Maya Basics: Temple

Critical to learning any software application is some initial understanding of the basic concepts: how that software’s world works and the fundamental skills you need to work in that world. If you have never used a three dimensional (3D) software application before, you may initially find Maya different compared to 2D applications.

Let’s make a temple . . .

Using primitive objects to model 3D forms is a great place to continue learning about Maya. You can create many types of 3D objects using Maya and then move, scale, and rotate them to create more complex forms in your scene.  In this lesson, you begin to construct a classic temple using the primitive object creation tools in Maya. The project is not very complex and provides you with experience in using some of the important object manipulation and viewing tools.

Primitive Objects

Maya provides many types of primitive types and shapes such as cubes, spheres, cylinders, and planes.  Primitive objects can be used as a starting point for a wide variety of shapes and forms.

In this section, you construct the base for the temple using a polygonal cylinder primitive. The octagonal shape is created by modifying the creation options for the cylinder tool before you create the object. If you did not modify the cylinder options you would create a default round cylinder.

To create a polygonal cylinder for the base

An option window appears.  In the Polygon Cylinder Options window, select Edit > Reset Settings and then set the following options:

*NOTE: Maya saves your settings.  You were instructed to reset the option settings as a precaution in case they had been set differently. This is a good habit to practice when working with tool options to avoid getting a result that was different from what you expected.

*NOTE: You can toggle between wireframe and solid by press <4> on the keyboard for wireframe and <5> on the keyboard for solid.

The Toolbox

The Toolbox is located on the left hand side of the Maya user interface. It contains icons that open tools for transforming your objects within Maya (selection, move, rotate, scale) as well as layout shortcuts for changing the views and panel layouts.

Layout shortcuts

The Quick Layout buttons shortcuts allow you to select a different panel or switch to another layout.

You need to finish positioning the cylinder. To do this you need to see the object from a side view to make sure it is sitting exactly on the ground plane.

To change the panel layout to view the base from a side view

From the Toolbox, click the Four View layout shortcut.

The workspace changes to a four-view layout. The perspective view is located in the top right corner and the other views show the object from the top, front and side.  It’s now possible to see the base from the side view, but it would be easier to determine the position of the base if the side view were enlarged to a full view.  The easiest way is to just hit <Space Bar> to toggle between orthographic views.  If you are in the Four View and want to enlarge any other view, position the mouse cursor in that view, and tap the <Spacebar> of your keyboard. to the view that you want to be in and hit the <Spacebar> again, this will open only that window.

The Toolbox: Transformation tools

You need to move the base slightly upwards in the Y direction so it is positioned on the X, Z plane. To do this you use the Move transformation tool located in the Toolbox.

The upper half of the Toolbox contains the tools for transforming objects (selection, move, rotate, scale) within Maya. When you move your mouse cursor over any transformation tool icon you see the name of the tool appear next to the mouse cursor.

Use the Move Tool to adjust the position of the base


Rotate  the Base

The base cylinder now needs to be rotated slightly so the front of the base is parallel to a grid line. Since each facet of the octagon represents 45 degrees of a circle, you need to rotate the object approximately half of that amount or 22.5 degrees.

To use the Rotate Tool to adjust the position of the base

The Rotate Tool manipulator consists of three rings (handles), plus a virtual sphere enclosed by the rings. The colors of the handles correspond to the X, Y, and Z axes. The handles are colored red, green, and blue based on their function related to the X, Y, Z axes and control the direction of the rotation around an axis.

In the top view, drag the green Y manipulator ring to rotate the primitive cylinder so that one of the facets of the base cylinder is aligned with the grid as shown in the image below.   You are rotating the cylinder around its Y axis.

You may be asking yourself the question “How do I know if I’ve rotated the base exactly 22.5 degrees?”  You can check the accuracy of the rotation by viewing the Channel BoxRotate Y should be close to 22.5 degrees.
           
To undo an action select, Edit > Undo or press < Ctrl > + < Z >.  Maya allows you to perform multiple undos.

The Channel Box

The Channel Box is an editing panel that provides you access to an object’s transformation information and much more. It provides information on three distinct areas for any type of object: The transform node, shape node, and input node.

In this case, information about the primitive cylinder’s Y axis rotation is referred to as the Rotate Y attribute.

When you moved and rotated the cylinder primitive using the Move Tool, you were doing this by your own visual judgement. If you need to control the attribute of an object with more accuracy you can do this by entering the precise values into the appropriate attribute field of the Channel Box.

To move and rotate the base using the Channel Box

In the Channel Box, adjust the attribute values so they match the above image by clicking in the field and entering the correct numerical values.  This accurately positions the base in your Maya scene.

Maya named the cylinder primitive when it was first created. Rename the cylinder to something more meaningful to your project.  To rename the cylinder primitive using the Channel Box.

Duplicating objects

Duplicating an existing object is a useful way to make an exact copy of it without having to start over. When you duplicate an item the copy takes on the characteristics of the original. Using the Duplicate Tool you can additionally apply transformations to the copy (move, rotate, scale).

The base for the temple is constructed of two levels and appears stepped. You  will need to duplicate and scale the templeBase object using the duplicate tool.

To duplicate the temple base

Maya creates a duplicate of the templeBase object that is scaled to 0.9 of the original in the X, Z axes, and is one unit above templeBase.  As a result of the scale operation, the base for the temple now appears stepped.   Maya keeps track of the name of the duplicated object based on the name of original and renames the duplicated object templeBase2.

REVIEW: Camera tools

In the lessons so far, when you looked at an object from the top, front, or side views you have been viewing the scene through an orthographic view. Orthographic views appear two-dimensional because the object is displayed using parallel projections of only two axes at a time. (Scooter images courtesy of The Art of Maya)

When you view the scene through the perspective view, you are viewing the scene in a three-dimensional manner. The perspective view simulates what your scene would look like from a camera’s point of view.

In Maya, you view the scene through a set of virtual cameras. These cameras are either orthographic or perspective in nature. You can adjust how these cameras view the scene using the Camera Tools.   The three primary methods for manipulating the camera view are dolly, tumble, and track.

Dolly Tool

The Dolly Tool gets its name from filmmaking where a camera, mounted on a wheeled tripod, is moved towards or away from the scene. In Maya, dollying allows you to view the items in your scene either close up or from further back. 

To dolly the perspective view

To dolly the camera outwards from the subject in the scene you can perform the same key and mouse combinations as described above but drag the mouse to the left.
Dolly works in both the perspective and orthographic views.

TIP:If you make an error when adjusting your camera view of the scene, you can reset the camera to its default home setting.

To reset the camera view for a particular orthographic or perspective view:

From the panel menu, select View > Default View.

Tumble Tool

The Tumble Tool allows you to tumble or rotate the camera’s view around a particular center of interest to achieve either a higher or lower vantage point, or a different side angle.

Tumble the perspective view

Press the Alt key (Windows & Linux) or the Option key (Mac OS X) and drag the mouse either left or right, or up or down, while holding down the left button on your mouse.
Tumbling the view revolves the camera around the center of the scene view, in whichever direction you drag (left, right, up or down). The Tumble Tool does not work in the orthographic views.

Track Tool

The Track Tool allows you to move the camera up, down, or sideways in relation to the scene.

To track the perspective view

NOTE:  Even though the objects appear to move across the screen when operating any of these camera tools, it is the viewing camera that is actually moved in relation to the scene, not the objects.

Making the Column

The columns are made up of multiple primitives that are moved, scaled, and rotated into position. Once the first column is created, with each component named and accurately positioned, you will group and duplicate it to create others.

NOTE: If the Polygon Cube Options window does not appear, ensure that the Interactive Creation option for primitives is turned off by first selecting Create > Polygon Primitives > Interactive Creation so that a check mark does not appear beside this menu item.

In the Channel Box, rename the cube columnPedestal.

To create a polygonal cylinder for the shaft

In the Channel Box, rename the cylinder columnShaft.

The capital for the column rests on top of the column and is very similar to the pedestal. You duplicate the pedestal and position the duplicate at the top of the column.

To duplicate the pedestal to create the capital

With only columnPedestal selected, select Edit > Duplicate Special >  

 NOTE: If the NURBS Sphere Options window does not appear, make sure you have Create > NURBS Primitive > Interactive Creation turned off and then try again.

In  the NURBS Sphere Options window, click Create.

 It creates a half-sphere primitive at the origin.  The sphere needs to be rotated 90 degrees and then positioned on top of the pedestal.

To rotate and position the sphere on the pedestal

In side view, rotate the sphere so that the dome part is pointing up. 

Move  the sphere so it rests on the top surface of columnPedestal (Translate Y = 2.6, if you have been inputting values into the Channel Box).

Using the Scale Tool, scale the sphere along its Z axis (blue manipulator handle) so that the sphere becomes slightly squashed in appearance.    When you scale an object non-uniformly along one of its axes, you are scaling it non-proportionally.

 In the Channel Box, rename the sphere columnBase.

Toggle objects in shaded mode and Wireframe

Up to this point, you have been viewing your objects in the default wireframe mode. In wireframe mode, objects appear transparent except for the simple wire outline that indicates their position and general shape. Maya provides several options for displaying objects in a shaded manner.

Change the display of your scene so that the objects display as shaded objects.

To display the objects in smooth shaded mode

Grouping objects

When you need to move, scale or rotate multiple objects as one unit it is easier if they have been grouped together so that they transform as one unit. Many primitive objects in Maya are grouped objects.  When the plane objects are grouped together they create a hierarchy.  A hierarchy is a collection of nodes or objects that are connected together to form a unit for some purpose. Hierarchies are useful for describing how the objects within them share similar characteristics or attributes; move, scale, rotate for example.

To group the objects for the column

OR in the side view . . .

The Hypergraph

The Hypergraph is a window that shows how the nodes and their connections are organized in your scene. You view object hierarchies and dependencies in the Hypergraph. Use the Hypergraph to view what happens when you group an object.


To view the Hypergraph

To rename the parent node in the Hypergraph

t the column is grouped, you need to position it at one corner of the temple base.

NOTE: If you accidentally deselect the column, you can either select the group in the Hypergraph or select one part of the group and hit the < ↑ > on the Keyboard until you are at the top of the group.

To position the column on the temple base

With your first column in position, you can now create a copy of the column and position it on the adjacent corner of the base.

To create a duplicate copy of the column

You need to move the column into position on the adjacent corner of the temple base.

To move the duplicate column into position on the base

Pivot points

A pivot point is a specific position in 3D space that is used as a reference for the transformations of objects. All objects (curves, surfaces, groups) have pivot points.

When you group objects in Maya, a new node called a parent node is created for the group of objects. The pivot point for the group’s parent node is placed at the origin (0, 0, 0). This is useful if you later want to duplicate and rotate the objects radially (that is, in a circular fashion around the pivot).

To group the two columns

With the two columns grouped, you then duplicate the columns with a rotation option, the groups will duplicate and rotate around the pivot point at the origin (0, 0, 0).

To duplicate and rotate the group

The columns are duplicated and rotated by 90 degrees with each copy.

For your classic temple, you need to create the entablature using a torus primitive. An entablature is a structure that lies horizontally upon the columns of a temple and supports the roof.

To create and position a torus primitive for the entablature

In the NURBS Torus option window, click Create.

 NOTE:  If the NURBS Primitives Options window does not appear, ensure that a check mark does not appear beside the Interactive Creation menu item before selecting Create > NURBS Primitives > Torus >

Compon

ents

All objects in Maya have a transform and a shape node. Geometric shapes, like the primitives in this tutorial, have smaller parts called components. A few examples of components in Maya are control vertices, faces, and hulls. Components allow you to work with objects at a finer level and allow you to edit them in creative ways.

In order to change the shape of the entablature beyond the basic scale transformations, you need to modify its component information.

To select components of the entablature

 selection box around the top row of vertices so they become selected.

Using the Move Tool, move the vertices up vertically as shown below to change the shape of Entablature.  Select the top vertices. 

Move  the vertices up.

To cancel the display of the CVs, hold right-click over the wireframe of Entablature once again and select Object Mode from the pop-up menu.

The roof for the temple rests on top of the entablature. The roof for the temple is created using one half of a sphere primitive.

To create a roof for the temple

NURBS Sphere Options window, select Edit > Reset Settings and then set the following options:    

Change End Sweep Angle: 180

Change Radius: 8.75

Select Create

    Look at the Sphere in the in the Side View

SIDE VIEW

In the side view, in the NURBS Sphere Options window, click Create.

Rename the half-sphere templeRoof.

The roof needs to be rotated -90 degrees about the X axis and positioned on top of the entablature.   In side view, rotate the roof so that the dome part is pointing up.

To rotate and position the roof on the entablature

   Move the roof so it is positioned close to the top edge of Entablature.

Scale 

the roof so that the sphere becomes slightly squashed in appearance.

Using the Scale tool, adjust the Z axis (yellow manipulator handle) so that the sphere becomes slightly squashed in appearance

  

The

 Attribute Editor

The Attribute Editor provides information about the various nodes and attributes for the objects and materials in your scene. Like the Channel Box, you can view and edit the basic transform information and many other keyable attributes. However, the Attribute Editor provides a more detailed display of all attributes for a selected object.

To view object attributes using the Attribute Editor

Surface materials

The color, shininess, and reflectivity attributes of an object are controlled by its surface material (sometimes referred to as a shader, or shading material). Material attributes relate to how the object simulates a natural reaction to light in Maya’s 3D computer world.

Maya assigns a default shading material to all objects when they are first created. In this section, you learn how to assign a new material to your objects.

To assign a new material to the temple objects

   [

The As

sign New Material window appears.   Scroll down until you see aiStandardSurface material and select it.

To edit the shading material’s attributes

Light: Physical Sky

Setup a simple Physical sky using Arnold.  In the Main Menu select Arnold > Lights > Physical Sky.  The background turns black.  Maya creates a large sphere that surrounds you scene.

Rendering:


Frame Test the render. Arnold > Render

In the perspective view, turn on the Resolution Gate.  In the Perspective Menu select View > Camera Settings > Resolution Gate



In the Main Menu, choose Arnold > Render and the render window pop up.

NOTE:

Create a p

lane to be used as the ground.   From the Main Menu choose Create >  Polygon Primitives > Plane.  



Scale it

 so that you cannot see it in the final render.

Render the scene again.

Move the camera so that the temple is on the left side of the render window.  Select the Physical Sky sphere and rotate it so that the shadow reaches across the scene.

If your s

hadow does not reach across the scene, you will need to change the time of day by changing the angle of the sun.  Select the Physical Sky sphere and Press < Ctrl > + < A > to toggle the Attribute Editor

Save your final image: File > Save Image

Give you 

image a name and save.


What am I looking for?

Temple Requirements.

Temple Pa

rt 2

Temple Part 2 Requirements.

Newer Pos