This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with
complex objects.
If you look at the normals (on a poly face) it points in the direction of where it faces, so if you have an object say a sphere and you select on of the faces and need to move it out a but but not in XYZ but in the direction its facing you would move it along its normal
normals are perpendicular to the face/edge or even vertex. sometimes its easier to move along the n than take two handles to get the same result. look at the move options (jep, your ordinary move tool) and there is besides local world normal too. click on it and look what happens.
Ah yes silly me, I remembered it during work that the normals isnt the zyx, but Isnt it default to move along normals? (I get it when I hit the move button once, and then again if i want to move xyz axis.)
Originally posted by AlphaFlyte No m8, for edges on faces. Very handy for moving and scaling edges on angular objects. Arms in 45 degree poses for instance.
makes sense now. I think the key word is perpendicular movement to the object selected.
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