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How To Get Rid Of Grey Box Camera In Maya

Bones Blitheness Do

Now that you have learned how to model, shade, and calorie-free objects in Maya, information technology is time for you to acquire how to make these objects motion. Before continuing this exercise, download and open up ball.ma, a scene containing a elementary ball. We by and large breathing in 30 frames per 2d, then click the Animation Preferences push button (), go to the Settings category, and make sure Time is gear up to NTSC (30 fps).

As well, for the purpose of this do, in Animation Preferences go to the Animation category then set Default in tangent to Clamped and Default out tangent to Stepped.

The Timeline

Placed directly below the viewport, the timeline is the almost visible blitheness tool in Maya. Though relatively simple information technology is extremely useful. Yous can think of it as a summary of your blitheness. The dark greyness bar is called the fourth dimension slider. Its position represents the scene'southward current blitheness frame, information too indicated by the value on the right. To change the slider'due south position, simply left click anywhere on the timeline. You can also "scrub" the slider across the timeline past left clicking and dragging the mouse left and right.

Below the timeline are the range values. The two outtermost numbers (1.00, 60.00) are the start and end times of the entire animation, while the inner numbers (ane.00, thirty.00) designate the office of our blitheness that the timeline shows. Essentially, the timeline is merely a window into the overall animation of the scene. To move this window, you can manipulate the gray bar inbetween the range values. Left click and drag the center of the bar to move it around, or elevate one of the two small boxes to resize it. You can also just edit the values manually.

To the right of the timeline are the playback controls. Click or to play the fourth dimension slider either backwards or forwards respectively. You tin can change the playback options by right clicking on the timeline and choosing Playback Speed → Existent-time or Play Every Frame. For now brand sure that the playback speed is set to Existent-time, as it is the best approximation of your animation'due south timing, whereas the timing of Play Every Frame is variable.

Click or to send the time slider to the beginning or the terminate of the playback range, and or to step the time slider dorsum or forward one frame.

Keyframes

Maya uses "keyframes" for blitheness (we likewise refer to them in brusk every bit "keys"). A keyframe is basically a marker used to specify an object'southward position and attributes at a given point in time. To set a keyframe on the ball at the current frame, select the brawl and become to Animate → Set Fundamental (or merely hit s). A ruddy tick marker should appear on the timeline near the slider, indicating that yous have "keyed" the ball on the current frame. You may also discover that the attributes in the Aqueduct Box accept turned pink, an indication that the object has been keyed. The Channel Box'south function in keyframing will be explained in further item a niggling later.

Try setting some other keyframe. Move the time slider to a different frame and use the translate tool to alter the ball's position before keying. Later on you set the key, scrub the time slider back and along beyond the timeline. The ball should switch betwixt its old and new positions. Annotation that the keyframes are probably prepare to "stepped" mode, which ways that a keyframe will stay in effect until the next key is reached. (Alternative modes of keyframe interpolation will exist discussed in the Graph Editor Exercise.)

For the sake of testing, create several more keys randomly along the timeline:

Note that the timeline will only brandish keyframes of the object you accept selected. If y'all deselect the ball, the keys volition disappear from the timeline until you reselect information technology. Conversely, if you selected more than one blithe object, the keyframes of all the combined objects would exist displayed on the timeline. This is something to keep in mind, as in that state of affairs information technology may be difficult to tell which primal belongs to which object and how many keyframes a single blood-red tick may represent.

If yous desire to motility apace between the keyframes currently displayed, click or on the playback controls, or but utilise your keyboard's "carrot" keys (comma and catamenia).

To change the ball's position on an existing cardinal, shift the time slider dorsum to the appropriate frame, move the ball to the desired location, and set up the key once more - thus replacing the fundamental'due south previous values. Always retrieve that you must set up the key again to save your object's new position. If you do not, moving the time slider will discard your changes. That is, unless you lot enable autokey.

Autokey automatically saves the changes y'all make to an object'southward keyframes. If the current frame already has a key, autokey will immediately update the key with your changes. If the electric current frame does not accept a key, autokey will automatically create a keyframe based on your adjustments (this only works on objects with existing keys). Notwithstanding, be aware that with autokey it is piece of cake to accidently create stray keys on the timeline or brand changes you did not intend. Though it is recommended you do not use autokey before fully familiarizing yourself with the animation workflow, you can enable it by clicking the icon below the playback settings. It volition appear equally one time turned on.

To delete a key, move the slider to the offending frame, right click on the timeline and select Delete. Sometimes you lot volition want to delete or move a group of keys all at once. To accomplish this, you lot get-go need to select a portion of the timeline. Concord down shift and so left click drag over the keys you want to work with. The selection should look something like this:

To move this group of keys but left click the eye arrows and elevate. You tin also scale the grouping, a quick manner to speed upwardly or slow down an animation, past moving the selection'south outter arrows. Be careful when scaling keys, though; as you volition end upwards with keys on that are on fractions of frames:

In general you lot never want keys on fractions of frames as they tend to arrive the way and are more hard to work with. The easiest fashion fix to this problem is to select the keys, call up the correct click menu, and cull Snap. This will snap each key to the closest whole frame number.

Channel Box

As pointed out before, keying the brawl volition crusade all of its attributes in the Channel Box to plow pink. However, it is of import to notation that the ball itself is non being keyed. Its attributes are. When y'all striking south to set a keyframe on an object, y'all are actually setting a key for each private attribute (normally each attribute visible in the Aqueduct Box).

One implication of this is that yous can key a single attribute. Go ahead and delete all of the brawl's keyframes. You can either do this through the timeline, or yous can select all of the attributes in the Channel Box (left click Translate X and drag down to Visibility), call up the right click carte du jour, and cull Delete Selected. The attributes should plow dark gray, signifying they no longer have keyframes on them. Right click on any attribute and choose Key Selected. Just similar the Gear up Key operation it will create a central on the current frame, but now only for the selected attribute:

You tin can also make a particular attribute "Not-keyable", which prevents information technology from being afflicted by Prepare Central. For instance, this is particularly useful for the Visibility attribute, equally most of the time you do non desire to worry about accidently animative it on and off. To make an aspect Not-keyable correct click it and choose Make Selected Nonkeyable. Its value should turn the same colour as the surrounding channel box as shown beneath. If the attribute had existing keyframes they will even so be there, even so yous will not be able to edit them. If the attribute had no keys, you can edit it equally a constant value but it cannot be keyed. You can make the aspect keyable again at whatsoever time by choosing Make Selected Keyable.


Playblasting

Once you lot accept a number of keyframes you lot will want to review your motility. Playblasts are Maya's mode of creating a preview of your animation that runs in real time and is much faster to create than a render. Get to Window → Playblast options. Modify the Display size to "Custom" and enter 640 and 480 for the two values. Change the scale to "one.00", and check "Save to File" and name information technology appropriately. If you exercise not specify a salve path, Maya volition output information technology to your current project directory.

When playblasting grapheme motion that somebody else is going to review (for both turn-in and production), you will want to take actress intendance to make a "clean" playblast. In the playblast options uncheck Bear witness ornaments. Make certain the camera is a reasonable distance from your animated object/character. It shouldn't be and then far abroad that you can barely see the motion, but it likewise shouldn't be so close-upward that part of information technology gets cut off. Too, if there are any animation controls, lights, locators, etc. cluttering the scene you lot volition desire to hide those. An like shooting fish in a barrel manner to practise this temporarily is to go the viewport you are going to playblast from, then select Show → None. After that, select Show → Polygons (as animated characters are usually polygonal).

Now that y'all take learned near keyframing, how to use the timeline, and how to preview your animation with playblasts you lot will need to review the Graph Editor Exercise to larn about "splining" your keyframes.

Dorsum to Exercises

Source: https://courses.cs.washington.edu/courses/cse458/11au/content/exercises/basic_animation_exercise.html

Posted by: clarknoreed.blogspot.com

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