WEBVTT 1 00:00:04.575 --> 00:00:10.425 Animation advanced version Effective rendering 1 2 00:00:24.275 --> 00:00:26.725 In this lecture, the basic command of polygon 3 00:00:26.725 --> 00:00:30.575 Which are Bevel, Detach, Extrude, Merge 4 00:00:30.575 --> 00:00:31.925 Let use find out more about it 5 00:00:31.925 --> 00:00:34.575 Also, the display command of polygon 6 00:00:34.575 --> 00:00:37.675 Which are Reverse, Harden Edge, Soften Edge 7 00:00:37.675 --> 00:00:39.575 We will also find out more about them 8 00:00:39.575 --> 00:00:41.425 And deform command 9 00:00:41.425 --> 00:00:43.225 which are Lattice and Nonlinear 10 00:00:43.225 --> 00:00:44.775 We will also learn more about them 11 00:00:44.775 --> 00:00:48.075 Lastly, why Maya topology is so important 12 00:00:48.075 --> 00:00:51.125 will be found out through simple examples 13 00:00:51.125 --> 00:00:55.125 Polygon command and Deform command 14 00:00:56.125 --> 00:00:59.425 During this lecture, in order to do polygon modeling 15 00:00:59.425 --> 00:01:03.325 We will find out about basic commans 16 00:01:03.975 --> 00:01:06.675 Bevel is one of the polygon commands 17 00:01:06.675 --> 00:01:10.225 I will explain briefly about it 18 00:01:10.625 --> 00:01:15.225 First, I will create one polygon cube 19 00:01:15.225 --> 00:01:17.425 Let's make it bigger 20 00:01:20.275 --> 00:01:23.275 If you move over to Edit Mesh 21 00:01:25.525 --> 00:01:28.675 You can see the command called Bevel 22 00:01:28.675 --> 00:01:33.725 In order to execute the Bevel command, select edge 23 00:01:35.225 --> 00:01:39.725 If you execute Bevel, the commands work like so 24 00:01:40.525 --> 00:01:42.375 The sub menu pops up on the front 25 00:01:42.375 --> 00:01:44.625 Shall we move into Attribute to take a look 26 00:01:46.225 --> 00:01:48.475 Since we executed Bevel 27 00:01:48.475 --> 00:01:51.225 A history tab related to Bevel will pop up 28 00:01:51.225 --> 00:01:56.825 Over here, because of Fraction and Segment values 29 00:01:56.825 --> 00:02:00.925 The Bevel can be easily controlled 30 00:02:03.975 --> 00:02:07.925 And next, for Detach 31 00:02:07.925 --> 00:02:10.325 I will start explaning 32 00:02:10.975 --> 00:02:16.125 Detach is used when detaching a certain surface or part 33 00:02:16.125 --> 00:02:18.675 It can be simply done 34 00:02:19.325 --> 00:02:22.675 Click the right button of the mouse and face 35 00:02:22.675 --> 00:02:26.475 Let me detach this surface 36 00:02:26.475 --> 00:02:34.625 So, the Detach over here, I executed it 37 00:02:34.625 --> 00:02:38.375 Then, this surface will fall off 38 00:02:38.375 --> 00:02:40.725 Let me move the surface at the bottom 39 00:02:40.725 --> 00:02:43.476 Because we didn't execute the Detach command 40 00:02:44.926 --> 00:02:46.426 It didn't detach 41 00:02:46.426 --> 00:02:50.326 but the vertex bites follow along 42 00:02:50.326 --> 00:02:52.976 Again Ctrl+Z Undo 43 00:02:52.976 --> 00:02:56.026 Then, let me detach this part 44 00:02:56.026 --> 00:03:00.276 Detach, then it falls off 45 00:03:00.276 --> 00:03:06.576 Over here, it also falls off by Detach 46 00:03:06.576 --> 00:03:09.476 Shall we also try this part? 47 00:03:10.926 --> 00:03:15.226 It won't fall off if we do it like this, we need to Detach 48 00:03:15.226 --> 00:03:17.826 We can execute repeat command 49 00:03:17.826 --> 00:03:22.376 If we press the G key 50 00:03:22.376 --> 00:03:24.826 Repeat command will be executed 51 00:03:24.826 --> 00:03:27.976 If you press the G key on your key board 52 00:03:27.976 --> 00:03:30.826 The command that has been executed for the last time 53 00:03:30.826 --> 00:03:33.376 It will be executed repeatedly 54 00:03:35.576 --> 00:03:38.976 It will fall of once we have pressed on the G key 55 00:03:38.976 --> 00:03:42.326 You can see that the history is accumulating 56 00:03:46.926 --> 00:03:50.576 Detach is what allows the polygon object to fall off 57 00:03:51.276 --> 00:03:54.176 It is the most used command 58 00:03:54.176 --> 00:03:59.276 Now, I will try to explain about Extrude 59 00:03:59.276 --> 00:04:04.476 I will open up Scene, and create a Sphere 60 00:04:04.476 --> 00:04:07.126 Make the scale bigger 61 00:04:08.326 --> 00:04:10.726 If you look over here, I will select a particular surface 62 00:04:10.726 --> 00:04:15.926 Shall we double click from here to here? 63 00:04:15.926 --> 00:04:18.526 Then, these three have been selected 64 00:04:18.526 --> 00:04:21.376 Now, I will execute something called Extrude 65 00:04:21.376 --> 00:04:25.876 Click on Extrude, then 66 00:04:26.476 --> 00:04:31.126 If you pull it to a 90 degrees direction, it will turn out to be Extrude 67 00:04:31.126 --> 00:04:36.726 And I mentioned that the command will be repeated by pressing on the G key 68 00:04:38.476 --> 00:04:40.276 So into the form that you prefer 69 00:04:40.276 --> 00:04:45.026 Extrude command allows you to create it that way 70 00:04:45.476 --> 00:04:50.126 Now, we will learn about Merge 71 00:04:50.126 --> 00:04:53.976 Connect polygon and click the right button of the mouse 72 00:04:54.926 --> 00:05:00.776 Select Vertex and I will combine the two vertex 73 00:05:01.576 --> 00:05:06.076 Select and click on Merge 74 00:05:06.076 --> 00:05:11.576 Select the vertex on the side and repeat command G key 75 00:05:14.176 --> 00:05:18.226 Like so, you can edit the vertex that you prefer 76 00:05:18.226 --> 00:05:21.876 And create it into one 77 00:05:21.876 --> 00:05:26.526 It will combine as one, if you press the G key like so 78 00:05:28.026 --> 00:05:29.376 This is Merge 79 00:05:30.176 --> 00:05:34.426 Now, we will learn more about Delete 80 00:05:34.976 --> 00:05:39.676 Everyone, while editing the polygon modeling 81 00:05:39.676 --> 00:05:43.626 You could erase unwanted vertex or edge 82 00:05:43.626 --> 00:05:49.826 Select edge and you have the Del key on your keyboards, right? 83 00:05:49.826 --> 00:05:50.826 Press on the Del key 84 00:05:50.826 --> 00:05:57.126 Like so, you can delete the edges 85 00:06:01.226 --> 00:06:03.626 But in case of beginners 86 00:06:03.626 --> 00:06:06.226 They finish off here because they think it is completely deleted 87 00:06:06.226 --> 00:06:09.476 There is a part that you must check 88 00:06:09.476 --> 00:06:14.376 Click the right button of the mouse and look by the vertex 89 00:06:14.376 --> 00:06:16.026 I did erase the edge but 90 00:06:16.026 --> 00:06:18.626 The vertex is still there 91 00:06:18.626 --> 00:06:21.226 You must select the vertex 92 00:06:24.226 --> 00:06:26.976 I deselected the other side 93 00:06:26.976 --> 00:06:31.326 In this condition, I have selected 4 vertices 94 00:06:31.326 --> 00:06:35.276 But only these two will be deleted 95 00:06:35.276 --> 00:06:37.576 Look over here, click on the Del key 96 00:06:38.276 --> 00:06:40.976 This is not erased because 97 00:06:40.976 --> 00:06:43.876 There is one more edge that is connected 98 00:06:43.876 --> 00:06:45.976 That is why it can't be deleted 99 00:06:47.226 --> 00:06:52.526 Same for here, click on the shift key 100 00:06:52.526 --> 00:06:55.276 to select three additional edges 101 00:06:55.276 --> 00:06:56.576 If you click on the Del key 102 00:06:56.576 --> 00:07:01.276 You must erase the vertex, same as before 103 00:07:02.376 --> 00:07:09.526 Otherwise, I could select the edge from here to here 104 00:07:09.526 --> 00:07:12.326 and then click on the Del key 105 00:07:12.326 --> 00:07:18.426 While pressing on the shift key, if you press on the mouse's right button 106 00:07:18.426 --> 00:07:19.826 The marking menus pop up 107 00:07:19.826 --> 00:07:21.826 They appear like so, from here 108 00:07:23.326 --> 00:07:27.326 If you select the 7'o clock direction Delete Edge 109 00:07:27.326 --> 00:07:30.577 It will be erased at once, including the vertex 110 00:07:32.427 --> 00:07:35.177 Can you see that even the vertex has been deleted? 111 00:07:35.177 --> 00:07:37.177 This is the Delete function 112 00:07:37.827 --> 00:07:41.277 And the face can be chosen as well 113 00:07:41.277 --> 00:07:47.577 Select the face that you prefer by pressing on the Shift key 114 00:07:47.577 --> 00:07:53.277 It can be deleted by pressing on the Del key 115 00:07:53.577 --> 00:07:59.227 Add it like so. It can be deleted through the same way 116 00:08:00.477 --> 00:08:02.227 I have opened up a new window 117 00:08:02.227 --> 00:08:07.477 This time, we will learn briefly about Mesh Display 118 00:08:08.327 --> 00:08:13.327 First of all, create a plan to make the scale bigger 119 00:08:15.527 --> 00:08:18.727 I will turn off the grid for now, since it is confusing 120 00:08:20.527 --> 00:08:23.177 I will choose a particular face 121 00:08:26.227 --> 00:08:30.327 Double click, and then click to Delete 122 00:08:31.377 --> 00:08:35.927 In this condition, I will press on Ctrl+A 123 00:08:36.927 --> 00:08:40.927 To talk about the display of polygon mesh 124 00:08:40.927 --> 00:08:45.227 which is why I opened up the Attribute window 125 00:08:45.227 --> 00:08:51.077 Over here, if you look at the second Shape tab 126 00:08:51.077 --> 00:08:52.827 It says Display Borders 127 00:08:52.827 --> 00:08:57.027 There is a value but it's up to you 128 00:08:57.027 --> 00:08:59.327 You can control it however you would like 129 00:08:59.327 --> 00:09:02.827 Generally, I use about 3 130 00:09:02.827 --> 00:09:09.377 And if you look at the polygon, the back is black and the front is gray 131 00:09:09.377 --> 00:09:11.627 This is the back and this is the front 132 00:09:11.627 --> 00:09:14.377 So when you check the front and back 133 00:09:14.377 --> 00:09:17.227 A polygon can fundamentally display Normal 134 00:09:17.227 --> 00:09:18.477 Shall we turn on Normal? 135 00:09:18.477 --> 00:09:20.427 Then, you can see the Normal 136 00:09:20.427 --> 00:09:25.127 If it is short, you can make the size of Normal bigger like this 137 00:09:26.727 --> 00:09:30.727 And if you look at the polygon Mesh Display menu 138 00:09:30.727 --> 00:09:32.177 There is a function called Reverse 139 00:09:32.177 --> 00:09:36.377 So if I select this particular face 140 00:09:38.877 --> 00:09:40.677 I can choose it like so 141 00:09:40.677 --> 00:09:43.327 Shall we try the Reverse? 142 00:09:43.327 --> 00:09:48.577 Then the color of front and back will be different. One side is black 143 00:09:48.577 --> 00:09:49.727 It means it has been flipped 144 00:09:49.727 --> 00:09:51.927 The fact that Normal was facing downwards 145 00:09:51.927 --> 00:09:54.277 It means that it was flipped 146 00:09:54.277 --> 00:09:58.327 So select this one 147 00:09:58.327 --> 00:10:00.527 Since Move Manipulator has been selected now 148 00:10:00.527 --> 00:10:03.577 If it is uncomfortable, change to Selection tool 149 00:10:03.577 --> 00:10:08.827 Click the Shift key and back to Reverse 150 00:10:08.827 --> 00:10:13.927 The command called Reverse is what allows the revert 151 00:10:14.327 --> 00:10:17.577 And this time, Harden Edge, Soften Edge 152 00:10:17.577 --> 00:10:21.077 Let's learn about Soften/Harden Edges 153 00:10:21.477 --> 00:10:25.227 I will open up a new window 154 00:10:25.227 --> 00:10:27.027 Turn on the grid 155 00:10:27.027 --> 00:10:29.827 This time, I have created a Torus 156 00:10:29.827 --> 00:10:31.727 I will make the scale bigger 157 00:10:38.277 --> 00:10:42.577 Press on Alt+5 to toggle the wire frame 158 00:10:43.377 --> 00:10:46.477 First off, select it and if you see 159 00:10:47.527 --> 00:10:49.627 I will turn off the wire fram 160 00:10:49.627 --> 00:10:51.977 Now what is it like? It looks very soft 161 00:10:51.977 --> 00:10:55.877 But if you look at the edges, they look angular 162 00:10:55.877 --> 00:11:00.027 Let's execute the Harden Edge 163 00:11:00.977 --> 00:11:03.527 Then, in order to compare 164 00:11:03.527 --> 00:11:05.427 I will copy one on the side 165 00:11:05.427 --> 00:11:08.477 It will be copied once you press the Shift key 166 00:11:08.477 --> 00:11:12.027 So, to the copied version 167 00:11:12.027 --> 00:11:16.127 If you look over here, it is a polygon with the same number of surfaces 168 00:11:16.127 --> 00:11:19.477 I will select one and choose Harden Edge 169 00:11:20.727 --> 00:11:22.027 Then, look 170 00:11:22.027 --> 00:11:25.127 One has the same surface and edge 171 00:11:25.127 --> 00:11:28.277 but looks angular and the other looks smooth 172 00:11:28.277 --> 00:11:31.777 This one is in a soft condition 173 00:11:31.777 --> 00:11:33.427 And the other is hard 174 00:11:36.477 --> 00:11:38.577 Shall we turn on the wire frame? 175 00:11:38.577 --> 00:11:42.327 If we toggle the wire frame, the form is almost identical 176 00:11:42.327 --> 00:11:45.877 It is actually identical but it is only shown this way from the display 177 00:11:45.877 --> 00:11:48.527 But if I select this one 178 00:11:48.527 --> 00:11:52.277 There is a polygon soft edge command, do you see the angle value? 179 00:11:52.277 --> 00:11:55.077 There is a history based on the angle value 180 00:11:55.077 --> 00:11:57.227 So it is able to be controlled easily 181 00:11:57.227 --> 00:12:02.377 If I increase the value, you can see that it gets smoother 182 00:12:04.077 --> 00:12:07.927 And since there is a history showing, press Ctrl+A 183 00:12:08.877 --> 00:12:10.677 If you look over at the second tab 184 00:12:10.677 --> 00:12:12.727 Let me decrease the value of this one 185 00:12:12.727 --> 00:12:15.977 I will decrease the Subdivisions Height value 186 00:12:15.977 --> 00:12:20.077 Then you can see that it got more rough 187 00:12:20.077 --> 00:12:24.077 And if you move over to the display option 188 00:12:25.627 --> 00:12:28.527 If you look over here, in this option window 189 00:12:28.527 --> 00:12:30.228 The Display Edges is set to Standard 190 00:12:30.228 --> 00:12:34.878 I will click on Soft/Hard, how is it now? 191 00:12:34.878 --> 00:12:41.928 The hard part shows up in a straight line 192 00:12:41.928 --> 00:12:44.378 and the soft part shows up in a dashed line 193 00:12:44.378 --> 00:12:47.178 If you look closely, there is a difference 194 00:12:49.028 --> 00:12:52.228 Number 4 is the wire frame and number 5 is shading mode 195 00:12:52.228 --> 00:12:55.528 You can see the difference just by looking through number 4 196 00:12:55.528 --> 00:12:59.528 Shows up in a dashed line and the other one is in a straight line, number 5 197 00:13:02.278 --> 00:13:04.978 First, create a Sphere 198 00:13:04.978 --> 00:13:07.028 I will make the scale bigger 199 00:13:07.028 --> 00:13:10.378 Press the R key to make the scale bigger 200 00:13:12.178 --> 00:13:13.778 This is the size that I wanted 201 00:13:13.778 --> 00:13:15.928 If I press on the F key, it will turn to full frame 202 00:13:16.878 --> 00:13:20.428 I will execute the Lattice over here 203 00:13:20.428 --> 00:13:24.278 Click Lattice from Deform 204 00:13:24.928 --> 00:13:28.528 Then, you can see this virtual box 205 00:13:28.528 --> 00:13:34.278 STU has appeared and 5 for current T 206 00:13:34.278 --> 00:13:36.578 If I press one it, it tends to go up 207 00:13:36.578 --> 00:13:38.228 Insert 3 for this one 208 00:13:39.228 --> 00:13:46.378 And insert 3 for both S and U 209 00:13:46.378 --> 00:13:48.628 I have catched it like so 210 00:13:48.978 --> 00:13:51.478 The object inside is a polygon 211 00:13:51.478 --> 00:13:54.128 I will toggle the wire frame 212 00:13:56.128 --> 00:13:59.578 You can see icon on the submenu of the view panel menu 213 00:13:59.578 --> 00:14:01.678 Click on Wireframe on shaded 214 00:14:02.628 --> 00:14:04.228 Then you will be able to see this 215 00:14:04.228 --> 00:14:05.828 What is selected now 216 00:14:05.828 --> 00:14:08.128 Everyone, if you move over to Outliner 217 00:14:08.878 --> 00:14:11.078 You can see that Lattice has been selected 218 00:14:11.078 --> 00:14:16.228 Instead of selecting Sphere, choose Lattice 219 00:14:16.228 --> 00:14:20.628 Locate the mouse cursor in the empty area, and click on the right button of the mouse 220 00:14:20.628 --> 00:14:26.678 Right button, click right and there is the Lattice Point 221 00:14:26.678 --> 00:14:32.778 Click in 12'o clock direction and select one to move it around 222 00:14:32.778 --> 00:14:37.028 Then, it will follow along after being Deformed 223 00:14:37.528 --> 00:14:41.328 This object is being caught by Lattice 224 00:14:41.328 --> 00:14:45.378 Like so, it can be made into any form you prefer 225 00:14:45.378 --> 00:14:48.178 Therefore, select the Lattice point on the upper side 226 00:14:48.178 --> 00:14:50.378 Press it down to make it flat 227 00:14:51.028 --> 00:14:52.628 You can snap to it 228 00:14:52.628 --> 00:14:55.078 Lattice is also a point, so it should be V snap 229 00:14:55.078 --> 00:14:57.278 Lock and then V snap 230 00:14:57.828 --> 00:15:01.278 Press on V and click on the mouse middle button 231 00:15:01.928 --> 00:15:03.378 First, I will pull the grid 232 00:15:03.378 --> 00:15:06.028 Then we can make it into this form 233 00:15:06.028 --> 00:15:08.778 and also make the scale smaller 234 00:15:12.628 --> 00:15:14.678 We can make it into various forms 235 00:15:14.678 --> 00:15:17.978 This is called Lattice Deformer 236 00:15:18.828 --> 00:15:21.778 Select Nonlinear from Deform 237 00:15:21.778 --> 00:15:25.678 I will put the window aside 238 00:15:25.678 --> 00:15:27.828 First, it is bend 239 00:15:29.228 --> 00:15:31.428 Shall we create a Cube instead of Sphere? 240 00:15:31.428 --> 00:15:33.778 Let's make the scale of the Cube bigger 241 00:15:33.778 --> 00:15:38.828 Make it bigger and also increase the Y value 242 00:15:39.578 --> 00:15:43.228 Go into history window and from polyCube 243 00:15:43.228 --> 00:15:45.628 Let's increase the Height value 244 00:15:47.978 --> 00:15:51.078 I will also make the Subdivisions Height value bigger 245 00:15:51.078 --> 00:15:54.578 I will make this go up 246 00:15:56.128 --> 00:16:00.678 And over here, while the Cube is selected 247 00:16:00.678 --> 00:16:04.228 As you can see, a Cube has been selected in the Outliner 248 00:16:04.228 --> 00:16:07.528 I will click on Bend from here 249 00:16:07.528 --> 00:16:09.378 We cannot see anything 250 00:16:09.378 --> 00:16:11.528 Let's toggle the wireframe 251 00:16:11.528 --> 00:16:15.178 Press on Alt+5 then 252 00:16:15.178 --> 00:16:18.928 Just like before, the pink wireframe 253 00:16:18.928 --> 00:16:20.478 there is a connection to it 254 00:16:20.478 --> 00:16:23.528 The polygon frame is showing this 255 00:16:23.528 --> 00:16:25.678 A Deformer called Bend has been selected 256 00:16:25.678 --> 00:16:29.828 In this condition, everyone please press the T key 257 00:16:29.828 --> 00:16:35.078 Then this unique Manipulator will appear 258 00:16:36.078 --> 00:16:39.778 And there will be 3 points 259 00:16:39.778 --> 00:16:42.478 If you look at the INPUTS at the bottom of the channel box 260 00:16:42.478 --> 00:16:45.328 There isn't a option about Bend 261 00:16:45.878 --> 00:16:48.128 Let's try to move it intuitively 262 00:16:48.128 --> 00:16:51.228 How about if we move the button in the middle side to side 263 00:16:51.228 --> 00:16:57.328 It will Bend, as the word implies 264 00:17:01.478 --> 00:17:04.828 -180 degrees to here, so 180 265 00:17:04.828 --> 00:17:07.728 Then this circular form is possible 266 00:17:14.328 --> 00:17:18.028 If the value of the top is moved, the impact will be regulated 267 00:17:19.678 --> 00:17:21.378 If I move it around like so 268 00:17:21.378 --> 00:17:23.378 The form can be modified 269 00:17:24.078 --> 00:17:27.778 I mentioned that it will appear when I press on the T key 270 00:17:27.778 --> 00:17:31.579 Simple animation is possible 271 00:17:32.129 --> 00:17:33.629 This is Bend 272 00:17:34.779 --> 00:17:37.329 Now, I will try Flare 273 00:17:37.329 --> 00:17:41.929 Before that, I will delete Bend Deformer 274 00:17:41.929 --> 00:17:45.629 Click on Bend from Outliner and press on Del key 275 00:17:45.629 --> 00:17:47.579 If the animation is like this 276 00:17:47.579 --> 00:17:49.629 What will happen if the Del key is pressed? 277 00:17:49.629 --> 00:17:51.479 I will be reverted 278 00:17:51.479 --> 00:17:55.479 I have selected polygon Cube and Flare 279 00:17:55.479 --> 00:17:58.379 Next, same as before 280 00:17:58.379 --> 00:18:02.379 A unique Manipulator pops up 281 00:18:03.129 --> 00:18:05.879 Shall we increase the value? 282 00:18:05.879 --> 00:18:10.279 If you look at the value beneath the channel box of the Cube 283 00:18:10.279 --> 00:18:15.579 We can see how this is operated 284 00:18:15.579 --> 00:18:17.679 It will become narrow 285 00:18:18.779 --> 00:18:23.479 And the value on the top can be bigger 286 00:18:39.229 --> 00:18:41.879 This is Flare 287 00:18:41.879 --> 00:18:45.079 Now, let's learn more about Sine 288 00:18:45.079 --> 00:18:49.679 I will delete Flare and pCube 289 00:18:50.879 --> 00:18:54.029 I will create a plan and make the scale bigger 290 00:18:56.129 --> 00:18:57.779 Turn off the grid 291 00:18:59.629 --> 00:19:02.829 In this condition, I will execute Sine 292 00:19:04.429 --> 00:19:09.629 A purple wireframe color will appear, mentioning that it is applied 293 00:19:13.329 --> 00:19:15.879 I will try the Rotation 294 00:19:15.879 --> 00:19:21.429 If I press the J key, it will snap 295 00:19:21.429 --> 00:19:23.979 And it is possible to turn it around accurately 296 00:19:24.729 --> 00:19:26.179 Shall we press on the T key? 297 00:19:26.179 --> 00:19:28.779 Then the Manipulator will appear 298 00:19:28.779 --> 00:19:32.679 So, I will try to move it around 299 00:19:34.079 --> 00:19:37.179 From what I see, to this direction 300 00:19:38.829 --> 00:19:41.179 I seems about right to rotate it this way 301 00:19:44.479 --> 00:19:45.979 J key 302 00:19:48.929 --> 00:19:52.629 It seemed to have rotated well, again T key 303 00:19:52.629 --> 00:19:55.679 So adjust the amplitude 304 00:19:58.729 --> 00:20:02.579 And I will increase the repetition cycle 305 00:20:02.579 --> 00:20:04.779 In this condition, currently the number of polygon is lacking 306 00:20:04.779 --> 00:20:06.679 It came up too rough 307 00:20:07.129 --> 00:20:10.329 Select polygon and press on Ctrl+A 308 00:20:12.329 --> 00:20:14.579 Move over to polygon history 309 00:20:15.379 --> 00:20:20.229 I will increase the Subdivisions Height value 310 00:20:20.529 --> 00:20:23.029 And if we press the T key again 311 00:20:25.329 --> 00:20:28.129 It can be adjusted like so 312 00:20:46.529 --> 00:20:50.479 This is the Sine 313 00:20:50.479 --> 00:20:53.229 Shall we test the Squash? 314 00:20:53.229 --> 00:20:55.179 Open up a new Scene 315 00:20:56.629 --> 00:21:00.979 Let me test with the Cube, make the scale bigger 316 00:21:00.979 --> 00:21:07.729 From INPUTS, the Width, Height, and Depth value 317 00:21:07.729 --> 00:21:11.579 I will increase the Subdivisions Width/Height value 318 00:21:23.979 --> 00:21:27.379 And in this condition, I will apply the Squash 319 00:21:27.379 --> 00:21:30.279 Click on Squash 320 00:21:30.279 --> 00:21:34.779 Shall we turn on wire frame and press on the T key? 321 00:21:34.779 --> 00:21:36.279 What happened then? 322 00:21:37.579 --> 00:21:39.629 It maintains the volume 323 00:21:39.629 --> 00:21:45.529 You can see that it is squashed and then stretched 324 00:21:54.679 --> 00:21:56.829 This is called Squash 325 00:21:57.429 --> 00:22:00.629 Now lastly, let's test Wave 326 00:22:00.629 --> 00:22:02.479 Open up a new Scene 327 00:22:03.529 --> 00:22:07.629 Create a plan again and make the scale bigger 328 00:22:08.529 --> 00:22:14.429 Increase Subdivisions value from INPUTS 329 00:22:15.879 --> 00:22:18.829 And I have executed Wave 330 00:22:18.829 --> 00:22:21.129 Next, toggle the wire frame 331 00:22:21.779 --> 00:22:26.229 Let's press on the T key and move it 332 00:22:30.380 --> 00:22:32.330 It is difficult to control from the channel box 333 00:22:32.330 --> 00:22:35.734 I will test it once again by opening up the Attribute window 334 00:22:57.530 --> 00:23:00.830 Controlling from here or the channel box 335 00:23:00.830 --> 00:23:03.430 Or controlling from the Attribute window, it's pretty similar 336 00:23:05.030 --> 00:23:07.930 So I adjusted the Offset value 337 00:23:07.930 --> 00:23:10.580 This animation is also possible, as well as this 338 00:23:10.580 --> 00:23:12.130 This is called Wave 339 00:23:12.130 --> 00:23:14.030 Opening up the new window 340 00:23:16.730 --> 00:23:22.780 This time, it's a function that we use often 341 00:23:22.780 --> 00:23:25.330 If you look at Create, there is the Curve Tools 342 00:23:25.330 --> 00:23:30.080 I will briefly explain about Curve Tool and move on 343 00:23:30.080 --> 00:23:32.480 First, there is the CV Curve Tool 344 00:23:32.480 --> 00:23:36.430 CV of CV Curve Tool is short for Control Vertex 345 00:23:36.430 --> 00:23:39.030 Then there is the EP Curve Tool 346 00:23:39.030 --> 00:23:42.930 EP of EP Curve Tool is short for Edit Point 347 00:23:42.930 --> 00:23:44.430 The next thing that we use often 348 00:23:44.430 --> 00:23:47.180 there is the Three Point Circular Arc 349 00:23:47.180 --> 00:23:49.430 and the Two Point Circular Arc 350 00:23:49.430 --> 00:23:54.330 First, I will explain about CV Curve Tool 351 00:23:55.230 --> 00:23:59.230 Let's move over to top view, in order to draw easily 352 00:23:59.230 --> 00:24:02.280 4 View pops up when pressing on the space bar 353 00:24:02.280 --> 00:24:04.830 Move over to this top view 354 00:24:05.580 --> 00:24:09.930 Click, click, and click. I clicked for three times 355 00:24:09.930 --> 00:24:13.030 On the fourth try, the curve shows up 356 00:24:13.030 --> 00:24:16.830 Click, click, and click. If you are finished drawing 357 00:24:16.830 --> 00:24:20.280 Everyone, click on the enter key from the keyboard 358 00:24:20.280 --> 00:24:22.430 Then it will finish up like so 359 00:24:24.080 --> 00:24:27.830 And if you want to see the component of it 360 00:24:27.830 --> 00:24:29.780 Press on the space bar 361 00:24:30.680 --> 00:24:34.130 Click on the right button of the mouse 362 00:24:34.130 --> 00:24:39.930 Toggle CV/Hull/Ep, there is the option button at 4'o clock direction 363 00:24:39.930 --> 00:24:44.930 If we click on it, then it shows up like this 364 00:24:44.930 --> 00:24:47.930 This is the form of CV Curve Tool 365 00:24:48.580 --> 00:24:53.330 Next, let's try for EP Curve Tool 366 00:24:53.330 --> 00:24:55.630 Shall we test it? Click 367 00:24:55.630 --> 00:25:00.730 Same as before click, click, click, and click 368 00:25:00.730 --> 00:25:04.280 It appears right away click, click and click 369 00:25:04.280 --> 00:25:06.430 Just like before, if you are finished press on the enter key 370 00:25:06.980 --> 00:25:10.930 And in order to see the component 371 00:25:10.930 --> 00:25:14.180 Press on the space bar and the right button of the mouse 372 00:25:14.180 --> 00:25:17.780 Click on Toggle CV/Hull/EP 373 00:25:17.780 --> 00:25:19.230 It shows up like this 374 00:25:19.230 --> 00:25:24.480 When creating a certain form of object 375 00:25:24.480 --> 00:25:28.330 You can use Curve Tool to make this form 376 00:25:28.330 --> 00:25:30.180 and adjust it 377 00:25:30.180 --> 00:25:32.930 Also, when editing them 378 00:25:32.930 --> 00:25:35.280 Select and click on the right button of the mouse 379 00:25:35.280 --> 00:25:37.980 There is the Control Vertext, select Control Vertex 380 00:25:37.980 --> 00:25:40.780 Press Move Tool, W key 381 00:25:40.780 --> 00:25:47.030 This way, you can create the form into however you'd like 382 00:25:51.780 --> 00:25:57.180 Same for this, select Control Vertex in case of CV Curve Tool 383 00:25:57.180 --> 00:26:02.680 This is how you can make the form of your preference 384 00:26:04.780 --> 00:26:09.380 And below it, Three Point Circular Arc and 385 00:26:09.380 --> 00:26:12.780 Two Point Circular Arc is there 386 00:26:14.030 --> 00:26:18.130 First, I will try the Three Point Circular Arc 387 00:26:18.130 --> 00:26:21.830 First click, second click since there is three 388 00:26:21.830 --> 00:26:23.530 Nothing came up 389 00:26:23.530 --> 00:26:29.230 If you click for the third time, the Arc in the shape of parabola will appear 390 00:26:29.230 --> 00:26:31.730 If you are finished, enter 391 00:26:31.730 --> 00:26:35.430 Like this, press on the space bar 392 00:26:35.430 --> 00:26:39.930 Click on the right button of the mouse and Toggle CV/Hull/EP pops up 393 00:26:40.580 --> 00:26:44.030 And we are able to edit as well 394 00:26:44.030 --> 00:26:47.830 If you are able to click on the right button of the mouse 395 00:26:47.830 --> 00:26:52.780 Control Vertex, Curve Point, Hull, Edit Point 396 00:26:52.780 --> 00:26:54.430 Other things pop up 397 00:26:54.430 --> 00:26:57.630 Going to the Control Vertex to edit 398 00:26:57.630 --> 00:27:00.830 will be most effective and easy 399 00:27:01.880 --> 00:27:07.180 Lastly, let's take a look at Two Point Circular Arc 400 00:27:07.180 --> 00:27:13.280 Click and then move to the empty area then 1 point, 2 point 401 00:27:13.280 --> 00:27:15.280 You can see the form appear right away 402 00:27:15.280 --> 00:27:19.030 If you want to flip it, click and the form will show up 403 00:27:21.530 --> 00:27:24.980 We have briefly looked over at Curve Tool 404 00:27:24.980 --> 00:27:29.030 This is actually for NURBS 405 00:27:29.030 --> 00:27:31.230 instead of polygon but NURBS 406 00:27:31.230 --> 00:27:36.281 These are the tools that are mostly used to create NURBS object 407 00:27:36.281 --> 00:27:39.581 Sometimes, when utilizing them for polygon 408 00:27:39.581 --> 00:27:40.581 they sometimes draw as well 409 00:27:40.581 --> 00:27:45.181 I thought it would be necessary to go over it at least once 410 00:27:45.181 --> 00:27:49.181 Polygon Display Shortcut Key 411 00:27:49.181 --> 00:27:54.831 This time, in terms of Maya polygon modeling 412 00:27:54.831 --> 00:27:57.231 about the polygon display short cut key 413 00:27:57.231 --> 00:28:00.031 We will briefly explain about it and move on 414 00:28:00.631 --> 00:28:04.931 I have made one surface with the plan 415 00:28:06.981 --> 00:28:09.981 And the grid will be turned off 416 00:28:09.981 --> 00:28:14.081 Then creating a Sphere on the top 417 00:28:14.081 --> 00:28:16.381 Make the size bigger 418 00:28:22.081 --> 00:28:25.331 Next to it, create one more Cube 419 00:28:26.481 --> 00:28:28.431 I will make the size bigger 420 00:28:29.231 --> 00:28:35.031 And toggle the wire frame 421 00:28:35.031 --> 00:28:37.581 In this part everyone, I have something I want to explain 422 00:28:38.631 --> 00:28:42.931 Everyone, if you look at the upper part of the keyboard 423 00:28:42.931 --> 00:28:47.231 there are numbers from 1 to 0 424 00:28:47.231 --> 00:28:50.431 So I selected the polygon Cube 425 00:28:50.431 --> 00:28:52.881 Please select number 1 from here 426 00:28:52.881 --> 00:28:55.481 There is no difference 427 00:28:55.481 --> 00:29:00.131 What happened after selecting number 2? It turned round 428 00:29:00.131 --> 00:29:05.281 But if you look outside, you can see a form like this 429 00:29:06.231 --> 00:29:09.131 This is actually the original form of the polygon 430 00:29:09.131 --> 00:29:12.831 How about selecting the vertex through clicking on the right button of the mouse? 431 00:29:12.831 --> 00:29:14.731 You can see it moving along 432 00:29:15.281 --> 00:29:18.631 So if we do modeling on this 433 00:29:18.631 --> 00:29:21.831 Normally, the hard condition isn't used often 434 00:29:22.281 --> 00:29:24.731 Normally after the modeling 435 00:29:24.731 --> 00:29:26.431 As we learned in the previous lecture 436 00:29:26.431 --> 00:29:28.981 If you look at the Mesh there is something called Smooth 437 00:29:28.981 --> 00:29:32.281 Usually Smooth is operated to a form of organism 438 00:29:32.281 --> 00:29:34.631 whether when we do character modeling 439 00:29:34.631 --> 00:29:37.831 or do modeling on product design 440 00:29:37.831 --> 00:29:40.931 Smooth will be given then it will look soft 441 00:29:40.931 --> 00:29:44.081 To predict that time 442 00:29:45.181 --> 00:29:47.431 I have just looked through the Display 443 00:29:47.431 --> 00:29:50.331 So it disappears when number 3 is pressed 444 00:29:50.331 --> 00:29:53.431 Only the form can be seen and number 1 445 00:29:53.431 --> 00:29:56.531 So if you are aware that because of these number 1,2,and 3 446 00:29:56.531 --> 00:29:59.281 the polygon display will change 447 00:29:59.981 --> 00:30:01.431 While you are modeling and suddenly 448 00:30:01.431 --> 00:30:02.981 Huh? The form has changed in a strange way 449 00:30:02.981 --> 00:30:08.731 In this situation, do not panic 450 00:30:08.731 --> 00:30:10.781 you will be able to pass through it quickly 451 00:30:10.781 --> 00:30:14.531 The default value is number 1. Number 2 and 3 452 00:30:14.531 --> 00:30:19.131 And we have tested number 4 and 5 before 453 00:30:19.131 --> 00:30:22.031 Number 4 is in the condition of wire frame toggle 454 00:30:22.031 --> 00:30:24.131 The shading is turned off 455 00:30:24.131 --> 00:30:28.831 And number 5 is in the shading condition 456 00:30:28.831 --> 00:30:33.731 What number 6 is, it is actually texture mode 457 00:30:33.731 --> 00:30:36.831 So press on Ctrl+A 458 00:30:36.831 --> 00:30:40.181 In the Attribute window, go into shading 459 00:30:40.181 --> 00:30:44.381 I will simply insert texture for the color 460 00:30:44.381 --> 00:30:46.181 Basic texture from Maya 461 00:30:46.881 --> 00:30:48.331 How about inserting like this? 462 00:30:48.331 --> 00:30:54.031 The condition of number 5 and 6 is different, texture mode 463 00:30:54.031 --> 00:30:56.331 For the case of number 7, it shows the lighting 464 00:30:56.331 --> 00:30:59.131 It is shown black because there is no lighting 465 00:30:59.131 --> 00:31:02.581 Create from number 5 condition 466 00:31:02.581 --> 00:31:06.081 I will simply create light 467 00:31:07.781 --> 00:31:12.131 Rotation like so, this is light 468 00:31:12.131 --> 00:31:14.081 I will make it bigger by scale 469 00:31:15.631 --> 00:31:20.881 And press number 7 right now, what happend? 470 00:31:20.881 --> 00:31:23.281 Lighting appears like this 471 00:31:23.281 --> 00:31:24.931 Since the light is too weak 472 00:31:24.931 --> 00:31:30.181 I will increase the value like this 473 00:31:36.531 --> 00:31:38.981 The lighting appears through this method 474 00:31:39.781 --> 00:31:43.231 Then even the shadow is created 475 00:31:45.481 --> 00:31:51.781 So everyone, when modeling number 1 through 3 476 00:31:51.781 --> 00:31:55.631 To make it easier for you 477 00:31:55.631 --> 00:31:57.581 It shows the condition with Smooth 478 00:31:57.581 --> 00:32:01.231 Number 4,5 is wire frame and shading mode 479 00:32:01.231 --> 00:32:06.181 Number 6 is texture mode, number 7 is lighting mode 480 00:32:06.181 --> 00:32:08.781 It will be easier to work with, if you're aware of it 481 00:32:08.781 --> 00:32:13.631 So simply about the display option of the polygon 482 00:32:13.631 --> 00:32:16.681 I have briefly explained about the shortcut key 483 00:32:16.681 --> 00:32:21.681 I have also brieftly explained the display shortcut key of Maya 484 00:32:22.081 --> 00:32:23.931 Open up the new Scene 485 00:32:27.082 --> 00:32:28.732 I will turn on the grid 486 00:32:30.182 --> 00:32:34.032 I will make the scale bigger by creating the Sphere 487 00:32:35.882 --> 00:32:41.232 And copy one of the Sphere 488 00:32:41.232 --> 00:32:43.482 I have located it on the side 489 00:32:46.432 --> 00:32:50.882 Two spheres on the workspace 490 00:32:51.182 --> 00:32:54.632 But we did mention once about the Boolean 491 00:32:54.632 --> 00:32:58.432 I will explain about Boolean 492 00:33:00.832 --> 00:33:02.782 If you look over here, two of the 493 00:33:02.782 --> 00:33:05.632 wire frame is toggled 494 00:33:05.632 --> 00:33:07.832 Select two objects 495 00:33:07.832 --> 00:33:09.532 I could operate Boolean but 496 00:33:09.532 --> 00:33:13.782 There is also Union, Difference, and Intersection 497 00:33:13.782 --> 00:33:15.482 which are the options that are used most often 498 00:33:15.482 --> 00:33:20.232 I will select two objects and proceed the Union 499 00:33:20.232 --> 00:33:22.382 What happens is 500 00:33:22.382 --> 00:33:25.182 Two objects have been combined into one 501 00:33:28.982 --> 00:33:33.632 Obviously there history still exists 502 00:33:35.832 --> 00:33:37.782 Edit mode is available 503 00:33:43.632 --> 00:33:46.732 But one thing that you should know 504 00:33:46.732 --> 00:33:47.982 It is very important 505 00:33:48.882 --> 00:33:53.682 If you look close, this is a triangle 506 00:33:54.932 --> 00:33:58.482 Over here, this surface is consisted of pentagons 507 00:34:01.482 --> 00:34:03.132 And if you look precisely 508 00:34:03.132 --> 00:34:07.882 The surfaces don't exactly meet with each other 509 00:34:07.882 --> 00:34:09.432 So it is twisted into a star shape 510 00:34:09.432 --> 00:34:13.682 Actually, there are various forms in the middle 511 00:34:14.182 --> 00:34:19.882 If you grab the vertex and move it, it is intertwined in a complicated way 512 00:34:24.982 --> 00:34:26.582 You can Undo it 513 00:34:27.082 --> 00:34:32.432 Due to this reason, in Maya Boolean isn't 514 00:34:32.432 --> 00:34:36.832 used unless it is for special purposes 515 00:34:36.832 --> 00:34:38.382 Let's Undo again 516 00:34:41.932 --> 00:34:44.682 And select two 517 00:34:44.682 --> 00:34:48.532 If Difference is operated, one will be eliminated 518 00:34:49.032 --> 00:34:52.982 As I mentioned in the previous lecture 519 00:34:52.982 --> 00:34:55.132 If two objects are selected 520 00:34:55.132 --> 00:34:57.232 One is white and the other is green 521 00:34:57.232 --> 00:34:58.382 The one selected at last 522 00:34:58.382 --> 00:35:01.282 will be explained as the green color wire frame 523 00:35:01.282 --> 00:35:04.332 So depending on what you have selected 524 00:35:05.732 --> 00:35:11.632 The command will appear differently 525 00:35:12.382 --> 00:35:14.432 That is a part to be cautious about 526 00:35:15.832 --> 00:35:17.782 Intersection appears in this way 527 00:35:18.732 --> 00:35:21.482 Ways to do modeling by utilizing Boolean 528 00:35:21.482 --> 00:35:23.882 will be introduced briefly 529 00:35:25.182 --> 00:35:27.032 Create one Cube 530 00:35:27.432 --> 00:35:31.732 It is only an example so just refer to it 531 00:35:36.882 --> 00:35:39.832 I have toggled the wireframe 532 00:35:39.832 --> 00:35:46.332 Now, I will Boolean these two 533 00:35:53.332 --> 00:35:55.482 I did the modeling like so 534 00:35:56.782 --> 00:36:02.432 Everyone, if you see closely this is a rectangle 535 00:36:02.432 --> 00:36:05.382 This is /n, not a rectangle 536 00:36:05.382 --> 00:36:12.382 In this case, the surface needs to be organized 537 00:36:12.382 --> 00:36:15.882 Select the polygon object and press the Shift key 538 00:36:15.882 --> 00:36:17.432 There is an order 539 00:36:17.432 --> 00:36:19.232 First, select the polygon object 540 00:36:19.232 --> 00:36:21.232 and then while pressing on the Shift key 541 00:36:21.232 --> 00:36:22.682 You must not take your fingers off the Shift key 542 00:36:22.682 --> 00:36:26.132 And click on the right button of the mouse 543 00:36:26.132 --> 00:36:30.332 Various polygon editing menus will appear 544 00:36:31.582 --> 00:36:33.282 One thing that I need to let you know 545 00:36:33.282 --> 00:36:35.582 There is something called Multi Cut tool 546 00:36:35.582 --> 00:36:38.532 It is in the 9'o clock direction. Try to click on it 547 00:36:38.532 --> 00:36:42.132 Then, the Multi Cut tool will pop up 548 00:36:42.132 --> 00:36:44.632 In fact, out of the polygon menu 549 00:36:44.632 --> 00:36:48.032 It is one of the menu that is used most often 550 00:36:48.032 --> 00:36:50.132 In fact, only acquiring this 551 00:36:50.132 --> 00:36:51.982 Most of the other commands aren't necessary 552 00:36:51.982 --> 00:36:55.382 It is the command that is used the most often 553 00:36:55.382 --> 00:36:58.182 In this case, it needs to be edited 554 00:36:58.182 --> 00:37:01.932 It is not a rectangle, so click on it like so 555 00:37:01.932 --> 00:37:05.132 The left button of the mouse 556 00:37:05.132 --> 00:37:10.032 Click the left button and bring over the edge to click on it 557 00:37:10.032 --> 00:37:14.132 Moving to the corner, it will attach by the slight snap 558 00:37:14.132 --> 00:37:16.882 And if you're finished, the enter key 559 00:37:17.132 --> 00:37:22.282 And you can press the G key for repeat commands 560 00:37:25.632 --> 00:37:29.132 I pressed on the W key to exit from the command 561 00:37:29.132 --> 00:37:31.482 Let's press the G key once again 562 00:37:31.482 --> 00:37:33.833 Then a command will be executed once again 563 00:37:34.633 --> 00:37:38.383 So select the edge and click 564 00:37:40.083 --> 00:37:42.033 Then click 565 00:37:43.733 --> 00:37:46.533 Right now, the command is not executing 566 00:37:46.533 --> 00:37:50.383 I will erase the history 567 00:37:50.383 --> 00:37:51.783 W key 568 00:37:54.084 --> 00:37:55.484 There is the history shortcut key 569 00:37:55.484 --> 00:37:59.234 If you look at the channel box, the history is still there in the INPUTS 570 00:37:59.234 --> 00:38:02.834 If Alt+Shift+D is pressed, the history is eliminated 571 00:38:02.834 --> 00:38:06.684 Again, I will execute the Multi Cut tool command 572 00:38:06.684 --> 00:38:11.033 Shit + click on the right button of the mouse 573 00:38:11.033 --> 00:38:13.083 Then it will pop up 574 00:38:13.083 --> 00:38:17.244 It did not work before, but now it is working 575 00:38:45.133 --> 00:38:46.483 If you do this 576 00:38:46.483 --> 00:38:49.033 the Boolean modeling is completely finished 577 00:38:49.033 --> 00:38:54.383 If you look, it is a perfect quad. A rectangle 578 00:38:54.883 --> 00:38:56.483 You need to finish it like so 579 00:38:56.483 --> 00:38:57.933 in order to complete the Boolean modeling 580 00:38:57.933 --> 00:39:00.683 So it isn't finished just by the Boolean 581 00:39:00.683 --> 00:39:03.683 You need to organize the surface as a last step 582 00:39:03.683 --> 00:39:06.333 After this step, it can be considered as a perfect polygon modeling 583 00:39:06.333 --> 00:39:10.083 Then shall we apply Bevel? 584 00:39:10.083 --> 00:39:15.133 I clicked on the right button of the mouse and selected edge 585 00:39:15.633 --> 00:39:19.133 And pressed on the Shift key 586 00:39:19.133 --> 00:39:23.483 While clicking on the right button of the mouse 587 00:39:23.483 --> 00:39:27.433 There is the Bevel in 3'o clock direction. Click on Bevel 588 00:39:27.433 --> 00:39:29.483 If we do this, Bevel is operated as well 589 00:39:29.483 --> 00:39:33.233 Shall we insert 3 for the Segments value? 590 00:39:35.333 --> 00:39:39.145 And pressed the W key to exit like this 591 00:39:40.033 --> 00:39:45.883 If we press Alt+5, the wire frame is turned off 592 00:39:45.883 --> 00:39:49.833 Like so rectangle, rectangle, and rectangle 593 00:39:50.283 --> 00:39:52.733 A form can be made like this 594 00:39:52.733 --> 00:39:54.833 It needs to be made into this form 595 00:39:55.433 --> 00:40:01.083 in order to get a clean result from Smooth 596 00:40:02.433 --> 00:40:03.733 It won't result in any problem 597 00:40:03.733 --> 00:40:06.733 And when mapping, the modeling 598 00:40:07.683 --> 00:40:10.033 is less squashed 599 00:40:13.083 --> 00:40:19.083 This is the result, and we have done a simple practice 600 00:40:19.083 --> 00:40:21.933 So when simply modeling 601 00:40:21.933 --> 00:40:23.383 It doesn't end from Boolean 602 00:40:23.383 --> 00:40:27.683 it needs to be organized in a rectangular form 603 00:40:27.683 --> 00:40:29.333 Just because a triangle appeared 604 00:40:29.333 --> 00:40:31.583 It doesn't mean that the modeling cannot be used 605 00:40:31.583 --> 00:40:33.883 Doing it in rectangle 606 00:40:33.883 --> 00:40:35.233 is the best way 607 00:40:35.233 --> 00:40:38.283 This is how I would organize it 608 00:40:38.683 --> 00:40:42.683 Now, I will do an overview of this lecture 609 00:40:42.683 --> 00:40:45.783 About Maya's wire frame design and topology 610 00:40:45.783 --> 00:40:47.483 We have learned briefly about it 611 00:40:47.483 --> 00:40:51.333 And we explained about the polygon commands 612 00:40:51.333 --> 00:40:54.183 Lastly, which is a polygon display command 613 00:40:54.183 --> 00:40:57.783 I also explained about Harden Edge and Soften Edge 614 00:40:57.783 --> 00:40:59.783 For perfect comprehension 615 00:40:59.783 --> 00:41:02.433 Please make sure to review what we have learned 616 00:41:02.433 --> 00:41:02.933 Polygon command and Deform command 617 00:41:02.933 --> 00:41:03.433 Polygon command Bevel: Command that cuts the edge of an object 618 00:41:03.433 --> 00:41:03.933 Detach: Command used to separate the object's dot, line, surface Extrude: Command used to select the surface and extend to stick out 619 00:41:03.933 --> 00:41:04.433 Merge: Command that combines all the selected dots into one Reverse: Command that flips or reverts the surfaces 620 00:41:04.433 --> 00:41:04.933 Deform command Lattice: Conversion tool that converts the modeling through an immaginary axis 621 00:41:04.933 --> 00:41:05.433 Nonlinear: The value of controller can be modified after selecting the object 622 00:41:05.433 --> 00:41:05.933 Bend: Bends into circular shape Flare: Converts the top and bottom form of the object 623 00:41:05.933 --> 00:41:06.433 Sine: After making the object curve, makes it wavy from offset values 624 00:41:06.433 --> 00:41:06.933 Squash: After extending the object, make the certain part narrow or wide 625 00:41:06.933 --> 00:41:07.433 Wave: Make it bend like the waves 626 00:41:07.433 --> 00:41:08.233 Polygon Display Shortcut key 627 00:41:08.233 --> 00:41:09.083 Keyboard 1-3: Numbers used for modeling 628 00:41:09.083 --> 00:41:09.933 Keyboard 4: Number used for wire frame 629 00:41:09.933 --> 00:41:10.733 Keyboard 5: Number used for shading 630 00:41:10.733 --> 00:41:11.583 Keyboard 6: Number used for texture mode 631 00:41:11.583 --> 00:41:12.433 Keyboard 7: Number used for lighting mode