You
can use move, rotate, or scale polygon components in the following ways:
- Using Maya’s Move, Rotate,
and Scale 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.
Transform
Component also has additional constraints that Maya’s
generic transformation tools do not have, such as moving perpendicular
along normals.
NoteAvoid
tweaks (moving CVs, moving polygon components with
Move,
Rotate or
Scale)
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.
NoteDeleting 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 Show
Manipulator tool, allowing you to edit the node.
- Drag the manipulator handles to move,
rotate, or scale the components, or change the settings in the Attribute
Editor or the Channel Box.
The manipulator is a
standard move/rotate/scale combined manipulator, with an extra handle
to switch between Local axes and World axes.
Moving components along their local Y can be very useful to move
components “inward” or “outward”.
Moving UVs using Transform
Component
- The manipulator
does not display in the scene view when you use Transform
Component on UV texture coordinates, but it does display
in the UV Texture Editor.
- 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 Channel Box to
change the settings and transform the UVs within the area you selected.
- It is recommended that you use the UV
Texture Editor if you want more control when transforming
UVs.