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Maya 2018 Essential Training

Manage object history

From the course: Maya 2018 Essential Training

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  • Course details

    Learn to create high-quality 3D models and animations in Maya 2018. This course covers the core Maya skills—modeling, texturing, rendering, and animation—within a real-world, project-based workflow. The techniques you'll learn here translate equally well to film, motion graphics, game design, and animation.

    First explore the basics of the Maya interface, including selecting and manipulating objects, organizing scenes, and customizing the interface. Next, learn about polygonal modeling, creating and refining meshes, sculpting, and working with NURBS surfaces. Once you understand modeling, discover how to create and apply materials—adding color, texture, and reflectivity to your creations. Then integrate cameras, lighting, and effects into the rendering process, and leverage the new Arnold for Maya renderer. Last but not least, instructor George Maestri show how to add movement and life to your work with Maya's animation tools.


    Skills covered in this course

  • Welcome

    - [Instructor] When you model in Maya, you often go through multiple steps to create the shape that you want. Maya remembers these steps and it creates a running history of your object. Now you can use this history to your advantage to affect things after they've been modified. Now let's take a look at how that works. So I'm going to go ahead and select everything in the scene, this chair, let's hide it by going control h. And let's go ahead and create a simple polygonal cube. And I'm going to go here in my Channel box under the polyCubed4 input and let's go ahead and increase some subdivisions in height and depth. Then I'm going to go ahead and select some of these faces here and we can extrude by going control e. Maybe extrude n. I'm going to scale that down and move it in a little bit and then maybe add in some divisions. So I've got some history on this and if we go into object mode, we can select that, and we go over to our Channel box, you see under Inputs we have the original…

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