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CSE325 Computer Science and Sculpture. Prof. George Hart. Lecture 4 – Maya. Maya is one high-end 3D design program out of many commercially available. It is available at Stony Brook in three CS labs and in the Art SINC site.
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CSE325 Computer Science and Sculpture Prof. George Hart
Lecture 4 – Maya • Maya is one high-end 3D design program out of many commercially available. • It is available at Stony Brook in three CS labs and in the Art SINC site. • It has a great many capabilities, of which we will explore only a few. • This week: we make geometric forms. • Future week: organic and human forms.
Some Comparable Programs • Various Features: • Art vs. Engineering Design • Animation • Primitive Objects • Operators • File Formats • Rendering • Cost • Maya • Blender • Autocad • Turbocad • Rhinoceros • 3D Max • Solidworks • Form-Z • Inventor • SketchUp • Geomagic Studio • Materialize
Learning Maya • Long learning time if you want to master all features, but we will focus on just a few. • Representations include: • Polygonal Meshes — Our focus this week • “NURBS” • Subdivision Surfaces • Excellent built-in tutorials and help files. • You can download the free “Personal Learning Edition” to learn from. (It doesn’t save files in any standard format.)
Getting Started • Make sure you have the Modeling menus selected in the drop-down box at top left • Make sure you have the Polygons “shelf” tab selected. • Buttons on “shelf” create a cube, sphere, … • ALT + left, middle, or right mouse button move your point of view (the camera). • Blue buttons on left put you in mode to move, rotate, or scale a selected object.
Getting Started • Use the black buttons on left select Single Perspective View or Four View. • Shift+click to select multiple objects. • “4” key = Wireframe; “5” key =Shaded • When working with polyhedra, to see the facets clearly, do this: In the Shading menu of the view window, select “Flat shade all” and in “Shade Options” check “Wireframe on Shaded”
Exercise 1 — Play • Get familiar with primitive 3D objects: Sphere, cube, cylinder, cone, torus • Get familiar with simple operations: Move, rotate, scale, chamfer, bevel, poke; boolean union, intersection, and difference. • Handy Keyboard shortcuts: • Undo = ctrl-Z • Duplicate = ctrl-D • Delete = Del key • For menu items, brings up an options panel. • The “channel box” at right lets you type in properties.
Exercise 2 — Compound of 3 Cubes The object on the left tower is a compound of three concentric cubes. To make it, create three cubes, and rotate one 45 degrees on the X-axis, rotate the second 45 degrees on the Y-axis, and rotate the third 45 degrees on the Z-axis. To get just the outer surface, take their Boolean union. M.C. Escher, Waterfall
Exercise 3 — Octahedron Method: Start with a 4-row, 4-wedge sphere, and keep only the six points on the axes: • Create 4,4, sphere • Right-click to change from selecting objects to selecting vertices, edges, or faces. • Delete the edges you don’t need. • Delete the vertices you don’t need. • Save your octahedron for later. (We will make it again by another technique in Exercise 5 below.)
Exercise 4 — Octahedron Variations Compound with cube requires proper scaling. “Stella Octangula” can be made by “poking” an octahedron
Octahedron Variations, Continued “Truncated octahedron” has regular hexagons. (How much chamfer?) Chamfer 50% to get “cuboctahedron”
Exercise 5 — Tetrahedron & Variations • Triangulate cube • Flip edges as necessary so the six diagonals of the squares are tetrahedron edges. • Delete 4 vertices not on tetrahedron with Edit Polygons | Delete vertex • (Save file for later) • Duplicate, 90 degrees rotated, to make “Stella Octangula” a new way. • Intersect two tetrahedra to make octahedron a new way.
Exercise 6 — Rhombic Dodecahedron • Poke cube to height which makes adjacent triangles merge into rhombi. • Delete the twelve edges of the original cube. • Poke it to make a “stellated rhombic dodecahedron”, which is the object on the right-side tower in Escher’s Waterfall.
Exercise 7 — Framework of Cube • Subtract from a cube three scaled cubes, to leave just the edges of the original cube. Below is the first step: You can subtract out a fourth cube so the interior of the corners looks like this:
Exercise 8 — Dodecahedron Intersection of 6 slabs. (“slab” = “cube” which is short along one axis.) Each slab is given a 31.7 degree rotation about some axis: • 2 X-axis slabs, rotated +/-31.7 deg along Y • 2 Y-axis slabs, rotated +/-31.7 deg along Z • 2 Z-axis slabs, rotated +/- 31.7 deg along X Then save, chamfer, bevel, and poke it:
Exercise 8 1/2 — Warm-up Here is another way to make the octahedron, starting from a cube. It is good practice of a technique you will use in the next exercise to make an icosahedron from the dodecahedron: • Poke cube to create a vertex in center of each face. • Edit Polygons / Texture / Merge UVs, (which allows flips in the next step). • Flip edges of original cube to become octahedron edges. This makes the stella octangula again. • Delete original cube vertices.
Exercise 9 — Icosahedron • Poke dodecahedron to create vertex in center of each face. • Edit Polygons / Texture / Merge UVs • Flip edges of original dodecahedron to become icosahedron edges • Delete original dodecahedron vertices. Then save, chamfer, bevel, poke:
Exercise 10 — Edge Models • Duplicate the form • Scale one to be 10% smaller. • Use Extrude Face tool to build out a prism on all faces of the smaller one. • Take their Boolean difference.
Exercise 10 — Some Ideas to Try M.C. Escher, Stars
More Challenges Try some of Wentzel Jamnitzer’s constructions: http://www.mathe.tu-freiberg.de/~hebisch/cafe/jamnitzer/galerie7c.html