I ve got another question! basically, is there a way in maya to highlight edges (open edges) a la xsi (by default) I am trying with settings/display but does not seem to work, am I missing something here?
Uh, I think maze means "Display > Polygons > Border edges", much simpler than what you're describing Scruples.
Nice to have a shortcut to it, as well as Texture Border Edges when doing UVs.
(Oh and for selecting border edges, double clicking on them does the same as using the "Select Using Constraints" method, much faster as well, didn't think anyone still used that select constraints window, almost seems like legacy as you can do most of it faster with the regular tools now, except for a few rare situations.)
by the way, I am learning to uv in maya and still getting used to it. I am using roadkill and that kinda help.
I have a question though, does someone knows how to turn off that soft of smart highlight for edges. The problem I have is that lets say I want to select an edge and sew it (stitch selected in max) to another, but once select an edge many others highlight as well. And when I try deselecting them, well the one that I want to select gets deselected as well.
Is there a way to only select one edge and not multiple at the same time?
also whats up with that relax/unfold slider thing, it does destroy the uvshell layout!!
the one in 3ds max (relax faces) does much better work imo. BUT once again this may be due to my maya noobiness, some ideas?
In Maya there is no distinction between edges in the 3D viewport and edges in the UV window, so it's normal that when you select an edge in the UV window, the shared edges from the model will also be selected.
The fact that it's selecting 3 separate borders in your example looks fishy, like there's some funky modeling going on.
For the relax/unfold sliders, double click on the button to open the tools option, check "Pin Borders" if you want to preserve the shell (and also make sure it's set to UV space of course, not sure if it's on by default depending on the Maya version).
Maya's unfold tool is weird but works well once you understand it. This video helps http://vimeo.com/16590844
He does miss some information though. The relax tool works really well but you only do it a little bit and then go back over it with the unfold tool. It works well for weird UV shapes like hands and pronged objects like that.
yeah that video its going to help, I was sure it was me a not the app. Usually I use uvlayout but I "lost" my dongle at the studio I was freelancing, and unfortunately there's no way to get another back without paying 300$ again... that kinda sucks (it acually really f$@#$@ sucks
but yeah its kinda good idea to know the app uv system.
does someone knows how to disable substractive selection.
ex: if I have some edges selected and if I pass the marquee tool over them, they get deselected, so it actually toggles selection smartly. I want to disable this and have purely additive selection, is this possible?
does someone knows how to disable substractive selection.
ex: if I have some edges selected and if I pass the marquee tool over them, they get deselected, so it actually toggles selection smartly. I want to disable this and have purely additive selection, is this possible?
Yea.
Dragging a selection replaces your current selection with a new one.
Dragging and holding ctrl subtracts from your current selection.
Dragging and holding shift adds to the selection, but also subtracts if you overlap.
Dragging and holding ctrl and shift will add to your current selection.
You can also turn on camera based selection in the tools menu so you don't select stuff on the backside.
Make sure your on the tool (so move tool for example) and hold ctrl-shift right mouse button.
Oh shit I didn't know that lol. I know holding ctrl opens up a radial menu, and shift opens up another radial menu, but I didn't know ctrl + shift opened up a whole different radial menu. That's convenient XD
No problem. An even faster way or less awkward for hand movement is tool hotkey and left mouse button. So move tool would be w + lmb. heres a good thread on some hidden marking menus
@haiddasalami, thanks for the link I'll go take a look
yeah I am kinda getting used to marking menus... I usually have most of the stuff mapped to hotkeys in xsi and 3ds max. But maya uses a lot of marking menus for stuff. I ll got to get used to.
@throttle kitty, yes I wasn t aware of, its kinda smart to have it like that.
I am actually doing a photogrammetic environment in maya and xsi, from a point cloud I calibrated on image modeler.
I am having an issue with image plane zoom in maya. Basically, in xsi I can lock the rotoscope image (image plane) to the camera, and therefor I can zoom to the image without changing the actual camera position and values in regard to the image plane.
This is really useful because I can keep using the actual app navigation all along.
In maya, it looks like I cant because that will move the camera in regards to the image plane. So the way I was suggested, was to have some hotkeys mapped to zoom in/out and pan, to the image plane, instead of using maya's default navigation for this. I find this kinda cumbersome, and I will like to be using mayas default zoom/pan for image planes as well. Does anyone knows if this is possible?
here are a couple images, one for xsi, showing the "attached to camera" feature. and one for maya using hotkeys. You can't really see any difference in zoom in this animated gifs, but xsi's its actually really smooth regular zoom, and maya is doing it gradually with plus and minus hotkeys.
Replies
select>Select Using Constraints change propagation: to Border
Nice to have a shortcut to it, as well as Texture Border Edges when doing UVs.
(Oh and for selecting border edges, double clicking on them does the same as using the "Select Using Constraints" method, much faster as well, didn't think anyone still used that select constraints window, almost seems like legacy as you can do most of it faster with the regular tools now, except for a few rare situations.)
by the way, I am learning to uv in maya and still getting used to it. I am using roadkill and that kinda help.
I have a question though, does someone knows how to turn off that soft of smart highlight for edges. The problem I have is that lets say I want to select an edge and sew it (stitch selected in max) to another, but once select an edge many others highlight as well. And when I try deselecting them, well the one that I want to select gets deselected as well.
Is there a way to only select one edge and not multiple at the same time?
Its REALLY freaking me out
thanks
the one in 3ds max (relax faces) does much better work imo. BUT once again this may be due to my maya noobiness, some ideas?
The fact that it's selecting 3 separate borders in your example looks fishy, like there's some funky modeling going on.
For the relax/unfold sliders, double click on the button to open the tools option, check "Pin Borders" if you want to preserve the shell (and also make sure it's set to UV space of course, not sure if it's on by default depending on the Maya version).
He does miss some information though. The relax tool works really well but you only do it a little bit and then go back over it with the unfold tool. It works well for weird UV shapes like hands and pronged objects like that.
yeah that video its going to help, I was sure it was me a not the app. Usually I use uvlayout but I "lost" my dongle at the studio I was freelancing, and unfortunately there's no way to get another back without paying 300$ again... that kinda sucks (it acually really f$@#$@ sucks
but yeah its kinda good idea to know the app uv system.
thanks again guys
does someone knows how to disable substractive selection.
ex: if I have some edges selected and if I pass the marquee tool over them, they get deselected, so it actually toggles selection smartly. I want to disable this and have purely additive selection, is this possible?
Yea.
Dragging a selection replaces your current selection with a new one.
Dragging and holding ctrl subtracts from your current selection.
Dragging and holding shift adds to the selection, but also subtracts if you overlap.
Dragging and holding ctrl and shift will add to your current selection.
You can also turn on camera based selection in the tools menu so you don't select stuff on the backside.
I was missing that one! cool!
Isn't there a way to change that on the fly with the hotbox?
Make sure your on the tool (so move tool for example) and hold ctrl-shift right mouse button.
@Bardler, thanks!
Oh shit I didn't know that lol. I know holding ctrl opens up a radial menu, and shift opens up another radial menu, but I didn't know ctrl + shift opened up a whole different radial menu. That's convenient XD
http://www.3dbuzz.com/vbforum/showthread.php?157484-Maya-Demystified-The-Hidden-Marking-Menus
And also welcome to the world of marking menus
yeah I am kinda getting used to marking menus... I usually have most of the stuff mapped to hotkeys in xsi and 3ds max. But maya uses a lot of marking menus for stuff. I ll got to get used to.
@throttle kitty, yes I wasn t aware of, its kinda smart to have it like that.
I am actually doing a photogrammetic environment in maya and xsi, from a point cloud I calibrated on image modeler.
I am having an issue with image plane zoom in maya. Basically, in xsi I can lock the rotoscope image (image plane) to the camera, and therefor I can zoom to the image without changing the actual camera position and values in regard to the image plane.
This is really useful because I can keep using the actual app navigation all along.
In maya, it looks like I cant because that will move the camera in regards to the image plane. So the way I was suggested, was to have some hotkeys mapped to zoom in/out and pan, to the image plane, instead of using maya's default navigation for this. I find this kinda cumbersome, and I will like to be using mayas default zoom/pan for image planes as well. Does anyone knows if this is possible?
here are a couple images, one for xsi, showing the "attached to camera" feature. and one for maya using hotkeys. You can't really see any difference in zoom in this animated gifs, but xsi's its actually really smooth regular zoom, and maya is doing it gradually with plus and minus hotkeys.
http://download.autodesk.com/global/docs/maya2013/en_us/index.html?url=files/Panning_and_zooming_in_2D.htm,topicNumber=d30e610048
method 2, does pan and zoom interactively keeping the camera locked, works ace.
its by default using the backslash hotkey (pressed)
but to change it to a more comfortable place on the keyboard you can find it here:
"settings/preferences - hotkey editor - display - toggle pan zoom press"
just in case, someone wants to know
cheers.