You can use move, rotate, or scale polygon components in the following ways:
- Using Maya’s , , and tools to transform any polygon objects and components in the scene.
- Using Edit Mesh > Transform Component to create a history node to record moves, rotations, and scaling you apply to selected components. You can select the transform
node for subsequent operations without having to tediously reset the transform values.
also has additional constraints that Maya’s generic transformation tools do not have, such as moving perpendicular along
Avoid tweaks (moving CVs, moving polygon components with , or ) on objects with history. If you tweak an object with history, the tweak is applied to a specific component ID. Subsequent
changes to the object’s history can cause the component IDs to change, altering the effect of the tweak.
For example, if you revolve a curve to create a surface, then tweak CV number 3 on the surface, the tweak will always apply
to CV number 3. If you later change the revolve node attributes to reduce the number of segments on the surface, the CV that
you tweaked will now have a new number, and the tweak will no longer be applied to it. The tweak will be applied to the CV
that is now number 3, which may be in a different location on the surface.
Deleting history on a polygonal object with animated vertex tweaks will result in the loss of the animation on the tweaks.
To create a history node to transform components
- Select the components you want to move.
- Select Edit Mesh > Transform Component.
Maya creates a transformation node (polyMoveComponentType) and automatically switches to the , allowing you to edit the node.
- Drag the manipulator handles to move, rotate, or scale the components, or change the settings in the or the .
The manipulator is a standard move/rotate/scale combined manipulator, with an extra handle to switch between axes and axes. Moving components along their local Y can be very useful to move components “inward” or “outward”.
Moving UVs using
- The manipulator does not display in the scene view when you use on UV texture coordinates, but it does display in the .
- Local coordinate mode is not applicable for UVs.
- A texture must be assigned to the object to see the results of the transform in the scene view.
- Once you select the UVs on the object, use the options window or the to change the settings and transform the UVs within the area you selected.
- It is recommended that you use the if you want more control when transforming UVs.
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