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Maya 2018 Essential Training

Understanding the Hypergraph

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.

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    • Exercise files and quizzes
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    • Offline and audio-only options
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  • Welcome

    - [Instructor] In addition to the Outliner, there are many other ways to view and organize your scenes in Maya. Probably the most important one of these is called the HyperGraph. So let's take a look at it. We can find the Hypergraph under Windows, General Editors and you'll see there's two entries here. One is called Hypergraph Hierarchy. The other one is called Hypergraph Connections. We're going to start with Hypergraph Hierarchy, because that simulates the functionality of the Outliner. When we select Hypergraph Hierarchy, notice how we get all of these different nodes. This window here is what's called a floating viewport, so you can navigate this like any other viewport. If you roll your middle mouse button, you can zoom in. You can hold down Alt or opt and middle click to drag, or right click to truck. The one thing that you can't do is orbit by left clicking, and that's because this is a 2D viewport. If you notice, inside this we have one node per object in the scene. And it's…

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