Friday, January 18, 2019

Youtube daily report Jan 19 2019

Louder

Louder

Hear our shout to wake up dawn

Louder

We are one to hold on sound

Louder!

Hear our shout to wake up dawn

Louder Louder Louder Louder

We are one to hold on sound

Louder Louder Louder Louder

Hear our shout to wake up dawn

Here Come The Big Bang!

Here Come The Big Bang!

Drop Drop Drop

Drop Drop

jui Better have my money! Y'all should know me well enough

Better have my money! Please don't call me on my bluff

Pay me what you owe me

Ballin' bigger than LeBron

Give me your money

Who y'all think y'all frontin' on?

Like brrap, brrap, brrap

Who y'all think y'all frontin' on?

Louis XIII and it's all on me, niga you just bought a shot

Kamikaze if you think that you gon' knock me off the top

Shit, your wife in the backseat of my brand new foreign car

Don't act like you forgot, I call the shots, shots, shots

Like brrap, brrap, brrap Like brrap, brrap, brrap

Like brrap, brrap, brrap

Drop Dra Drop Drop!

Bring the Fucken bass Up! Turn the t t turn the friken bass up!

The roof ! The Roof!

The Roof Is On Fire!Burn Mother fucker Burn The roof is on Fire!

Burn Mutha Fuka

Burn!!! Mother fuker Burn!!

For more infomation >> DJ Juicy M 2019 | Tone Cola Drum Cover | New Mix - Duration: 10:28.

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CHAMELI II ACHURJYA BORPATRA |I LYRICS I| TEA TRIBE SONG II 2019 | ASSAMESE SONG - Duration: 5:09.

For more infomation >> CHAMELI II ACHURJYA BORPATRA |I LYRICS I| TEA TRIBE SONG II 2019 | ASSAMESE SONG - Duration: 5:09.

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Roblox Daddy & Sonny Session - Duration: 1:14:03.

For more infomation >> Roblox Daddy & Sonny Session - Duration: 1:14:03.

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С добрым Крещенским утром! Здоровья! И всего самого наилучшего! От души - Duration: 1:19.

For more infomation >> С добрым Крещенским утром! Здоровья! И всего самого наилучшего! От души - Duration: 1:19.

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Purdue Fort Wayne falls 3-2 to Cal State Northridge in men's volleyball on 1/18/19 - Duration: 0:26.

For more infomation >> Purdue Fort Wayne falls 3-2 to Cal State Northridge in men's volleyball on 1/18/19 - Duration: 0:26.

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D-Day (Día de desastre) capitulo 10 subtitulos en español - Duration: 59:57.

For more infomation >> D-Day (Día de desastre) capitulo 10 subtitulos en español - Duration: 59:57.

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moschops :D (carnivores+) - Duration: 1:10.

MOSCHOPS BUT NOW U MUST DIE

For more infomation >> moschops :D (carnivores+) - Duration: 1:10.

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Kia cee'd Sporty Wagon 1.6 CVVT 126 PK Super Pack Navigatie - Duration: 1:23.

For more infomation >> Kia cee'd Sporty Wagon 1.6 CVVT 126 PK Super Pack Navigatie - Duration: 1:23.

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Actualité TV - Awoniyi et Friede sélectionnables pour la venue d'Ostende - Duration: 1:14.

For more infomation >> Actualité TV - Awoniyi et Friede sélectionnables pour la venue d'Ostende - Duration: 1:14.

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Luria calls president's actions 'inappropriate,' Wants Government open before boarder talks - Duration: 3:12.

For more infomation >> Luria calls president's actions 'inappropriate,' Wants Government open before boarder talks - Duration: 3:12.

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AN310 - 002: Basic Modeling Tips! - Duration: 37:13.

Da da da...

DADA.....

DADAH!!!!

Hi everybody!

This is the second video that we're going to do, involving...

MODELING!

Last week, you learned how Maya works from a basic standpoint and now we're going to

learn how to take the tools you have been working with in Maya and build complex objects!

The objects that we're going to build first are not going to be the most complex, but

will be the "simple" side of complex.

As an example, we will take this cube and turn it into this object (a chair.)

The interesting thing to note about this is that last week, you learned how to stack objects

together to create more detail.

The big difference here is that we're actually cutting into this object (the cube) to build

this one here (the chair.)

If you look at the green lines around it, you notice it has a "WIREFRAME!"

That's what we call the green lines around it.

That wireframe actually dictates what the outside shape looks like!

You can actually see along these objects here that they have a similar wireframe.

Using the text generator in Maya, you can see they are made up of smaller pieces too.

Now that we know how to do this: the big question is, "What to do?

How do I use these tools?"

First and foremost, I'm going to put these objects in a layer by selecting everything,

and then right-clicking layer 1, and then clicking "add selected objects."

I name the layer, and there we go.

Now we should be able to turn it off.

cool!

The first thing that we need to focus on is "Understanding what we have at our disposal

when creating an object."

We should pick up a basic polygon cube, make it bigger, and hit the F KEY to focus in on

it.

This is what we call an "object" because it is an object, it has different modes we can

use to select different parts of the object.

Right now we're in object mode.

Object mode is indicated by a green wireframe around your object.

As long as you see the green line, you are inside object mode.

In addition to that, if you RIGHT CLICK with your mouse button, you will notice you have

a few different modes that pop up.

An EDGE MODE, VERTEX MODE, FACE MODE, and OBJECT MODE.

Each of these different modes make it so it is easier for you to figure out how to manipulate

your object!

When I say "Manipulate your object," I mean using the tools on the left side of the screen

to click and select different parts of this object's surface, and move them as you see

fit.

As an example, I will hold RIGHT CLICK mouse button down, and select FACE MODE. (release

the button after selection) Now that I am in face mode, I'm going to click one side

of this object.

As I move my cursor around, different parts of the cube highlight in RED.

These are areas of the cube I can select.

Once you start selecting different pieces of the object, you can edit the object using

tools you used last week -- MOVE, SCALE, ROTATE.

I can move things up.

I can move things down.

I can also rotate faces inward, and outward.

The important thing to pay attention to is that it is actually changing the shape of

the object as I modify it.

This is really useful.

We are in FACE MODE at the moment.

There is also EDGE MODE that lets us select parts of the wireframe.

Moving an edge changes the shape as well.

It is probably a good rule of thumb for yourself to always remember that you can manipulate

objects in three different ways: FACES, EDGES, and VERTICES(vertex mode)!

Now that you know how to use those, it is easy to build new objects by manipulating

each of the object's components.

If we go back into OBJECT MODE, our wireframe will disappear and we're able to look at our

object from different angles, just like this!

I'm going to delete this object, and make a new POLYGON PRIMITIVES --> CUBE.

There are a few tools that we can use for modeling that we are going to add to a CUSTOM

SHELF.

If you look at your shelf up there, you see a bunch of different settings.

We're going to make some custom items here.

The way to make custom items is to go to you menu, and hold control and shift when you

select new items.

The ones you will need most is EXTRUDE, CENTER PIVOT, and CREATE CUBE.

If we can make those three, it will be easy to make the other ones.

I'm going to select create Polygon Primatives and select CUBE.

Hold down the CONTROL and SHIFT keys, then click the LEFT MOUSE BUTTON.

When you do this, you have now create an easily clickable shortcut.

So, in addition to the shelf options you had before, you are able to make your own custom

options and use those as well!

I will go to MODIFY --> CENTER PIVOT.

Control, shift, click.

Center Pivot shows up on the shelf!

Next, EDIT MESH ---> EXTRUDE.

Now we have some basic tools in our custom shelf we can use!

If you want to, you could have the merge tool and a few others, but since we're working

with basics, I think the other one that will be useful for us is MESH TOOLS ---> MULTI

CUT, which is right here.

Now that we have these particular tools, we're good!

If you want to be able to clean up easier, add EDIT ---> DELETE by TYPE ---> HISTORY

as well!

((Now you have a nice set of tools that you can click very quickly.))

POLYGON CUBE, CENTER PIVOT, EXTRUDE, MULTI CUT TOOL, AND DELETE HISTORY.

I told you last week that your CHANNEL BOX allows you to modify the history of your object.

As an example with this, I am able to go to INPUTS and change the size of the object,

as well as the number of EDGES on each side of the object.

For this object, SUBDIVISIONS WIDTH will generate more faces along the width of the object.

Typing 2 will make two faces connected by an edge.

Subdivisions width means "How many divisions do you want in your object?"

Height refers to it going from top to bottom.

I can type 3, and it will cut this face around this object, one -- two--- three, and make

three separate sections.

Hitting ENTER makes those three sections appear.

This is really useful for starting out an object exactly how you want.

At the end I'm going to show you how to make a basic chair with this method.

Now that we know how to make an object, let's edit this object.

Sometimes you want to cut into an object a certain way.

That is what your MULTI CUT TOOL is for!

Your MULTI CUT TOOL is actually three tools in one, that lets you cut your object in different

ways.

As an example, the first object you have is a laser cutter.

As long as you are looking at your object, CLICK with the Mouse, drag it across that

object.

It is going to make a cut that is similar to you cutting the object with a sword or

a really sharp knife.

The next one is our INSERT EDGE LOOP tool, which is a consolidation

of MESH TOOLS ---> INSERT EDGE LOOP.

They tool the insert edge loop tool and put it inside the MULTI CUT TOOL so you are able

to use it very quickly!

If you hold down the CONTROL key, you will notice a yellow window of edges that appears

around your object.

This creates a brand new edge around your entire object that fits the shape wherever

you click it.

This is useful for when you want to build even edges and have them wrap around and connect

naturally.

If you are ever modeling characters, or trying to model something symmetrical, this tool

helps a lot.

I'm going to make a couple extra cuts just to show you.

The interesting thing (about this tool) is that it will fit the shape of whatever you

cut before.

Please notice that I had that original diagonal cut that wraps around the cube.

Because of it's slanted shape, new edge loops will form around it with a diagonal shape

as well.

We call this "working inside the edge loop."

The last tool you have is simple.

If you click on a point, you can cut by clicking from one area to the next.

This isn't as useful unless you're trying to cut something specific out.

This tool is used primarily for precise cuts.

Now that we have all of these different cuts, there are some things that are important to

consider.

One of them is seeing and choosing objects that match things you want to make.

If I want to select the inside of this object and make the inside smaller, remember that

you are allowed to operate between any polygons.

If all the polygons and edges of those polygons connect in a single loop, you are able to

select what is called an EDGE RING.

As an example, I am going to right click my object and go into EDGE MODE.

I will DOUBLE CLICK this edge.

Notice this edge is now highlighted around the entire object.

This is what we call an EDGE LOOP.

I can select both edge loops and manipulate my object.

Notice that it will pull both edge loops at the same time!

This makes it easier for me to move this object in any way I see fit!

If you ever want to select the space between two edge loops, go to face mode, click off

the object, click once on a face, hold shift, and then DOUBLE CLICK the face next to it

(what we call the adjacent face) and maya will select every other face around that object

in a straight line.

This is called an EDGE RING.

This is incredibly useful for specific shapes.

But notice it moves the same area as the two edge loops.

This is because there is more than one way to click objects.

When you're working, your time modeling is spent figuring out a method that works best

for you!

If that method is pretty efficient, you are able to model things very quickly!

Now... the next tool is incredibly useful.

We will use this edge ring as a nice example for it.

Again, I will click one face, then hold shift and double click the adjacent face so the

edge ring pops up.

I will select the EXTRUDE TOOL.

I have shown you where these tools are, but as a refresher, the multi cut tool is under

MESH TOOLS, and the extrude tool is under EDIT MESH, because we're actually working

with the mesh itself.

The big difference between MESH TOOLS and EDIT MESH is that MESH TOOLS selects tools

that manipulates the surface, and EDIT MESH changes the surface directly.

If I select Extrude, you notice the manipulator has changed!

You can move your object on the X, Y or Z axis.

Remember that the extrusion tool is working based on the orientation of the object itself.

It's the same thing as having something that is growing directly from the surface of the

object itself.

If you want to extrude something, you will want to use this dark blue "Z axis tool."

Notice that pulling that arrow pulls out all of the faces directly outward.

If I push the opposite way, the faces push inward as well.

We adding complexity to objects by using extrude and multi-cut multiple times in different

ways so we can get exactly the object we want, just like this!

Extrude is extremely useful.

You can use it for something like this, where I can go into face mode, click this face,

(remember I made this extrude button by holding control and shift, and clicking the menu option),

clicking extrude, and use the tool to pull out a little appendage.

Or push in an appendage as well!

Note: If you look down on the keyboard and hit the "G KEY," you can repeat the last menu

action!

Let's say I want to extrude a bunch of stuff on an object.

I can hit the G key after extruding once to extrude again, click another surface, hit

G key again, extrude, hit G, extrude a different way, G key, extrude, g key, extrude just like

so!

You can also select multiple components and extrude them all together!

This makes it easy to make complex objects quickly.

I don't know what this contraption is, but I'm proud of it.

(sarcasm) The next thing that's really important for you to consider is our CENTER PIVOT tool.

I'm going to duplicate this object to demonstrate.

Let's say I made this object and am really proud of it: I will duplicate the object by

clicking on it and hitting COMMAND + D and then move it over here.

I'll duplicate again, and rotate it over here.

Now I have a bunch of objects.

We talked about "Grouping (objects)" in class, but I want to remind you that there is a tool

that lets you adjust the cursor in the middle of this object.

We call this cursor a "MANIPULATOR" clicking it manipulates the object.

(hence the name.)

What I want to do is select all three objects in object mode and then hit "COMMAND + G."

Command + G will make it so these objects become a single group.

The same tool can be found under EDIT ------> GROUP.

So, when I hit Command +G, these objects become grouped.

The problem, however is that the manipulator is no longer in the center of this grouped

object!

If I go in my outliner, I can look at my group and select the objects individually.

The best way for us to modify this, is to adjust the location of the manipulator (pivot

point).

If we go to MODIFY and click CENTER PIVOT, it will move the manipulator to the center

of whatever objects we click.

If I shift-select these and hit "UP" to select the group instead, I click the center pivot

button, and now that pivot point/manipulator is in the center of the GROUPED object!

Now, if we want to rotate these objects, we can rotate them from the actual center of

the object.

How does Maya know where the center is?

Math and art working together.

SCIENCE! *laughs* So we've made these different objects.

For the sake of this tutorial, I haven't named everything, but I'm going to go ahead and

name these objects now.

I'm going to mouse over here so you can see...

"Object1."

Okay, let's go back over here.

"Object 2."

And.....

"Object 3!"

So we have three different objects and they are all named differently.

If you notice in the channel box, on the right side of the screen, only "Object 1" has a

collection of experiences (called inputs) that is defined in the history.

If you remember correctly, I told you these inputs basically work like time travel.

It tells you the history of the object, how it's been made, everything that's been done

to it, and you see there have been some modifications to the object like "polyTweak2" and a bunch

of "extrudeFace" selections we have done.

At some point, you will mess with an object so much that you will not need this history

anymore.

There are two ways to get rid of the history.

The first one is to duplicate the object, move it to the side, and just use that newly

created object.

The problem with that is that sometimes, you want to work from the CENTER orientation (of

Maya's grid.)

Maybe it would be better to go to EDIT --> DELETE BY TYPE --> HISTORY.

This will clear all of the information down there (in the inputs window.)

I will show you real quick: Let me move this over so you can see better: Alright!

So.

I'm going to zoom in, and we're down here where we were.

I'll go up to Edit ---> Delete by Type ---> History... and

it's gone!

I promise there was no little person that removed it.

We just clicked a button and it disappeared.

This object is nice and clean, but we also can't go back!

We can not do this unless we hit UNDO(COMMAND + Z) and bring this object back.

Now this object believes that this is the way it looked when it was born!

Now you know how to edit things; move things; you know how these basic tools work.

Something important to remember is that these tools you are using will always create new

faces.

All these faces are completely different and selectable.

We have created new edges, which are here.

We've also created new vertices, which are all here!

All those can be edited and manipulated however you see fit.

They always light up when you select them, and always light up in different ways.

Okay.

So, how do you use this in an actual practical setting to build new objects?

I'm going to delete these(objects) and we're going to build a chair!

I'm going to use this as an example of basic modeling.

And as I told you in class, we are going to have on Wednesday a little moment where we

take a few minutes and I see how quickly everyone can build a simple object.

A chair is always a nice benchmark to test your modeling skills because it can be build

a hundred thousand different ways and is one of the most simple, efficient techniques(to

learn).

It's like learning how to draw basic shapes in 2-D artwork.

I'm going to create a Polygon Primitive (CUBE) to start.

When you're building something, if we're talking modeling philosophy, one of the things you

want to think about is where the different parts of the object come from.

If I turn this(title card layer) back on, we will look at the model that's already here.We

know that a chair has four legs, a "backing" so we can rest our back (and spine) on it.

A chair is built for the sake of function.

So we are trying to find a functional way to design this object.

We know we will need legs.

And those legs are going to need edges!

And those edges are going to create faces!

I will set this (layer) to reference so we can continue to look at it.

I'm going to grab this object and go inside the INPUTS.

We will add a couple (sub)divisions of width, and depth!

If you notice now, there are two edges (edge loops) going across every side and intersecting

at the top!

I will grab my scale tool, and scale it down.

This will become the "base" for us to build our chair!

If I want to, I can do some "fancy" things here and grab my edge tool, double clicking

each parallel edge to select the entire edge loop.

I an select my edge loops, and use the scale tool to scale them both at the same time.

Since my pivot is in the center, I am able to pull them out!

Same thing for these: double click here, and double click here.

There we go.

I can pull these out to the edge.

As I am pulling things out, it becomes a lot easier for me to select faces.

I will select these faces, click on them, and hit EXTRUDE.

I will pull them down just like this.

So now we have legs for our chair!The other thing we will do is go to the top (of our

object) and grab these two or three faces, and extrude these faces upward just like this.

We have, very easily, built a chair!

Look at it!

Isn't it pretty?

Now that we have made a chair -- Part of art is not just designing something simple.

It is also adding personality, adding function, form, whatever you need.

For me, I think the artistry in a chair is in making it look comfortable.

I think the easiest way to make a chair look comfortable is to make a very simple cushion!

This brings me to your "RENDER MODES!"

These (modes) are different ways you can view objects by clicking certain buttons on the

keyboard.

The ones in question I will show for this are "KEY 1, 2, 3, 4 and 5."

If I create a new cube, and click on this and hit the 1 key, 1 key is your "Basic (low

poly) Mode."

This is how all of your polygons really look.

KEY 2 is "wireframe on and smooth mode.

It shows you the object in wireframe mode, but also shows you what it looks like when

it is smooth.

The object inside the wireframe is KEY 3, which is smooth mode.

This is called "Smooth Preview."

It will take your object and create a preview of what it would look like if you made the

object more smooth.

This is really useful if you have a situation, like this chair, where you want certain edges

to look more smooth than others.

KEY 4 is "Wireframe Display Mode."

It will take whatever mode you have selected and show you ONLY the

edges and vertices.

You can see the wireframe of whatever object you're working with.

KEY 5 is shaded display!

Shaded display turns everything back to normal.

If you are in wireframe display, it turns the objects solid again.

Those five keys are incredibly useful for what we are going to do.

To make cushions, we can take this cube, scale it down by hitting the R KEY, small like this,

we can hit the 3 KEY.

Notice it turns it into a disc.

But maybe we don't want a disc.

Maybe we don't want it to be completely round.

I can grab my multi-cut tool, hold down control, grab a couple edges like "so."

The next time it smooths that object, it's going to always try to simplify the edges

that are there.

If I hit the 3 KEY now, we have this nice, rounded, padded surface!

I can actually show you, if I go to my edge mode and double click this, the closer the

edges are to this object, the sharper that object will be!

It can be rounder, or sharper!

Now we have something we can use as a cushion!

We will take this, and move it down onto our chair just like so.

I will make sure I scale it down so it fits.

And there you have it!

A basic chair complete with wonderful, comfy, butt cushion!

Good to go!

From here, you can do whatever you want.

Make it look however you want.

Very soon we will talk about shading objects and other elements of modeling.

One last thing that will help you is holding down the D KEY on your keyboard.

As long as you hold down the D KEY, you are able to pick up the pivot point and move it

from place to place.

This is useful for your future of making objects, because we are able to rotate things off their

normal center, like this.

Let me group this object together, hold down the D key, and there we go!

This makes it very easy to change the position of objects or, in this case, rotate objects,

duplicate them, hold down the D key, hit the duplicate button again, rotate, hit command

D again, rotate, command D again, rotate, command D again, rotate, and now we have made

a ring of chairs!

Maybe, just for fun, you want to work in relation to this beautiful grid we have and line things

up to it.

I'm going to go over to the left side of the screen right here and click on my ORTHOGRAPHIC

VIEW button.

If you notice me looking on the top view here, the top view is set up in such a way that

we are able to see where this object is located (on the grid).

Maybe I want to snap my pivot point to certain places.

If i hold down the X key, it will change the header and cursor tool to a Circle.

Then I can click and grab the arrows.

Notice that the center point where you see the blue dot and circle (the pivot) SNAPS

to a line on the grid.

This is useful if you're building a bunch of chairs (or other objects) and want them

to be equally spaced apart from each other.

I can duplicate this object (Command +D), make another 2 units away from it, and another

2 units away.

Okay!

That should about do it!

If you have any other questions, contact me at mshaw@mca.edu.

For more infomation >> AN310 - 002: Basic Modeling Tips! - Duration: 37:13.

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AN310 - 001: The Maya Interface - Duration: 24:30.

[singing] Da daaaaaa, da daaaaa da da daaaaa daaa.... click.

DA-DAAAAAA! [laughs] Hi everybody.

Welcome back!

I hope you're excited to learn cool 3-D stuff because I'm excited to teach you cool 3-D

stuff!

But before we get there, the first thing that you need to do is "Be able to navigate the

tool we will use the most, which is AUTODESK MAYA."

Now, we're going to be using a combination of Maya 2016 and Maya 2017 in this class.

I have a picture here for you just to show that they look about the same.

The big difference (between the two) is something that will come in handy in a few weeks called

"The Arnold Renderer," which deals with lighting and how we actually showcase the artwork that

we create.

Don't worry about that for right now.

For this first project, Maya 2016 or Maya 2017 is good, and you probably want to use

2016 for a large portion of this class because it will be more stable.

Anyways... this is Maya -- the program you will use for most of the class.

We have a few other ones that we are going to use, but I know when people are first getting

into this class, they are usually a little bit (more) concerned (about Maya).

They look at all of these buttons, and they usually ask this question:

"LOOK AT ALL THESE BUTTONS!

SO MANY BUTTONS!

WHAT DO I DO WITH ALL OF THESE BUTTONS!?

AAAAA!

I DON'T KNOW WHAT TO CLICK!

WHAT DO I CLICK!?

CURVES!?

SURFACES!?

MODELING!?

WHY IS IT THAT CLICKING THIS MAKES ME SEE SO MANY THINGS!?

HELP ME!

HELP ME!"

...The first thing I say is "Calm down.

Everything will be okay.

[laughs] Now, the easiest way to describe Maya is to compare it to a collection of encyclopedias

or Wikipedia.com.

Wikipedia has a "smack-ton" of information, but is made in such a way that (the website)

directs you the things you want most of all.

So if you know how to get access to what you want, it becomes easier to use!

Maya is the same.

All you need to know are the buttons that get you to what you need.

If you know "that," you will figure out the rest in time.

And so today, I'm making this video to supplement what we already covered in class -- Basics!

"Where certain things are, where the most common items you will use are located, and

how to find objects, manipulate objects, and move objects!

So, first thing's first-- "How do you save in this program?"

Go to file, and go down to "Project Window" and click that.

You are going to see a window that pops up that looks like this.

It has a project that has already been created, with a location and designated folders.

Whenever you are making a new project, remember that these "projects" are made to (better)

oraganize your work.

All you need to worry about are these two top menu options up here.

Don't worry about these (folders below).

Leave these set to their defaults.

Maya will make a project and create folders with these names so that you can better organize

your work!

I'm going to click new... and call this "an310_week1" that way I know that this is the first week

of our class, and that this is what (project) we are working on.

I always want to save (my work) in the "projects" folder.

It is listed as "..../maya/projects" because it will keep you organized in the future.

There are some ways to make it easier to pull from your hard drive and when we get a little

bit further on I will be happy to show you how to do that, but JUST MAKE SURE that you

save it under the projects tab in Maya!

I will scroll down, hit Accept, and a project has been made!

If I open up my "projects" folder, I should be able to see it right here!

And if I double-click it (with the mouse), all the folders that have been created are

inside!

Good stuff!

Now, in this the most important thing to note is that ALL of your projects that you create

--- ALL of the files you use -- will be in the "scenes" folder!

If you click the "scenes" folder and open it up, everything you make will be saved there.

I will demonstrate by going back to Maya and clicking "file, save scene as," and you notice

we're inside the project "an310_week1."

When you start working on multiple projects, you are going to see other projects up here.

Just make sure you are working in the right project!

Make sure you are in the "scenes" folder.

Go here.

Click this button (next to file name).

I will save this as "maya_scene_demonstration."

You can save it as whatever you want.

This is the name I chose for myself!

If I hit "save," and open up this window, you should see the same file right here.

This makes it really easy to use as many files as you need and move them around however neeed.

It is incredibly useful!

So... now that you know how to make a project and save a project, let's deal with the actual

interface!

If you look at the very top of your screen, you will see what is called the "main menu."

There are a ton of different settings for whatever you may need.

"Create... select... modify... and so on."

But when you get over here to the (right) side... the menu options get more specific.

"Mesh display, curves, surfaces, etc."

Understand that the main menu is one of many.

All main menus are controlled by this button here.

You have a menu for every possible thing that you can do in 3-D art.

There are a lot of other menus you can create as well.

Depending on what we do in class, you will see the options change once we click that

button.

Looking on the right side (of the menu) now reveals a toon shader for cel shading, stereo

camera and linking, and other options.

I'm going to click back on modeling.

It is most important for what we need right now.

In addition to that, you have this section of buttons here.

This is what you call your "Shelf."

Your shelf has a bunch of quick selections made so you can find things quickly.

Do I always need to go under the "Modeling" menu and click "Create Polygon Primitives

---> CUBE" just so I can make a cube appear on screen?

Not every time.

Maybe I just want to click the cube button instead!

I don't know about you, but it sounds a lot faster to me!

Now, we can adjust how this works and adjust settings, but the most important thing for

you to understand is that this shelf provides EASILY-CLICKABLE BUTTONS for the most COMMONLY

USED SECTIONS of this program.

We will mainly use the Polygons Shelf, the Curves Shelf, as well as the Custom Shelf.

I will show you how to build custom settings once we get into our next project.

Once you do that, you want to pay attention to this window.

You can call this our "workspace" or "drawing surface" -- whatever you need.

It becomes easier to navigate using the available tools.

Look down on your keyboard.

You should see "Control (CTRL), "Option or Alt", and "Command" if you are working on

MacOSX.

(Command is not on Windows PC keyboards!)

Hold the COMMAND Key and use the LEFT MOUSE BUTTON to rotate around an object just like

I'm doing here.

If you hold down COMMAND and click the MIDDLE MOUSE BUTTON, you will be able to pan around

the interface.

If you hold OPTION, and click the RIGHT MOUSE BUTTON, you will zoom in and out.

To make things easier, you can also scroll the mouse wheel up or down to zoom in and

out.

Super useful.

Pretty easy.

Those three key combinations, when used together, will help you view your art from any possible

angle.

Incredibly useful and easy to do.

In addition to that, you are able to make objects and manipulate them as well.

That is what these tools are over here (the left side of the screen.)

This is your mighty "Toolbar," which gives you tools for manipulating the objects you

create.

As an example: I have this giant cube I created here.

Notice that clicking on it makes options appear.

These options look like arrows because of the setting clicked.

I'm going to bring this image up so you can see it.

I know the move, rotate and scale tools look a little different than what you see in maya

2016 and 17.

However, they function the same and are located in the same place.

I will show you which ones are which here.

First thing's first.

Hitting the "Q" key at the top of your keyboard will grab your "SELECTION TOOL."

It is for clicking on objects and not clicking on other objects.

Select, deselect, and do whatever is needed.

If you hold down "SHIFT" on the keyboard when you click things, you can click multiple objects

at once!

You can also click and drag to make a box that will select and deselect objects.

The "W" key is for your "MOVE TOOL."

To use these tools, you have to click on an object first.

Depending on the tool you press, the "manipulators"--- which are these red, blue, green and yellow

shapes on screen--- will appear based on what you need to do.

The move tool lets you move an object in space on screen.

It becomes really easy for you to move something and position it into place so you are able

to get things to work the way you need them to.

If you hit the "E" key instead, it will switch to your "ROTATE TOOL."

The move tool is here.

Hit the E key, and the ROTATE TOOL is selected.

The ROTATE TOOL appears like a globe around your object.

If you grab the handles of it, you can rotate the object on different axes (X axis, Y axis,

and Z axis.)

The Y axis (green) will rotate as if you were spinning in a circle on your feet.

The blue one (Z axis) is rotating via depth, as if you are turning a car's steering wheel.

The red one (X axis) rotates objects towards you or away from you.

If you are not sure of the names of these objects, the most important thing to remember

is that these handlebars let you rotate your object in different ways.

The light blue one lets you rotate it in all three dimensions at once.

Believe it or not, this is useful, but not as useful as you think.

You mainly want to use the X, Y, and Z handles to rotate your objects.

To recap: W KEY: move.

E KEY: rotate.

"R" KEY: scale.

The Scale tool is incredibly useful.

3-D objects work like "vector graphics" in a program like Adobe Illustrator, in that

you are able to zoom in and out on them, and they retain their shape and quality.

The scale tool lets you take an object and make it as big or small as necessary.

Notice the four(4) handles they give you to do that.

The center one -- this little blue one right here will let you scale an object uniformly,

letting you retain the size and shape.

If you grab this red one here, this lets you scale it wider and thinner depending on how

you need it to be.

The Z (dark blue) one lets you scale in depth.

The Y (green) one lets you scale in height.

Together, these are listed as Y, X, and Z.

Super useful!

As a little note: Do yourself a favor try not to scale things the opposite way for now.

There will come a time where we can do that.

If you are going to make something small, try not to go past the center of the object

and scale it inside-out.

Okay.

So those are the basic ways for you to manipulate things.

If you remember correctly, your first project is taking basic shapes from the "Create --> Polygon

Primitives" menu.

Grab them, play with them, maneuver them around and arrange them to build something!

This is mainly to get you acclimated to working in a brand new art form and a brand new workspace.

So once you know how to manipulate objects, there is one more important thing to pay attention

to.

-- I'm going to make a cube as an example -- ...Your CHANNEL BOX and ATTRIBUTE EDITOR.

They are located in the right hand corner of the screen!

Clicking on the icons makes them appear.

You can also type "CONTROL + A" two times to make them both appear.

We will cover them in detail soon.

The CHANNEL BOX basically shows you the history of your 3-D object.

It also shows you how you manipulated it around screen and rotated it.

You can see the numbers update as I rotate this object.

The ATTRIBUTE EDITOR actually determines the appearance of the object.

How light bounces off the object, etc.

This will come in handy when we start lighting and texturing objects.

For right now, it is not the most important thing.

The only other thing to check out is your LAYER EDITOR, located in the bottom right

hand of the screen below your CHANNEL BOX.

The LAYER EDITOR is right down here, and is made to function as a collection of folders

organize your objects.

When you are making layers, think of this like "making groups in Photoshop."

I can click LAYER, and click "CREATE EMPTY LAYER."

Nothing will be in it, but if I double click that layer, a menu will pop up where I can

name it anything I want.

Let's call this "cubeLayer."

In case you're wondering: The text that I'm writing here is something called "camelCase."

It is an easy way to classify multi-word phrases in a maya file so it is easier for you to

organize your files and names.

Anyways, I name my layer "cubeLayer."

Nothing is in it currently.

I RIGHT-CLICK my layer and select "Add Selected Objects."

My object is now in that layer.

I can manipulate it how I see fit -- everything is totally cool.

If you RIGHT CLICK on the layer and select "Membership," this window will pop up.

It will show you all the objects in that layer.

This object is called "pCube1," or, "polygonal Cube 1."

You can see that name up here, in your channel box.

I can name this "littletinyCube," go back to "Membership" and it will update the name

as well.

[laughs]

Your layers are meant for organizing things.

Down here, there are two important things to remember most.

We will talk about "P" later.

V stands for Visible.

Let me zoom in and make this a little bit bigger.

"Can you see or not see your object?"

If I click this button once, "T" stands for template.

It makes a wireframe of your object.

You can't change where the wireframe is (located), but it will show you the object still exists

in space.

This is good if you're building a house and want to decorate the inside of it.

The next button is "R" which stands for REFERENCE.

This is the same as locking a layer down.

If I click on something, it won't change.

It won't let me edit it, and won't let me move things either.

Incredibly useful for what you're trying to do!

So, if you're making a bunch of objects -- like these letters here.

Each letter is a different object --- and I want to put them in the same layer, I can

"CREATE LAYER FROM SELECTED" and call that "basicTextLayer."

And now every part of the word "Basics!" will be in that layer.

I can turn it on and off, and everything else is not affected.

If I want to take something out of the layer -- let's say I take these three letters, "Bas,"

out of the layer -- Go back to the layer.

RIGHT CLICK the layer, and click "REMOVE SELECTED OBJECTS."

Taking them out.

Next time I turn off the layer, "Bas" stays visible.

Okay!

For the most part, that is the majority of what you need.

There are some tools over here that let you adjust your viewpoints.

As you know this is your main workspace window.

If you tap the spacebar once, you are able to look at an object from multiple viewpoints.

You can look down here and it will show you each window from a different angle.

Perspective, Top, Front, and the Side.

If you ever want to go back to your previous window, put your mouse cursor over the window

you want to see in fullscreen, click one time so that window is selected (indicated by a

light grey box around the window), hit the SPACEBAR, and it will put you back where you

were.

This is the same as clicking these buttons on the left side of the screen.

Click them to switch your views.

This view is for your OUTLINER, so you can organize your objects.

We will talk about this Wednesday.

It is really useful.

This one is for your GRAPH EDITOR, something important for animation, and this is your

HYPERSHADE, for textures and other things.

If you have any other questions, please let me know.

Contact me at mshaw@mca.edu.

This is the majority of what you need to focus on for right now.

I do know there is one question that comes up sometimes.

By the time you see this video, I will have covered it in class, but I will readdress

it here just in case anyone needs a refresher.

Let's say you have a hard drive, but you can never find your hard drive up here (in the

save window.)

That's okay.

You want to switch the way Maya displays windows when saving files.

To do this, you have to navigate through a couple menus, so please watch what I am about

to do.

Click WINDOWS in the main menu.

SETTINGS/PREFERENCES, and PREFERENCES.

Click here.

It will bring up all of the settings for MAYA.

The setting you are looking for is under "FILES/PROJECTS."

Maya tries to keep things named exactly what they are because looking at a sea of information

can be confusing if you are not sure where you should look.

After clicking on FILES/PROJECTS, at the bottom of the window you will see "File Dialog."

File Dialog means: "What do you want your saving window to look like?"

It is currently set to Maya Default, which is this black window with white text.

If you want it to look like the "Save As" window you normally use, click "OS native."

That stands for "operating system-Native."

If I hit save, and go to FILE --> SAVE SCENE AS, it will change that saving window to what

you are more commonly used to seeing.

If you have a hard drive or something, it will easily pop up here.

You can use either one(file dialog setting) to save your work.

It does not matter.

All you need to know is that your file types are still down here and you can still navigate

the screen any way you see fit.

Alright!

That's everything.

If you have any questions, please let me know.

There are 100,000s of things we can cover in Maya, and this 25minute video just covers

basics.

I wanted to make sure you had something you could refer to at home in case you have questions.

At this point, it should be easier for you to make and manipulate objects.

If you have any additional questions, or anything you want to learn or anything else, please

contact me @ mshaw@mca.edu.

For more infomation >> AN310 - 001: The Maya Interface - Duration: 24:30.

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海贼王930话:我叫香吉士,战斗服看起来很好用,路飞的外挂登场 - Duration: 4:10.

For more infomation >> 海贼王930话:我叫香吉士,战斗服看起来很好用,路飞的外挂登场 - Duration: 4:10.

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Actualité TV - Dramatique accident à Walcourt: un homme meurt après avoir été chargé par son taurea - Duration: 0:53.

For more infomation >> Actualité TV - Dramatique accident à Walcourt: un homme meurt après avoir été chargé par son taurea - Duration: 0:53.

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16강 막차 탄 베트남, '박항서 매직' 또 통했다[2019 아시안컵] 베트남 대표팀, 와일드카드로 극적인 16강 진출 성공 - Duration: 8:49.

For more infomation >> 16강 막차 탄 베트남, '박항서 매직' 또 통했다[2019 아시안컵] 베트남 대표팀, 와일드카드로 극적인 16강 진출 성공 - Duration: 8:49.

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CHAMPIONS | SDHS Boys' Basketball CIF Championship 20th Anniversary Film | 2019 - Duration: 7:18.

Hello San Dimas!

It's David Malana (point guard & captain). I am here with my dad Tony Malana

We are here in Tagaytay in the Philippines at my dad's get away, and we both just wanted to say happy 20th anniversary to the CIF champions

It meant so much to me to be a part of it and the video you're about to watch is

comprised mostly of my dad's videos that he took while we were still in high school

We owe him a huge thanks 'cause he didn't have to do it. He did it on his own and

I just also wanted to say a special thank you to

Erik (Waage) and everyone else... Mrs. Kear, who helped

Put the video together

Pres, congratulations!

Hope you enjoy and it's probably better than I'm not there cuz I'm pretty sure you'd try to make me run suicides anyways

To all my teammates, my brothers, my friends...

I miss you guys, and I hope that everything is going well in your lives. Last words, Dad?

Hey guys, I hope you enjoyed looking back at these games and have as much fun as I did when I recording them

Anyway, I hope you're all well and congratulations.

GO SAINTS!

Whose house? D's house!

Champion

a person that has defeated or surpassed all rivals in a competition, especially in sports

Clear enough, right? Just beat everyone else.

But how do you get there? How does a team become better than every other is fighting towards that same goal?

Well, we all know the cliches

You gotta have determination, take it one day at a time, work together, believe in yourselves, you know all that

But it takes a little more

The threes, the crosses, the dunks, the newspaper articles, and all that are great

But it takes the things that few see and even fewer endure to really make it

Let me explain the things that you never saw

First you never saw the practices.

Exhausted five minutes in because warm-ups are fingertip push-ups, five minutes of wall sits, and five minutes of defensive slides before drills even start.

Sets in place so complex that one of us would inevitably slip up and then we'd hear that "GET ON THE LIIIIIINE!"

You never saw 6 a.m shootarounds

then 7 hours of school only to follow that with stations, then conditioning on top of that

Jumping planters on each foot then two, duck walks and lunges, fingers indented from carrying iron plates in each hand

Up to the track for up downs and a hundred yards sprints then hurdles and the top at all off a six minute mile

that you'd have to run again if you didn't make it???

It felt like torture. It felt like too much. But for those of us who did make it that's exactly what it took.

Skinned shins and bloody knees meant being first to all those loose balls on the floor. Numb fingers and burning legs became

outlasting opponents when it mattered most.

Disorientation and psychological bombardment from Pres...

Finding the weakest of us than yelling, WHAT ARE DOING IT LIKE THAT FORRRRR?

Became a toughness and togetherness so strong that nothing could stop us.

Getting through all that had us ready to get through anything.

But honestly still that wasn't it

Even deeper than that were the pillars of the program

that made such unreasonable demands of such young men possible.

Ball is life when you're young, but life is expensive and it damn sure wasn't jumping planters that paid the bills.

Hours of threes and elbow jumpers. How about well over 10,000 hours of bingo nights and fundraisers.

Thousands of points and ten straight league champs? How about thousands of miles driven to and from home and to games all over?

Diving huddles and daps? How about a crowd base that rattled every opponent and magnified every other team's mistakes to our advantage?

The support system that helped us manage our lives while chasing this dream

The teachers and staff that fought for us to play and still made sure we got our education.

The endless worrying of a loving parent about the well-being of their son going through the struggles of youth and looming anguish of competitive sports.

So many of us now understand how hard it is to see our children going through that struggle.

And trusting that letting them fall and get up and fall again will allow them a chance to come out on top.

And you know what? That special team at

that special time, did something that no other did before and that no other has done since.

We won.

On the shoulders of all those before with the support of a community behind us,

a combination of talent, discipline,

and a will forged by the fire a leader so passionate we had no choice but to learn: that if you do what others won't,

push when others can't, and

believe when no one else does,

You're not a "San Dimas country hick," as Pres used to say.

You...

...are a champion.

(singing) Heyyy hey hey. Goodbyyyye

(cheering) San Dimas Saints are number one!

Judas Priest

No...free...lunch!

Box out, and get that brick!

C'mon Matt, at the top! At the top!

Run the play, Dave!

C'mon... hands up D! Front 'em!

Turn it up a notch!

You

For more infomation >> CHAMPIONS | SDHS Boys' Basketball CIF Championship 20th Anniversary Film | 2019 - Duration: 7:18.

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Madison Beer and Zack Bia pack on the PDA months after public break-up - Duration: 2:06.

PDA alert (Picture: BACKGRID) American singer Madison Beer packed on the PDA with boyfriend Zack Bia on Sunday as they pair stepped out together in Beverly Hills

 Madison, 19, and Zack shared a passionate kiss as they dropped off her car for the valet

 The Hurts Like Hell singer and Zack began dating in early 2018 but split in a very public manner in August, with the two both unfollowing each other on social media and Madison removing all traces of Zack from her accounts

The pair have been dating for over a year (Picture: BACKGRID) Cameras, what cameras? (Picture: BACKGRID) A month earlier they were seen to have a major fight outside a LA restaurant, with Madison in tears and pushing her 22-year-old boyfriend away in anger

 But they were soon back together, and they both regularly share pictures of each other on their social accounts; Zack is a social media influencer

Advertisement Advertisement    Madison found fame when she was 13 when she began posting videos on YouTube of her singing pop covers; she soon gained the attention of Justin Bieber, who tweeted a link to her cover of Etta James' At Last to his over 25 million followers

 She was then signed by Justin to Island Record. View this post on Instagram lets finish an album A post shared by MB (@madisonbeer) on Jan 13, 2019 at 10:58am PST  She has released nine singles, and one EP; her planned album was scrapped in 2013 but it is thought she will release her debut album in 2019

Got a showbiz story?  If you've got a story, video or pictures get in touch with the Metro.co.uk Entertainment team by emailing us celebtips@metro.co.uk, calling 020 3615 2145 or by visiting our Submit Stuff page - we'd love to hear from you

 MORE: Angelina Jolie and Brad Pitt's kids unleash their creative side in fun-filled Sunday outing Advertisement Advertisement

For more infomation >> Madison Beer and Zack Bia pack on the PDA months after public break-up - Duration: 2:06.

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A-COLD-WALL* x NIKE ZOOM VOMERO +5 | REVIEW - Duration: 8:46.

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