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H?il Maya

Submitted by Tall Nick on
Forum

I know it's a bit weak having a request as a first post.
I've just started to use Maya, after using 3DS Max for the past few years.
Now I'm having troubles with a few things that became second nature in Max.
First up, can I rotate around the selected object/vert/edge/face, instead of around the centre of the world?
Is there a 'target weld' command for combining vertices, whereby I can drag one vert too another and they become one?
And, if a Rooster sits on top of an A-frame and lays and egg, which way does the egg roll?

Submitted by mcdrewski on Fri, 04/03/05 - 8:51 AMPermalink

I can answer the last one [:)] Malus is the resident expert on maya-3ds differences though...

Submitted by Malus on Fri, 04/03/05 - 9:39 PMPermalink

"f" will frame on selected, should then be able to rotate around it.

Grab the script below, its a target weld.
Say thank you to Mr Campbell Strong for this one.
---------------------
/*

targetWeld
---------------
- emulates the behaviour of the 3dsMax tool - snap selected
vertex to location of a second vert, and weld/merge them.

Campbell Strong 9/02 4.0 > 02/03 4.5
campbellstrong@hotmail.com
-----------------------------------------

Usage:
---------
- invoke the tool with "targetWeld" proc (stick it in a shelf
button, hotkey, MMenu).

- follow help line prompts:
- select a single vertex initially,
- followed by the second vertex which will be
snapped and merged/welded to.
- or simply shift select to weld last weld to
new target.

- the tool will error if you select a multiplicity of points at
any selection stage:
-->tool is geared for quickly snaping one vert to one, unbroken
by pressing enter, you dont get the 'multiple pnts all snapping to
one' functionality. just shift-select your 'multiple pnts' one by one
into one, then take them to their destinatn (its quick). if you've got
a whole bunch (>~10), where selectn is drags, do distance merge (or
jig this script if you use that a lot, of just have large dist merge on
a MM).

- merge vertices does not work across independent meshes,
they should be combined.

- if you cant see pnts on your mesh at any pnt, like if you return to the
tool via 'last tool'/y or in toolBox rather than by a targetWeld call,
simply RMB->vrts them back to visibility.

- if your on running prior to 4.5, you'll need to comment out some of
the functionality that has been added, its just below, line 59.

*/

global proc targetWeld()
{
if (!`scriptCtx -exists snapWeld`){
scriptCtx
-t "Weld Verts"
-tss 1
-fcs "vrtSnapAndWeld($Selection1)"
-esl 1
-snp " Select FIRST, singular, vtx to snap and weld to a second, of shift select for SECOND w last weld as first"
-ssp " Select SECOND, singular, vtx to snap and weld to"
-setDoneSelectionPrompt " **** ---> MORE THAN ONE PNT SELECTED FOR SNAP AND WELD, UNSELECT THESE AND TRY AGAIN <--- ****"
-sat 1
-ssc 2
-sac 1
-pv 1

-euc 0

// maya 4.5 specific additions, comment "//" out if your on 4.0 (just like this line).
-tct "edit"
-ts "$sel = `ls -sl -dag -typ mesh`; select -cl; for ($se in $sel) doMenuComponentSelection($se, "pv");"
// end 4.5 specific additions

snapWeld;
}

$sel = `ls -sl -dag -typ mesh`;
select -cl;
for ($se in $sel)
doMenuComponentSelection($se, "pv");
setToolTo snapWeld;

}

global proc vrtSnapAndWeld(string $sel[])
{
undo; string $fst[] = `ls -sl -fl -type float3`;
string $scnd[] = stringArrayRemove($fst, $sel);
if (size($fst) == 1){
float $p[] = `pointPosition -w $scnd`;
move -ws $p[0] $p[1] $p[2] $fst;
polyMergeVertex -d 0.0001 -ch 0 $fst $scnd;
} else {
warning " ** More than one pnt initially selected to snap and weld to, start selectn again (you may have coincident vrts) ** ";
select -cl;
setToolTo snapWeld;
}
}
-----------------------------
Its a rooster, can't lay eggs but if it was a hen then the egg will always roll down Daniel son..... [:P]

Submitted by Tall Nick on Fri, 04/03/05 - 10:29 PMPermalink

Thanks for your help, this will quicken my modeling.
Now I need to buy a chicken :)

Submitted by kingofdaveness on Thu, 21/04/05 - 9:43 PMPermalink

or alternatively just import objs from max and do all your modelling in there. ;) My God how I hate maya.

Submitted by Malus on Fri, 22/04/05 - 10:08 AMPermalink

LOL! tsk tsk Dave.

Posting that comment in a "Hail Maya" thread is just plain cheeky isn't it Dave? [:P]

Also its hard to believe you're unbiased when we all know you've worked with Discreet as a consultant hehe. [:D]

In the end its apples and oranges.

Oh and I think they both rock myself so I win!! hehe

Posted by Tall Nick on
Forum

I know it's a bit weak having a request as a first post.
I've just started to use Maya, after using 3DS Max for the past few years.
Now I'm having troubles with a few things that became second nature in Max.
First up, can I rotate around the selected object/vert/edge/face, instead of around the centre of the world?
Is there a 'target weld' command for combining vertices, whereby I can drag one vert too another and they become one?
And, if a Rooster sits on top of an A-frame and lays and egg, which way does the egg roll?


Submitted by mcdrewski on Fri, 04/03/05 - 8:51 AMPermalink

I can answer the last one [:)] Malus is the resident expert on maya-3ds differences though...

Submitted by Malus on Fri, 04/03/05 - 9:39 PMPermalink

"f" will frame on selected, should then be able to rotate around it.

Grab the script below, its a target weld.
Say thank you to Mr Campbell Strong for this one.
---------------------
/*

targetWeld
---------------
- emulates the behaviour of the 3dsMax tool - snap selected
vertex to location of a second vert, and weld/merge them.

Campbell Strong 9/02 4.0 > 02/03 4.5
campbellstrong@hotmail.com
-----------------------------------------

Usage:
---------
- invoke the tool with "targetWeld" proc (stick it in a shelf
button, hotkey, MMenu).

- follow help line prompts:
- select a single vertex initially,
- followed by the second vertex which will be
snapped and merged/welded to.
- or simply shift select to weld last weld to
new target.

- the tool will error if you select a multiplicity of points at
any selection stage:
-->tool is geared for quickly snaping one vert to one, unbroken
by pressing enter, you dont get the 'multiple pnts all snapping to
one' functionality. just shift-select your 'multiple pnts' one by one
into one, then take them to their destinatn (its quick). if you've got
a whole bunch (>~10), where selectn is drags, do distance merge (or
jig this script if you use that a lot, of just have large dist merge on
a MM).

- merge vertices does not work across independent meshes,
they should be combined.

- if you cant see pnts on your mesh at any pnt, like if you return to the
tool via 'last tool'/y or in toolBox rather than by a targetWeld call,
simply RMB->vrts them back to visibility.

- if your on running prior to 4.5, you'll need to comment out some of
the functionality that has been added, its just below, line 59.

*/

global proc targetWeld()
{
if (!`scriptCtx -exists snapWeld`){
scriptCtx
-t "Weld Verts"
-tss 1
-fcs "vrtSnapAndWeld($Selection1)"
-esl 1
-snp " Select FIRST, singular, vtx to snap and weld to a second, of shift select for SECOND w last weld as first"
-ssp " Select SECOND, singular, vtx to snap and weld to"
-setDoneSelectionPrompt " **** ---> MORE THAN ONE PNT SELECTED FOR SNAP AND WELD, UNSELECT THESE AND TRY AGAIN <--- ****"
-sat 1
-ssc 2
-sac 1
-pv 1

-euc 0

// maya 4.5 specific additions, comment "//" out if your on 4.0 (just like this line).
-tct "edit"
-ts "$sel = `ls -sl -dag -typ mesh`; select -cl; for ($se in $sel) doMenuComponentSelection($se, "pv");"
// end 4.5 specific additions

snapWeld;
}

$sel = `ls -sl -dag -typ mesh`;
select -cl;
for ($se in $sel)
doMenuComponentSelection($se, "pv");
setToolTo snapWeld;

}

global proc vrtSnapAndWeld(string $sel[])
{
undo; string $fst[] = `ls -sl -fl -type float3`;
string $scnd[] = stringArrayRemove($fst, $sel);
if (size($fst) == 1){
float $p[] = `pointPosition -w $scnd`;
move -ws $p[0] $p[1] $p[2] $fst;
polyMergeVertex -d 0.0001 -ch 0 $fst $scnd;
} else {
warning " ** More than one pnt initially selected to snap and weld to, start selectn again (you may have coincident vrts) ** ";
select -cl;
setToolTo snapWeld;
}
}
-----------------------------
Its a rooster, can't lay eggs but if it was a hen then the egg will always roll down Daniel son..... [:P]

Submitted by Tall Nick on Fri, 04/03/05 - 10:29 PMPermalink

Thanks for your help, this will quicken my modeling.
Now I need to buy a chicken :)

Submitted by kingofdaveness on Thu, 21/04/05 - 9:43 PMPermalink

or alternatively just import objs from max and do all your modelling in there. ;) My God how I hate maya.

Submitted by Malus on Fri, 22/04/05 - 10:08 AMPermalink

LOL! tsk tsk Dave.

Posting that comment in a "Hail Maya" thread is just plain cheeky isn't it Dave? [:P]

Also its hard to believe you're unbiased when we all know you've worked with Discreet as a consultant hehe. [:D]

In the end its apples and oranges.

Oh and I think they both rock myself so I win!! hehe