Hey - I am teaching (for the first time) a beginning modeling class this semester, at a local college, where we are using Maya. I've got heaps of experience modeling, but Maya not so much. I more or less know enough to teach beginners, but there are a few characteristics of Maya I don't entirely get, having used Max for the better part of 10 or so years.
So can anyone explain the philosophy/rational of the way Maya groups its Mesh functions and tools? To my eye they all seems rather jumbled together within Mesh, Edit Mesh and Mesh Tools. I know that some effect objects, where as others are used for components, but there seems to be a jumble, particularly between Edit Mesh and Mesh Tools. Then of course you have the Modeling Toolkit (I realize used largely for retopo) which reminds me of the Graphite tool-set in Max, which was something of of an add-on.
I'm sure there is a good reason for this arrangement, and I'd love to pass it along to my students (not to mention understand it myself.)
Thanks!
Replies
Good luck for your class !
any consistency the toolset may have had must have vanished literally decades ago.
perhaps you can use it as an example to show how software gets bloated over the years.
- Like combining or separating elements, smoothing, fill hole...
Edit Mesh refers to operations done to a model at the sub-component mode.
- like merge to center, detach, duplicate face, wedge...
Mesh Tools are a collection of tools that can be used on models at the object or component level. Use them with option box as that's their intended usage.
- Insert edge loop tool, connect, crease, quad draw, sculpting... and of course modeling toolkit menu toggle.
- Mesh Tools is a newer addition to maya, so if it's redundant, well, it is. I suppose it's autodesk making the two software similar to each other, but I really just think they make it for the group of people that use maya but wanted these pile on of menus - possibly to appeal to newer users.
Mesh Display, primarily, refers to vertex display attributes like normal, facing direction and vertex colors. (I know you didn't ask, but I include anyways).
As for the terminology, it's dumb, now we have mesh and polygon scattered throughout the maya interface. Look at Modify > Convert > they use the "polygon" term.
Anyways, a lot of what's in the modeling toolkit is taken from the mesh tools, so I don't really use it much, Connect works just as great as Insert Edge loop tool, and even then I'll tend to use multi-cut for putting in loops, whether they're eyeballed or snapped.