Maya Modeling :: Automatically Center Orbit When Pick Different Object?
Jul 11, 2013
Is there a way to tell maya to automatically center orbit to whats selected without having to hit "f" key everytime you pick a different object, vert, edge, etc.?
I'm trying to extrude multiple faces, and then get them to rotate along the center of the object so that they can all sort of have the same angle radiating from the center. In the picture, the one on the top Left is my starting point. I would like to rotate those faces, for example, so that they will all be flat (picture on Right which I achieved through vert snapping to grid) but the only results I can produce are the 2 small pictures on the bottom. =(
I am trying to use conform, but when I pick the wrap to object, it inherits the material of the wrapper object. I am using active viewport and I am aligned directly over the object to be wrapped to. What am I doing wrong?
my specs are this quad processors, 8 Gb RAM, windows xp64bit, 3ds max 2011
I'm having some fits with the constrained orbit center. It seems to me that It used to always be in the center of the screen when I would use Shift and CMB. Now it seems to be stuck on the center of my assembly/part. I know that I can hit F4 and long select LMB to re-center but I have never had to do that before the last day or two. I have uninstalled all the Beta Add ins I had installed and I have even uninstalled and reinstalled Inventor Pro 2014.
Is there an option somewhere that puts the default Orbit Center to the center of the screen?
Whenever I make new objects like box, cylinder etc, I can't edit their properties like subdivisions, etc as if their history got deleted even though I don't delete it. They are made with pre-deleted history..
How to find the center point in auto desk Maya...I know use the center point but i can't find the point..how to find the exact coordinate of the 3d object created using auto desk Maya? [URL]...
I am a beginner and I think some thing is turned off but the do not know what, because you need this spacial cursor on screen to change values in the channel box but my own is not showing up.
I wanted to start learning how to use 3DSMax by first making a sword model that could later be used for a game like Skyrim. But rather than making some simplistic, blocky sword, I wanted to jump to something more complicated to speed up the learning curve.
I was editing existing models in Blender before, so I already know more or less how to operate a program like this, and everything else can be covered with tutorials. But there's one thing I can't find a tutorial for...
Let me explain it on an example. I want to make a model of this sword:
[URL]
The idea is that it's symmetrical and identical on both sides. I saw somewhere a video where a guy was somehow creating a model, and while he was working on one half, the other half was automatically updating and creating a perfectly symmetrical shape.
For this sword, I would be basically making only 1/4 of the sword, while the rest would be appropriately placed mirrors. I want this process of mirroring to happen automatically. How do I do that?
I'm using the Make Live feature on a low poly object to create new objects. For example, using the live object as a shell to create new polygon with the "create poly" tool. It seems to only want to snap to the center point of each face on the object.
I have a simple object that I need to produce a fillet between each tube to the center Hex object. How is this done? I tried selecting the edge of the tube that is adjacent to the hex but there is no option to "fillet" the selected edge.
I have just imported an FBX file fron sketchup, the manipulator handles for move, scale and rotate are really far away from the model, how can I move the handles so that it is in the centre of the model?
My Windows 7 system is using the latest graphics drivers for Intel 965 Express Chipset.
** When i select an object Maya tends to ignore the foreground object you'd intuitively think it should select and instead selects the bottom-most / farthest back object (eg. instead of selecting the foreground sphere it selects the flat plane the sphere sits on top of).
I've updated my graphics driver to the latest available and yet still the nuisance occurs. I am able to select any desired object however i must rotate the view so that the object has no other items behind it (eg. the viewport is tilted towards the empty sky).
Is this some useless setting in Maya that happened to activate? I've already used Preferences to reset to defaults but no good.
I have a large object from which 3 small legs protrude out as in the 1st picture. The faces of each of these legs are at a slight angle in world coordinates.
I have a small cylinder which I want to snap to a face seen in picture 1. My problem is that I simply don't know how to snap the cylinder's side to the face. As you can see in picture 2, a part of the cylinder is in the object, the other part is outside of the object.
I know I could use the rotate tool, but I want perfect face alignment. 1) Is it possible? 2) How
I am trying to engrave some text on an object (a simple wall).When using Boolean/Difference between the polygon wall and the extruded text, every thing disappears.If I try to project the curves on a Nurbs surface, the Trim option does not see it as an object with curves.
I have built a polygon mesh of an alien and I would like to cover him in armour plating. To do this I selected various faces and extruded them outwards (see picture).
However I would like to be able to select this extrude as a separate object (because I want to texture it differently later on). Is there any way I can extrude to a separate object?
I am currently building a stadium. Created one chair that I want to duplicate 20'000 times, however Maya is unable to cope with this (even Duplicating Special by 200 is too big for it).What would be the recommended way for these Massive Duplicate Specials ?
For some reason, now when I click on Constrained Orbit or Free Orbit the screen automatically starts to move, its like I have just pressed on Continuous Orbit. Free Orbit works OK if I hold shift and use the scroll button, but I am used to using the icon .
I've been using Maya for over a year and I've starting seeing some weird error. In edit mode, I select a couple of verts. I can transform, rotate, and scale the verts relative to the selection's center. However, recently whenever I want to scale my selected verts the scaling origin goes to the center of the object instead of the selection. This becomes somewhat irritating since it doesn't give the expected results. I've included a few pictures demonstrating my problem.
I'm trying to model a cable. I do it with cylinder and EP Curve. I want to set an object motion and Object Flow Path.
I fallow also tutorial but still getting weird result.
My cylinder doesnt fallow the curve along. See attached img.
I set my motion object to normal...also the axis are set so the cylinder moves along curve on time slider good. But when I set Flow Path (latice) the object fallows the curve just with other end.
i am trying to add CV curves to a scene that I already created.
whenever I draw the curve in side view, it is actually nowhere near the object that I wanted it to be near. Its like super far away and im not sure how to move it to the right spot.
Is there some method to add the curve based on a position of an object?
I am trying to make 1 object out of 3 closed splines. I am a max user and this command is called Attach inside max. I am presently learning Maya as my new job require the rigging to be done inside Maya and instead of exporting my controllers aswell learn how to do it in Maya...
So I am have been working on this model and am 90% complete and am back to where I started initially. Best technique to model the round foot with the concave design that seems to wrap around the foot (Highlighted area). I have tried a number of ways and have ran into problems such as pinching around the corners, the mesh overflowing over the top of the corners and hard edges that dont seem to want to be softened, but now I am picking the expert brains as far as a technique that might be better suited.
i am searching a script to align the pivot of a multiples objects (objets are 1 triangle polygon) to their normal. After that a way to offset on multiple objects pivot, a predefined value in the Y axis in local.
I have used Quad Draw to create geometry on the surface of an object, this geometry and its pivot can be seen in picture 1.I then try to mirror this geometry to the other side of the object's surface using the settings shown in picture 2
I get a mirror, but not based on the pivot, but it seems the mirrored geometry wants to be attached to the original drawn polys as shown on picture 3. Could it be a bug or is this how Quad Drawn objects are intended to behave?
I'm trying to assign a jpg file to an eyeball and the file (containing the retina of the eyeball) comes out enlarged, even though it is not supposed to.
I'm using Blinn Material and hypershade to bring that texture to the eyeball, but every single time I try it, it comes out enlarged (see image attached). I've made sure I click on the Planar Mapping key before I try to copy the image onto my eyeball. I've also tried modifying the size of the image on Photoshop but not luck. If it matters, I'm using Windows 7.
I have a three button mouse. I can use Shift + Center button to orbit my drawing. problem it, the stuff is always flying off the screen because the pivot point is at the center of the drawing / part / assembly/etc. This annoys me to no end. How do I change the Orbit Pivot to default to the center of the screen?
I would like to create a simple polyplane in the side view in Maya. When I try to do this nothing happens and the software suggests I start on the grid but you cannot see the grid in the side view.