Maya point to surface

NURBS modeling is not simply putting objects together. They have their own rules and limitations for how you can build, attach, and cut them, but in general, they are quite flexible. The faceted, low-resolution look that often occurs when creating curved surfaces with polygons is easily handled in NURBS models, which can display curved surfaces as virtually any number of polygons.

Snap one object to another

To make it a little simpler, however, NURBS are simply a variation of splines, which are used to define a curve. Nurbs modeling has capability for creating: organic ,flowing surfaces such as animals, human bodies and fruits. Industrial surfaces such as automobiles, clocks and toasters. Smooth surfaces adjustable over broad areas with few control points. Nurbs Primitives Nurbs primitives are common geometric objects such as spheres, cubes and cylinders.

Create a Mouse in Maya 2016 Curves - NURBS

They are often used as the foundation for other shapes. After you set the options ,click the Create button. Pivot By default, the pivot is set to Object and the primitive is created at the origin.

maya point to surface

Axis Select X, Y or Z to specify a preset axis direction of the object. Select Active View to create the object perpendicular to the current orthographic view. The Active view option has no effect when the current modeling view is a camera or perspective view. Sweep Angles These options let you create a partial sphere by specifying a degree of rotation. Degree values can range from 0 to degree.

Radius Sets the width and depth of the primitive. Surface Degree A linear surface has a faceted appearance : a cubic surface is rounded. Sections Set the number of surface curves created on the sphere in one direction. These curves are also called isoparms, show the outline of the surface shape.

Fig Sections Spans Set the number of surface curves created on the sphere in the direction that crosses the section direction. Fig Spans Cube A cube has six sides, each of them is selectable. You can select a side of the cube in the view or click its heading in the outliner. Width, Length and Height sets the cube dimensions.

Cylinder You can create a cylinder with or without end caps. End caps is a unique feature to the creation of the cylinder.

You can create caps for either, both or no ends of the cylinder. Cone You can create a cone with or without a cap on its base. Plane A plane is flat surface made up of specified number of patches. Torus A torus is a 3d ring.

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Circle A circle is a curve not a surface. Its features are similar to the sphere.To snap objects together with interactive control. The Snap Together Tool normally moves and rotates the objects to make the points touch. Use the tool settings to make the tool move the objects without rotation. To snap two objects together at one point.

maya point to surface

To snap two objects together at two points. To snap two objects together at three points. Click the point on the first object you want to snap. Click the point on the second object you want to snap to. An arrow appears showing how the objects snap together. To change the points, click or drag new points on either object. Press Enter to snap the objects together. Tip: You can also use the Snap Together Tool on polygon edges. Right-click an object and select Edge from the marking menu to enter edge selection mode, then apply the Snap Together Tool to polygon edges.

Tip: Switch to Vertex mode to choose the object's points. Maya moves the first object so the first point you selected on each object touch, and the second point you selected on each object touch. Related topics Snap to the grid, a curve, points, a view plane, or the center of a geometry Snapping with live objects Align objects.

Parent topic: Align and snap.You can use several commands in Maya to create surfaces from curves. Each command has strengths and limitations, and each has a set of requirements. If one surface type doesn't seem to be suited for the area you're defining, there is usually another type that works just as well.

Several of the tools Revolve, Extrude, Birail use profile curves to define their shapes. A profile curve is any curve that defines the outline of an object. The most common and obvious use of this is in the Revolve tool, where the curve is rotated around an axis to form an object. This functions similarly to a woodworker's lathe Figure 7.

In addition, you can alter the profile curve to tweak the object's shape after the final surface has been created. You can do this because the profile curve and final surface are connected through the object's construction history Figure 7. Figure 7. This surface was created with one revolved curve.

By tweaking a point of the curve-part of the construction history-you can interactively sculpt the object. If you're drawing a profile curve for a vase or any other object that has thickness to it, you should draw the profile of both the inside and the outside Figure 7. If you don't draw both profiles, your object will be paper-thin. Because most real objects have some depth or dimension, you need to re-create that thickness in Maya to keep your objects looking realistic.

If you plan to make your object transparent, pay special attention to the thickness. Some shaders rely on the actual thickness to calculate appearance, and it will be noticeable if the object is too thick or thin.

A profile of a pot. When drawing a profile curve, make sure you add the inside of the surface to add thickness to the final object. In the Front or Side view, draw a curve for the shape of the vase's profile Figure 7.

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A profile curve illustrates the outline of the object used for revolving. In the Surfaces menu, select the box next to Revolve Figure 7. From the Surfaces menu, select the box next to Revolve to open the Revolve Options window.

Select the axis around which you want the object to revolve Figure 7. The revolve axis is very important to the look of the final surface. Choose the axis that goes through the middle of the final surface. Click Revolve to create the surface of the vase.

If you get unexpected results, you may have the object revolving around the wrong axis. Press to increase the smoothness to see the full surface Figure 7. Increasing surface smoothness helps clarify where the actual revolved surface lies. To interactively change the shape of a revolved surface by changing the angle of the axis revolution, you can use the Show Manipulator tool. One of the best ways to create a surface from multiple curves is to use the Loft command.

This command creates a surface that extends from one selected curve to the next until each curve is covered with a surface. Each of the isoparms on the final surface is derived from the edit point placement on each curve. As a general rule, you should have the same number of edit points on each curve. Create two or more curves with which to create a surface Figure 7.March 1, by Andrew Glisinski. Maya's built in nodes library is filled with hidden gems.

You may or may not know of these nodes, but these are definitely worth knowing if you find yourself wanting to get relatively located points in space on a mesh, quickly and effectively.

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The main benefit with using nodes in this manner is that it alleviates some of the obtuse nature of utilizing Maya API within a Python environment. It's also much more quick at solving positional data. If you connect a Shape node's outMesh to it's inMesh you can now enter values of "inPosition" location to receive either the closest Face Index or the closest Vertex Index.

Creating Surfaces from Curves

In my limited experience, this node does some really great work, it's surprisingly accurate for the most part. This other node is super handy when you want either positions in WS on a curve or param locations on a curve. Param positions are useful when setting up things like Point on Curve Info nodes which rely on a param position. There you have it! Easy to use, and straight-forward spacial matching that will give you the data you require without having to go digging into Maya API implementation in Python.

You can either feed the nodes the data directly in these scripts, or you can of course connect other transforms to the input Position attributes and then manipulate the transform in the scene or by code, to continually have quick calculations done without having to set attribute values. Python cmds. No more endless diff lists!By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. The dark mode beta is finally here.

Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. Let's say I have one locator above a polyPlane. I imagine this have been done one million times but the only examples I have found works by locating the closest point based on all axis which in my case is close to useless.

Edit: Added image of the difference between the first suggested solution and what I want to achieve. What we can do is use OpenMaya Maya's API to loop over the faceVerts gathered in an array, check to see which is shortest distance from the locator position compared to the current facevert, if it is shorter than the last shortest distance, save it as the closestVertex variable.

Learn more. Find closest point on mesh in specific axis maya Ask Question. Asked 6 years, 2 months ago. Active 6 years, 2 months ago. Viewed 4k times. I would appreciate any help I could get! Do you need the UV hit the actual point on the surface or just the nearest vertex? Active Oldest Votes.

OpenMaya as OpenMaya from pymel. MSelectionList selectionList. MDagPath selectionList. MPoint pos. MScriptUtil util. MScriptUtil idPointer. Shannon Hochkins Shannon Hochkins 8, 11 11 gold badges 45 45 silver badges 78 78 bronze badges. Thanks for your answer! The problem with that solution is that it looks for faces in all directions, I only want it to look in one axis. I did not mean to be ungrateful.

I misunderstood the approach you suggested and didn't think it could be tweaked to be applied for my situation.

maya point to surface

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Related 0.You can create a Point to Surface constraint to attach hair curve CVs to a target surface such as a deforming nCloth surface, or a passive collision object. For example, you can use a Point to Surface constraint to hold an nCloth hat or head-band to a character's hair. To create an nHair Point to Surface constraint. The target surface can be an nCloth or passive object, or a non-Nucleus polygon mesh. If you selected a target surface that is a nCloth or passive collision object, the surface will be made a passive object when the constraint is created.

The nHair curves components you selected are now constrained to the selected target surface, and they are now connected to the nHair system's Maya Nucleus solver through a dynamicConstraint node.

For example, you can create a Point to Surface constraint with the following attribute settings:. See Dynamic Contraint attributes. See Select curve components for nConstraints. Note: If you selected a target surface that is a nCloth or passive collision object, the surface will be made a passive object when the constraint is created.

Parent topic: nHair constraints.All the same Lynda. Plus, personalized course recommendations tailored just for you.

maya point to surface

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nConstraint > Point to Surface

Join Aaron F. Ross for an in-depth discussion in this video Creating a point-to-surface nConstraintpart of Learning Maya nCloth Here's another way that you can constrain an nCloth object to another mesh in the scene,…and it's called a point to Surface constraint.

It's quite easy to use.

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I…will go to Edge selection, and double-click to select that whole border. Then…I want to deselect everything except for the area around his neck; I just want…to constrain that area to his neck. Just those in the very front. I will…. Are you sure you want to mark all the videos in this course as unwatched?

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Video: Creating a point-to-surface nConstraint. You are now leaving Lynda.