Creating and Animating Fur in Maya
590GM, Fall 2004
This is a tutorial describing how to create hairy or furry objects in
Maya(tm), and how to animate the fur in response to external forces
such as wind.
Table of Contents
- Maya Basics
- Moving the camera
- Creating and manipulating objects
- Rendering the scene
- Creating Fur
- Using a preset hair style
- Changing the hair parameters
- Animating Fur
- Attractors and fields
- Rendering the animation
- Conclusion
I. Maya Basics
Maya is installed on all the machines in GRAIL (Allen Center 291), and
in the video editing room (Allen Center, 290). If you can't access
these rooms, please send mail to snavely@cs.washington.edu,
and we'll try to work something out.
To run Maya, select Start > All Programs > Alias Wavefront > Maya
5.0 > Maya Unlimited 5.0. Let's first learn how to create objects
and move the camera. When Maya starts, it brings up a window asking
you to view a few tutorials. These are each about a minute long, and
it's worth it to watch the first three of them, which show how to move
the camera; move, rotate and scale objects; and create objects.
A. Moving the camera
Maya opens up a perspective view of an empty scene by default. To
manipulate your view of the scene, use the <Alt> key in
combination with one of the three mouse buttons: <Alt>+<Left
button> rotates the scene, <Alt>+<Middle button> translates
the camera in the plane (pans), and <Alt>+<Right button> zooms
in and out.
B. Creating and manipulating objects
In Maya, you can create either NURBS objects or polygonal objects.
Let's first create a NURBS sphere. To do this, click on the
Create menu and select NURBS Primitives > Sphere (the
little boxes on the right side of the menu options bring up advanced
options, which we won't need in this tutorial). This creates a sphere
at the origin, which is shown as a wireframe object.
To manipulate the sphere, use the toolbar along the right-hand side of
the screen. Here's what the toolbar looks like, as well as a
description of each tool.
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The Select Tool: Select
objects in the scene.
The Move Tool: When the Move
tool is active, a widget with three arrows will appear, centered on
the selected object, one for each of the X, Y, and Z axes. Clicking
on one of the arrows will allow you to move the object along that
axis. In addition, by clicking on the little yellow window that
appears where the three axes meat, the object can be moved in a plane
passing through the object, perpendicular to the view direction.
The Rotate Tool: When the
Rotate tool is active, three circumferences of a sphere appear around
the selected object, one around each of the X, Y, and Z axes.
Clicking on one of the circumferences allows you to rotate the object
about the respective axis. A fourth circle, colored yellow, allows
you to rotate the object about an axis parallel to the view direction.
The Scale Tool: Finally, the
Scale tool brings up a widget similar to the move widget. In this
case, dragging one of the three arrows scales the object non-uniformly
along that axis; clicking and dragging the center of the widget scales
the object uniformly.
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C. Rendering the scene
To create a rendering of the scene, just hit the Render the current
frame button in the
toolbar at the top of the screen. After a few seconds, a rendering
will appear. By default, this is a 320x240 image, rendered from the
current viewpoint. Although you may not have created any lights, you
will probably still be able to see the objects in the scene;
apparently a default light is used if none are specified.
To change the rendering options, open the Render Globals window
by clicking on the
Display Render Globals window button . Later on, we will show you
how to render multiple frames of an animation.
II. Creating Fur
A. Using a preset hair style
While Maya objects are bald by default, giving them a nice coat of
lush fur is extremely simple. Just follow these steps:
- Create an object to apply fur to (either use the one you created
in part I.B. or create a new scene and select Create > NURBS
Primitives > Sphere).
- Select the sphere using the Select tool .
- Select the Fur tab in the tabbed toolbar near the top of the
screen:
This toolbar has a set of pre-defined hair and fur styles, from bear
to wet otter. Select the Lion Mane style.
After a moment, you will see wavy lines grow out of the sphere. This
is a visualization of how the hair will look when the scene is
rendered. Render the scene (see Section I.C. above) to get an idea of
how the furry sphere looks.
The hair may not be lit well at first, so you may want to add some
lights to fix this. To do so, select Create > Lights > Directional
Light (or create a different kind of light, such as a spot light).
Lights can be manipulated with the same set of tools as objects.
B. Changing the fur parameters
The Lion Mane fur is just a set of preset parameters controlling the
style and look of the hair, as are all of the pre-defined fur styles.
You can experiment with these parameters by doing the following:
1. Select the fur by clicking on one of the strands (note that this is
different from selecting the sphere itself).
2. Open the Attribute Editor pane, by clicking on the Show
or hide Attribute Editor button , found in the toolbar in the top
right corner of the screen.
This pane should open up on the left side of the screen, and looks
like this:
In this window, you can change the color and opacity of the fur (both
the root and the tip can be edited). To edit the color, just click on
the colored boxes to bring up a color chooser. There are also a host
of more interesting parameters that control a variety of fur
characteristics, such as "Length," "Scraggle," and "Clumping." It's
fun to play with each of these to see what they do. The fur
visualization responds immediately when a parameter is changed, giving
you a rough idea of the effect of the change.
III. Animating Fur
A. Attractors and Fields
Maya gives you several ways to create animations. To animate the fur,
we'll investigate Maya's tools for applying dynamics to a scene
(though it is also possible to animate hair using keyframe animation).
In Maya, dynamics can be applied to different kinds of objects, such
as rigid bodies and particle systems. Fur is considered a kind of
particle system. However, the individual strands are not the
particles in the system. Instead, we create a sparse set of
attractors on the furry surface; each attractor influences
nearby strands of fur on the surface. The attractors act like
particle-spring systems, and move in response to forces in the system;
the hair, in turn, responds to the motion of the attractors.
To animate the fur, follow these steps:
- Select the sphere object using the Select tool (you should
click on the wireframe of the sphere, and not the fur itself).
- Make sure that the Rendering menu set is selected, by
choosing Rendering from the menu set combo box at the top right
of the screen (it is set to Animation by default; each setting
displays a different set of menus).
The Fur menu should appear to the left of the Help menu.
- Select Fur > Create Attractor...
- In the Create Attractor dialog box, change "Attractor
Length" to 1.0, and hit the "Create" button. Several strange purple
objects should now be protruding from the sphere. These are the
attractors.
- Notice the Selection Mask toolbar near the top of the
screen:
This can be used to mask out certain kinds of objects from selections.
In this case, we only want to apply dynamics to the attractors, and
not the sphere itself (for now, we want the sphere to stand still).
Unselect all of the masks except the Dynamics mask , so that this toolbar looks like
this:
- Zoom out so the attractors are visible in their entirity. Using
the Select tool, click and drag a box that surrounds all the
attractors. If the Attribute Editor pane is open, you should
see tabs for "spring9" and "springShape9."
- Click on the Dynamics tab to bring up the Dynamics
toolbar:
This toolbar lets you create particle systems, forces, and special
effects such as fire.
- Let's create some wind to blow the hair a bit. Click on the
Air Field button to create a
new directional force for the scene. This will appear as a small
"fan" icon in the middle of the view. You can move it away from the
sphere using the normal object move tool to make the icon easier to
see. By default, the air field "blows" in the positive Y direction,
but this can be changed by editing the attributes of the air field in
the Attribute Editor pane.
- Since the attractors were selected when we created the air field,
the field will apply a force to the attractors (if a field is created
without another object being selected, the field needs to be
explicitly set to affect an object). To see the effect of the field
on the attractors, press the play button in the
toolbar on the lower right of the screen. This will run the animation
for a small number of frames; you should see the attractors moving as
the animation progresses.
B. Rendering the animation
Although we can see the attractors moving when we play the animation,
it's hard to see how the hair moves. In order to get a better idea of
what's going on, we should render an animation. Here are the steps
for doing this:
- Click the Display Render Globals button . This opens the
Render Globals dialog. Under "Image File Output," create a new
filename prefix and select "name.#.ext" from the "Frame/Animation Ext"
combo box. Change "Image Format" to the kind of file you want to
produce (such as AVI or TGA). Next, change "End frame" to however
many frames you want to render (twenty seems like a good lower bound).
bound). Hit the Close button.
- Click on the Rendering tab to bring up the
Rendering toolbar:
- Click on the Batch Render button (there are two buttons with this icon,
you watch the one on the left). This will start the rendering in the
background. The files will be written to the directory "C:\Documents
and Settings\\My Documents\maya\projects\default\images".
The progress of the rendering will be displayed in the lower right
corner of the screen; it will probably take a few minutes to
render.
- Once the rendering is done, look at the results! (Note: I think
there's a way to view the results from within Maya, using the
Show Batch Render button in
the Rendering toolbar, but I haven't been able to get this to
work. I've just looked at the output files to see the results.)
IV. Conclusion
Congratulations! You have successfully completed this tutorial. You
are now ready to move on to the tasks.
Please send questions to Noah Snavely (snavely@cs.washington.edu)