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The Maya User Interface
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We will place the Sun object at the origin of the scene, just as the real Sun sits at the center of our solar system We can do this numerically by typing a value of 0 in the Translate X and Translate Z fields in the Channel Box When we created the sphere by clicking and dragging, the position was determined by the object s transform node However, the scale, in this case, was set by editing an input node of this object s shape node As you will recall from 1, these are two different nodes that are hierarchically connected To edit the scale, click the makeNurbSphere1 node listed under the Inputs section in the Channel Box This node s attributes will appear at the bottom of the Channel Box Set the Radius attribute to a value of 3
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Using the Hypergraph Window
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The Hypergraph window, shown in Figure 2-18, can display all of the nodes in a Maya scene and depict how they are related This provides us with a more graphical alternative to editing nodes and their attribute than the Channel Box does As mentioned in 1, nodes can share two different relationships: a dependent relationship, when the attributes are connected, and a hierarchical relationship, when the transform nodes are parented to one another The Hypergraph can display the scene to show either of
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FIGURE 2-18 connections
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The Hypergraph window displaying the SunShape node s input and output
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Maya 8
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these two relationships When you re attempting to edit the attributes of certain nodes in a scene, the Hypergraph provides an easy way to select specific nodes directly Let s open the Hypergraph and view the dependencies on the Sun (the SunShape node):
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To open the Hypergraph, choose Window | Hypergraph Input and Output Connections The Hypergraph will appear in its own separate floating window Try clicking the different nodes shown in the Hypergraph and notice that the Channel Box updates to show the attributes of the selected node While we could continue editing some of these attributes to make only a half sphere or change its resolution, the existing, default attributes will work fine for our Sun Since we no longer need the information here to determine the current shape of our Sun, we can delete the Sun object s history This will get rid of all of the SunShape node s dependencies With the Sun node selected, choose Edit | Delete By Type | History Notice that the makeNurbSphere1 node is no longer listed in the Inputs section in the Channel Box nor is it available in the Hypergraph window At this point, the SunShape node has no dependencies You can close the Hypergraph window
Now let s create Earth and the Moon We could do this by creating another two spheres from the Create menu, but since we really don t need to modify the makeNurbSphere1 node, we can just duplicate the Sun, move it, scale it, and rename it
To duplicate the Sun, first select it in the view window and choose Edit | Duplicate (You can also press the shortcut, CTRL-D [COMMAND-D], on your keyboard) At first, you may not notice anything different in your view window; don t worry this is because the duplicate is sitting right on top of the original Once you move the duplicate, you will see that two identical spheres now appear in the scene Choose the Move tool in the toolbox You will notice that the move manipulator appears in the view window and extends from the sphere s pivot point Click and drag the red manipulator to move the sphere out along the X axis You will see that you indeed have two separate sphere objects With the sphere copy still selected, go to the Channel Box and rename this object from Sun1 to Earth Now duplicate the Earth and move the duplicate out along the X axis to separate it from the original Name this third object Moon
To place and scale these objects more precisely, we will change our Workspace to display some different views We will change the layout of the Workspace to the Four View layout
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