UV Coordinate Space
One of the object types you will build in Maya is surfaces. While surfaces are positioned in 3D space using XYZ coordinates, they also have their own coordinate system that is specific to the topology of the surface, instead of using XYZ axes, this system uses U, V, and N, where U and v represent the two axes that lie on the surface and N is the "surface normal" axis that points out from the front of the surface.
When you create a curve, it has a U direction that lets you measure points along the curve. When a surface is created, it has a U and a V direction that define the surface parameterization. You can draw and manipulate curves in this 2D surface space. The placement of textures can olso take place in UV space.
curve-on-$urface
Curves con be drown in UV spocc, later edits will be in 20 along u ond v oxes.
Moving Curves when you select ond move a curve in UV spoce, you can only move olong the two oxes of the surfoce grid. Curve control points can also be edited in UY spoce.
- Top view
Front view
Side view
Front view
Side view
- Perspective Camera
Local Spa« Space
The handle ndle bor and the froe front wheel use ouse an angled axis I axis line to set up thup the local rototiototions.
World
When the whole object moves in world space, child objects such os the hondle bor ond the wheels move with it.
Local Spa« Space
The handle ndle bor and the froe front wheel use ouse an angled axis I axis line to set up thup the local rototiototions.
World
When the whole object moves in world space, child objects such os the hondle bor ond the wheels move with it.
Local Space :e
The whocl rotote>totes oround its centerenter using o local rotation dion axis.
UV Coordinates
The origin of the UV system lies ot one of the surfoce corners. U runs olong one axis and v along the other, v
Moving Curves when you select ond move a curve in UV spoce, you can only move olong the two oxes of the surfoce grid. Curve control points can also be edited in UY spoce.
The surfoce Normol olways points out from the front of the surfoce- You con see the Normal lines pointing out from each intersection on the UV grid.
UV Coordinates
The origin of the UV system lies ot one of the surfoce corners. U runs olong one axis and v along the other, v
Normal
The surfoce Normol olways points out from the front of the surfoce- You con see the Normal lines pointing out from each intersection on the UV grid.

ha me 1
Frame 2
F.elo i odo Field i even Field 2 odd Field i even minutes hours

Time
In the world of 30 onimotion. time is the fourth dimension. fin object will oppeor onimoted if it either moves, rototes, or chonges shope from one point in time to another. Therefore, learning how time works is crucial to the onimotion process.
Both live action and animation use either film or video to copture motion. Both medio formats use a series of still imoges that appeor onimoted when ployed back as a sequence.
Film and video imoges are often referred to as Frames and most animation is measured using frames os the main unit of time. The relationship between these frames and real time differs depending on whether you ore working with video, film or other digital meda.
Post a comment