washington, a global hub for video game development with over 350 interactive media companies nearby, DigiPen prepares students to enter the industry as skilled software developers, artists, designers, and computer engineers ready to face the challenges of creating professional software and entertainment media.