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INTRODUCTION
Maya
along with 3ds Max is the biggest 3D solution in the visual
effects industry, other applications such as XSI have a large
and growing user base but none such more than Maya. Obviously
this article will be aimed more at Maya’s modelling
tools rather than its animation capabilities but Maya is an
open package that some tools intended for one use also has
another.
It would be hard to write this article without mentioning
the recent acquisition Alias by AutoDesk, much to everyone
shock and amazement I believe this is a good move for both
Maya and 3ds Max. The future for both packages has never been
so uncertain, maybe in a few years there will be one unifying
package but for the time being AutoDesk will keep up with
Maya releases and I’m sure they won’t let any
hardcore users & studios down.
WHAT’S
ON YOUR SHELF?
I
thought Maya’s UI had mixed feelings across the board
but mainly those who use it seem to understand how adaptive
and customizable it is. There are a lot of aspects of the
UI that are both common and unfamiliar but most if not all
can be turned on or off, I don’t think you need the
time slider when your modelling although I could find a use
for it on a poly surface.
Maya UI isn’t spectacular or surprising though it shouldn’t
be judged on face value but what you are given at default
is more than enough when it comes to modelling. The shelf
is probably the single most important element to the average
modeller, it allows you to quickly setup presets, tools with
minimal effort and remember the settings you last had for
a specific tool (its not only tools you can put up, Mel scripts
can also be dragged onto the shelf).
So the shelf is going to be the most common way to access
your poly and Sub D tools, the other way of getting to your
poly arsenal is the Marking Menu. Marking Menus in modelling
terms is one of the most innovative features in Maya. These
are menus that can be accessed anywhere in the viewport activated
by a hotkey (of your choice) , then drag the cursor over the
selected option/tool and now the tool is activated, again
because Maya’s strong integration with Mel, scripts
that have nothing to do with modelling, maybe a viewport preset
etc can be selected in this way. Marking Menus are very fast
and effective; you can disable every toolbar and UI element
so that the viewport is the only thing visible and still be
as fast and efficient than ever.
POLY PERSPECTIVE
Now
onto the tools, Maya has an array of tools that cover the
most complex operations to the most simple. Again workflow
is key here, so little enhancements like re-invoking the Split
Polygon tool by simply right clicking is invaluable. For organic
character tools, the Sculpt Poly tool is something that every
character modeller should use, its not Zbrush and in no way
does it attempt to be, the artisan interface was engineered
for multiple areas of Maya, from painting density in Fluids
to drawing a stroke birthing a tree in Paints Effects to the
obvious painting weights on a rig, this area of sculpting
is controlled and yet graceful, you have the ability to smooth,
pull, push and pinch, it performs this task very well even
with polygon proxy models. Granted some tools need a little
work, however minor sometimes they can slow down your workflow
if only for a minute.
The bevel tool has always been surrounded by controversy,
“a package as large as Maya should be able to develop
a more secure bevel”, well this is true in earlier versions,
but at the current time of writing this, it’s a stable
tool, albeit not as fluid from the bevel in Wings3D or Silo.
Maya accommodates all types of modellers, from the organic
character modeller to the engineer who is only making models
for print.
We are of course discussing poly tools here, but one other
factor that may be of interest is the Sub D area of Maya.
For a number of years Maya has a module specifically dedicated
to this type of geometry, thankfully since version 4.5 you
no longer have to purchase the unlimited version of Maya to
use this module. The functionality of this area is very different
from other Sub D elements from a given application, i.e. Silo.
It gives the user the ability to break down polygons in remote
areas so that the whole model doesn’t become densely
populated with vertices and edges. This method of adding detail
locally has its benefits but one major factor that Alias at
this time cannot shake is the feedback quality of Sub D surfaces.
Since its inception they were incredably slow, should you
need them for animation you had to create elaborate rigs via
wrap deformers and separate geometry to drive these surfaces,
this has improved in the later years but it is still one of
its greatest downfall.
PLUGIN
BABY
Now
I'm sure that many Maya users have custom scripts and Plugins
that get them through the day faster and with less hassle.
Many have complained that Maya is a great app but without
users creating certain tools such as MJ Poly Tools it wouldn’t
be their app of choice. This is an area which Alias has looked
at and taken a bit of advice.
A while ago a small company created a set of tools for Cinema
4D known as Mesh Surgery. Many of the tools including the
Edge Loop Split have inherited some of its attribute; the
ability to see where a loop will go before you commit to it
is a workflow that will no doubt speed you up.
The thing is Maya was made to cater for the masses, and not
everyone will be pleased with Aliases decisions, but they
still use it because of its openness and adaptability. It’s
a stable app that serves many purposes not only modelling,
so not everything is perfect, it has a great workflow and
freedom that anything that is lacking can easily be made up
for, and because of this most should be happy about the Mel
community, I have yet to see a such a large scripting language
for a 3d app community. Users are constantly pushing the boundaries
not only in Mel but also with the API. I would not be surprised
if AutoDesk adopts Mel into their family with open arms.
IN SUMMARY
What
is it about Maya that makes it so widely used, not only for
its animation, rendering, effects engine etc, but just for
modelling alone? Well my guess is its versatility. The tools
are there for you to model anything you want, but because
there features such as marking menus, giving the user the
ability to not even have a UI just a series of menus that
appear and disappear with a quick gesture, with a shelf that
has a stack of tools that you can use, either presets or your
own personal selection and with Mel makes it one of the most
versatile modellers out there.
Although this isn’t a coding review, because of Mel
and its community there have been various tools created and
continuosly developed tat would'nt have otherwise. Only a
few days ago I seen a tool where when you create a primitive,
the top right corner of the screen would have a few quick
buttons where you could use the most common tool, these would
change as your model changes states, this is only possible
with Mel and if your currently a Maya user reading this, I
highly suggest you get at least an understanding of it as
it will help you in various situations.
But at the heart of it Maya is strong enough to stand on its
own, it lacking in certain areas here and there but it more
than capable in pulling off any model you attempt to create
and with the recent acquisition by AutoDesk hopefully these
areas will be looked at and pushed further.
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