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NURBS

Modeling
NURBS Modeling

1 NURBS Modeling 1
Modeling basics 1
Using construction history 2
Using curves to build surfaces 4
Creating objects using NURBS primitives 5
Creating surfaces 5
Editing curves and surfaces 7
Creating locators and measuring distances 10
Using the Show Manipulator Tool 11
Selecting an item’s history node 12
Changing a curve’s parameter range 14
Editing subCurves in the Attribute Editor 19
Editing parameters with manipulators 21
Editing attributes with manipulators 22
Using the Attribute Editor 22
Accessing the Attribute Editor 22
Using axes and pivot points 26
What are pivot points? 26
What is an axis? 29
Creating locators 31
Using Measure tools 33
Using distance measures 33
Displaying parameter values 38
Measuring arc lengths 41
NURBS modeling tips and tricks 45
Tools and actions 45
Workflow tips 45
Modeling tips 47

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Using commands 49
Organizational tips 50
Special scripts 51

2 Introduction to Curves 53
Curve basics 53
Creating the perfect curve 54
Which curve creation method should you use? 54
What are CV curves? 57
What are edit point curves? 58
Deleting curve segments 58
Deleting CVs on a surface 59

3 Creating curves 61
Creating curves with CVs 61
Changing the CV curve shape 63
Setting CV Curve Tool options 66
Creating curves with edit points 69
Changing the edit point curve shape 70
Setting EP Curve Tool options 71
Creating curves using a pencil 73
Setting Pencil Curve Tool options 74
Creating a curve-on-surface 75
Creating trim curves 75

4 Editing Curves 79
Editing curves in the Attribute Editor 79
Transforming curves in the Attribute Editor 80

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Accessing the curve’s history 81


Using the Curve Editing Tool 84
Changing the parameter position 85
Transforming the curve tangents 85
Aligning the tangent horizontally or vertically 87
Adding points to a curve 88
Adjusting CVs 90
Inserting knots and isoparms 93
Setting Insert Knot and Insert Isoparm options 96
Extending curves 100
Setting Extend Curve options 101
Offsetting curves and curves on surface 107
Setting Offset Curve options 112
Setting Offset Curve On Surface options 117
Fitting cubic geometry to linear geometry 120
Setting Fit B-Spline options 121
Filleting curves 123
Creating circular curve fillets 123
Creating freeform curve fillets 126
Setting Fillet Curve options 128
Opening and closing curves and surfaces 133
Setting Close Curve options 135
Setting Close Surface options 135
Duplicating curves and isoparms 139
Setting Duplicate Curves options 146
Attaching curves and surfaces 148
Attaching curves and surfaces with history off 148
Setting Attach Curves and Attach Surfaces options 154
Detaching curves and surfaces 156
Setting Detach Curves and Detach Surfaces options 161
Aligning curves and surfaces 165

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Aligning Curves 166


Aligning surfaces 169
Setting Align options 172
Changing the order of the alignment 174
Scaling the tangent and curvature alignment 177
Projecting curve tangents 186
Setting Project Tangent options 188
Adjusting the tangent interactively 191
Reversing the curve or surface direction 195
Setting Reverse Curves options 196
Setting Reverse Surfaces options 197
Rebuilding curves 199
Setting Rebuild Curve options 200

5 Creating and Editing Objects 207


Using NURBS primitives 207
Creating objects with NURBS primitives 208
Modifying primitives to build objects 208
Using the Show Manipulator Tool with primitives 211
Setting primitive options 213
Setting Circle options 218
Setting Cylinder options 219
Setting Cone options 221
Setting Cube options 223
Setting Plane options 225
Editing objects in the Attribute Editor 227
Using a construction plane 232
Setting Construction Plane Options 233
Creating and editing text 235
Setting Create Text options 235

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6 Introduction to Surfaces 243


What you need to know about surfaces 243
What is world coordinate space? 243
What is an isoparm? 245
What is the U / V surface direction? 246
What are U and V divisions? 246
What is a surface normal? 248
What is construction history? 250
Converting NURBS to polygons 252
Setting NURBS To Polygons options 253
Choosing a tessellation method 254

7 Creating surfaces 259


Filleting surfaces 259
Creating circular surface fillets 259
Setting Circular Fillet options 260
Creating free-form surface fillets 266
Setting Freeform Fillet options 269
Blending surfaces 271
Setting Fillet Blend Tool options 274
Revolving surfaces 279
Using the revolve manipulator 280
Editing the input profile curve 282
Setting Revolve options 285
Lofting curves and surfaces 293
Setting Loft options 296
Beveling surfaces 303
Changing the bevel’s dimensions interactively 304
Setting Bevel options 308

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Extruding surfaces 316


Setting Extrude options 317
Preparing to stitch surfaces 328
Creating stitched surfaces 328
Setting Stitch Tool options 332
Stitching surface points 339
Setting Stitch Surface Points options 340
Creating boundary surfaces 346
Creating a four-sided boundary surface 346
Creating a three-sided (triangular) boundary surface 347
Setting Boundary options 349
Creating birail surfaces 356
Using the Birail 1 Tool 357
Setting Birail 1 Tool options 358
Using the Birail 2 Tool 364
Setting Birail 2 Tool options 365
Using the Birail 3+ Tool 368
Setting Birail 3+Tool options 369

8 Editing Surfaces 373


Trimming surfaces 373
Setting Trim Tool options 375
Untrimming a trimmed surface 378
Setting Untrim options 378
Planar trimming 380
Setting Planar Trim Surface options 381
Intersecting surfaces 385
Setting Intersect options 387
Projecting curves 390
Setting Project Curve options 391

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Rebuilding surfaces 397


Setting Rebuild Surfaces options 399

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x Using Maya: Modeling


1 NURBS Modeling

NURBS Modeling
This chapter contains short general descriptions of the Maya tools and
actions you use to create and edit NURBS curves and surfaces. It also
contains information about manipulators, the Attribute Editor and Channel
Box, creating locators, and the Measure tools. A compilation of NURBS
modeling tips and tricks are included at the end of the chapter.
This chapter includes:
• “Modeling basics” on page 1
• “Using curves to build surfaces” on page 4
• “Creating objects using NURBS primitives” on page 5
• “Creating surfaces” on page 5
• “Editing curves and surfaces” on page 7
• “Creating locators and measuring distances” on page 10
• “Using the Show Manipulator Tool” on page 11
• “Using the Attribute Editor” on page 22
• “Using axes and pivot points” on page 26
• “Creating locators” on page 31
• “Using Measure tools” on page 33
• “NURBS modeling tips and tricks” on page 45
See also Chapter 2, “Introduction to Curves” for information on curve basics,
Chapter 6, “Introduction to Surfaces,” for information on surface basics, and
for information on primitives and text curves, see Chapter 5, “Creating and
Editing Objects”

Modeling basics
Modeling in 3D is different from the conventional 2D drawing process.
Imagine working with wire. You first place wires that determine the basic
shape of the object, and then cover the wires with a surface that can be
positioned to create motion for an animation. Cover the surface with a skin
of almost any material you can think of, set up lights, and take a picture.
This is essentially how Maya works.

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The surface can be shaped and refined in real time using four views. You can
build 3D surfaces in many ways. For example, you can start by extruding a
2D curve, revolve it or draw boundaries that define it, and then cut areas out
of the constructed surfaces by trimming them.
When you are satisfied with the model, you can turn the surface into a
photo-realistic image by adding textures, colors, highlights, and
backgrounds using the rendering functions and options provided. Use
raytracing to add highly accurate reflections, refractions, and shadows for
surfaces such as glass and water. And to complete the image, you can add
natural phenomena like fog, sky, and sunsets.
Non-Uniform Rational B-Splines (NURBS) are a special type of spline you use
to create smooth curves and surfaces. The curves and surfaces are defined by
a set of control points, which influence the object or shape in their vicinity.
The overall object shape is determined by the way the control points are
distributed in space. As you move the control points, the curve or surface
changes shape and follows the control points in an intuitive way that is easy
to work with.

Using construction history


Most surface and curve creation tools produce objects with construction
history. This means that the original curves or surfaces are still there after a
surface is constructed or a curve is modified. By default, a surface with
construction history is displayed in dark pink.
In the following example, a revolved surface is created from a curve. The
curve is selected and then extended using Curves → Extend Curve, thus
changing the revolve surface result.

extended curve
construction curve

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If you want to turn off construction history before you create a surface, click
the Construction History On/Off icon from the Status Line.

NURBS Modeling
Construction Construction
history on history off

Now when you create the revolved surface and select the construction curve,
you can modify or delete it without changing or deleting the surface.

To delete construction history after a surface is created, select


Edit → Delete by Type → History or Delete All by Type → History. The
surface reverts to the default inactive color when you select the construction
curve.

Attaching curves and surfaces with history off


The Attach Curves options window (for both curves and surfaces) contain a
toggle that lets you keep the original curves or surfaces after the attach is
performed. Keep Original is toggled on by default. Try not to toggle this
option off if history is set to on (the Construction History icon in the Status
Line). Odd behavior may occur if the attached curve or surface is later
modified.

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Animating CVs and construction history


If you animate CVs on an object that was created with history, do not delete
the object’s history. The CV animation will not be correct and unexpected
results will occur.

Using curves to build surfaces


Maya provides three curve creation tools. Surfaces can be built from one or
more curves using one of these methods:

CV Curve Tool
A CV (control vertex) is a point that controls the shape of a curve or surface.
The CV Curve Tool is used to create free-form curves. CVs are placed one at
a time, and the curve is created when there are sufficient CVs to define at
least one span. For a degree 3 curve, at least 4 CVs are needed to create a
single span. The CVs can be manipulated using transformation tools to give
localized, predictable modifications to the curves and surfaces. See “Creating
curves with CVs” on page 61 for details.

EP Curve Tool
An edit point is a point that lies on the curve or surface. Use the EP Curve
Tool to place points one at a time. The curve is created to interpolate them
with one span between each edit point. See “Creating curves with edit
points” on page 69 for details.

Pencil Curve Tool


The Pencil Curve Tool method is useful for sketching a curve, rather than
creating it by placing CVs or edit points. The Pencil method lets you create a
curve as easily as drawing a line on a piece of paper. See “Creating curves
using a pencil” on page 73 for details.

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Modeling basics

Creating objects using NURBS primitives

NURBS Modeling
Several simple NURBS objects, such as spheres, cubes, cylinders, cones, and
planes, are called primitives. You can create primitives in a single operation
by selecting an item from the Primitives → NURBS menu.
You can create complex objects by combining, transforming, trimming and
cutting, or using surface functions, such as filleting, on these simple shapes.
Throughout this book, NURBS primitives are used in various surface
construction situations.
You can also create text (Primitives → Create Text) using a variety of fonts.
You can specify whether the text curves are NURBS, trim curves, or
polygons.

Creating surfaces
This section includes a brief description of the tools and actions you use to
construct surfaces using various methods and how to tailor your creations.

Filleting and blending surfaces


Filleting is a fast and easy way to create either a smooth rounded curve
between two existing curves or a rounded edge between two surfaces. Use
Surface fillets (Surfaces → Circular Fillet and Freeform Fillet) to create an
object with rounded edges, or to blend two surfaces together.
For example, you can protrude a NURBS cylinder primitive through a flat
surface and create a smooth rounded edge where the two intersect. Or you
could use the Surfaces → Fillet Blend Tool to join two sphere primitives
using a free-form surface fillet and transform the top and bottom to
construct a bottle. Surface filleting functions are also used to create the
curves-on-surface you need to trim a surface.

Revolving curves
Creating a surface of revolution is like using a lathe. First you create a
silhouette, or profile, then revolve it.Unlike the lathe, when you use
Surfaces → Revolve you can choose whether or not the object completes the
revolution. Instead of being limited by a closed 360 degree revolution, you
can specify the number of degrees. For instance, if you want the object to be
flat on one side, revolve it by 180 degrees. If it needs to fit in a corner,
revolve it by 90 degrees.

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Lofting curves and surfaces


Lofting is like building a boat. You construct a skeleton of ribs then apply a
hull of skin, planks, or metal sheets to the ribs. In other words, you create a
series of splines that define the shape of the object, then you loft these
splines together. You can use Surfaces → Loft to create an airplane fuselage
or wings, or to create intermediate areas between any two surfaces created
with boundary curves.

Beveling curves and isoparms


Use Surfaces → Bevel to create an extruded surface with a beveled edge
from any curve. This lets you create a ledge on a building, for example, or
the piping on an upholstered chair.

Extruding surfaces
An extrusion is defined by two splines—one spline for the outline of the
shape, and the other for the path that the outline follows. Extrusions are like
tubing that comes out of a machine. They have an outline that remains
consistent throughout their length. To define the path that the extrusion
follows, use Surfaces → Extrude.

Stitching surfaces
Use Prepare to Stitch to set up your surfaces before a stitching operation is
performed.
Use the Edit Surfaces → Stitch Tool to stitch, or align, two NURBS surfaces.
Use Edit Surfaces → Stitch Surface Points to stitch NURBS surfaces
together by selecting points on the surface.

Creating boundary and birail surfaces


Use Surfaces → Boundary to create three-sided or four-sided surfaces from
three or four curves. A boundary surface has four edges and can have
almost any three-dimensional shape. Boundary curves (or profile curves) give
you control over the shape when creating smoothly curved, non-planar 3D
surfaces. You provide the splines for all the sides, or boundaries, of the
surface to be created. The boundary curves define the surface’s profile, and
the rail curves define the cross-section, which determines how the splines
connect. Boundary curves are useful when creating complex surfaces that
are not constant in any of three dimensions, but change across the whole
surface.

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Modeling basics

You can also use Surfaces → Birail 1 Tool, Birail 2 Tool, and Birail 3+Tool
to create surfaces by combining three or four free-form curves that intersect.

NURBS Modeling
Editing curves and surfaces
After creating curves and building surfaces, you may want to modify them
using specific functions instead of moving points.

Adding points to a curve


After a curve is constructed, you may sometimes find that additional points
are necessary if you want to move points on a curve. Use Curves → Add
Points Tool to add additional CVs or edit points to a curve or curve-on-
surface.

Adjusting CVs
Use Curves → CV Hardness to adjust CVs to build smoother curves.

Inserting knots and isoparms


You may need extra spans on curves or on isoparms on surfaces to provide
enough freedom in the curve or surface to be able to create the desired
shape. Use Curves → Insert Knot to insert knots to add additional edit
points on a curve, or Edit Surfaces → Insert Isoparms to insert isoparms on
a surface.

Extending curves
Sometimes after you create a curve, you find that it is not long enough to
intersect other curves when using another operation (such as a Birail Tool)
or you want to use an extension of a particular curve to change a surface
(such as a revolved object). Use Curves → Extend Curve to extend a curve
or curve-on-surface using a linear, circular, or extrapolation method.

Offsetting curves
Use Curves → Offset Curve to create a curve parallel to the original at a
specified offset distance. To create a curve-on-surface parallel to the original
curve-on-surface, use Curves → Offset Curve On Surface.

Fitting cubic geometry


Use Curves → Fit B-Spline to fit a cubic curve to a degree 1 (linear) curve.

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Opening and closing curves and surfaces


Use Curves → Open/Close or Edit Surfaces → Open/Close to toggle curves
and surfaces open or closed.

Duplicating curves and isoparms


Use Curves → Duplicate Curves to transform a curve-on-surface, a
boundary curve, or an interior isoparm of an existing surface into a 3D
curve.

Attaching curves and surfaces


Use Curves → Attach Curves to join two curves by attaching their endpoints
to create a single curve. You an also join two surfaces by attaching their
edges to create a single surface.

Detaching curves and surfaces


Use Curves → Detach Curves or Edit Surfaces → Detach Surfaces to break
a curve into two curves, open a currently closed curve, or detach a surface.

Projecting curve tangents


Use Curves → Project Tangent to modify a curve’s tangent at an endpoint
so that it coincides with the tangent of a surface or two other intersecting
curves.

Trimming surfaces
Trimmed surfaces let you cut surfaces in three dimensions. Applying one or
more trimming curves to an existing surface creates a new surface with areas
trimmed away. Use Edit Surfaces → Trim Tool to select the regions of the
surface to keep or cut away.
To be able to trim a surface, you must have curves-on-surface. There are
several ways to create such trim curves:
• Make Live. Draw a curve directly onto a surface by first making the surface
“live” (click the Make Live icon on the Status Line), then drawing on the
surface using any of the curve creation tools.
• Project Curve. Project a curve onto a surface using Edit Surfaces → Project
Curve.

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• Intersect. Intersect two surfaces using Edit Surfaces → Intersect Surfaces, or


use one of the surface filleting functions. You can optionally create trim

NURBS Modeling
curves on the surfaces when using these functions.

Trimming planar curves


Use Surfaces → Planar to quickly covert a planar curve into a surface. The
resulting surfaces look like shapes stamped out of sheet metal.

Intersecting surfaces
Use Edit Surfaces → Intersect Surfaces to intersect one object with another.
Intersections can also be used to create the curves-on-surface you need to
trim a surface.

Filleting curves
Use Curves → Fillet Curve to create a bridge between two curves.The
resulting curves have the exact amount of roundness required, and the
curves do not necessarily have to intersect. There are two ways to construct
curve fillets—Circular and Freeform. You select the type you want from the
options window (Curves → Fillet Curve - ❐).

Aligning curves and surfaces


Use Curves → Align Curves to establish continuity between curves or
surfaces. Use manipulators to align the elements interactively.

Reversing the curve or surface direction


Use Curves → Reverse Curves and Edit Surfaces → Reverse Surfaces to
reverse the sequence (or direction) of CVs on a curve or surface. You can
also reverse the surface normals for surfaces and trimmed surfaces.

Rebuilding curves and surfaces


Sometimes after a sequence of modeling operations, surfaces grow in
complexity and become cumbersome and slow to work with. Use Edit
Surfaces → Rebuild Surfaces to change the number of patches or the degree
of a surface. This lets you reduce the number of patches on a complex
surface. Use Curves → Rebuild Curve to recreate a curve or a curve-on-
surface to reduce data and construct smoother curves.

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Creating locators and measuring distances


You can replace primitives with locators to control other objects. For
example, you can create these locators, connect them to expressions, and use
them as control objects instead of primitives. The main advantage to this is
that locators don’t render. This way, you don’t have to remember to turn
control objects off before rendering. Also, locators don't slow down your
scene. This is another advantage over using spheres or planes as control
objects.

Creating locators
Use Primitives → Create Locator to create a locator to mark a position in
world space.
Maya also provides measure tools to measure distances and display
parameters on the curves and surfaces you create.

Measuring distances
Use Modify → Measure → Distance Tool to measure and display distances
between two specified points.

Displaying parameter values


Use Modify → Measure → Parameter Tool to display parameter values on
curves and surfaces at a specified point.

Measuring arc lengths


Use Modify → Measure → Arc Length Tool to measure and display arc
lengths on curves and surfaces at a specified point.

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NURBS Modeling
Using the Show Manipulator Tool

Using the Show Manipulator Tool

NURBS Modeling
Some functions display special manipulators that let you tailor a surface or
curve after a surface has been created. Use the Show Manipulator Tool to
edit the construction history of an operation or sometimes, the attributes of
an object itself. In other words, this tool lets you access the input node of an
object.

To access and display manipulators:


There are several ways to access and display manipulators using the Show
Manipulator Tool. Before you start, make sure construction history is on.
1 For a surface constructed with curves (such as an extruded surface), set
Curve Range to Partial in the options window.

Curve Range
set to Partial

2 Click the Show Manipulator icon .


3 In the Channel Box, click the heading for the subCurve you want to edit.

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Using the Show Manipulator Tool

or
For an active object such as a NURBS primitive or a revolved surface, click
the Show Manipulator icon and click the item’s heading in the Channel Box.

Selecting an item’s history node


The Show Manipulator Tool associates a manipulator with the history node
of the operation, therefore, to access the manipulator the history node has to
be selected.
For example, to edit the parameters of a revolve operation after the revolve
has been performed, select the operation’s history node. If you perform
several other operations and then want to edit the revolved surface, the
manipulators are no longer displayed. You have to select them using one of
the following methods.

To select the history node:


1 Select the revolved surface.
2 On the keyboard, press the letter “a”, and with the left mouse button click-
drag to Select All History from the marking menu in any view.

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Using the Show Manipulator Tool

NURBS Modeling
Tip
Select All History can display manipulators for multiple history nodes. To
edit the node you need, click the headings in the Channel Box to select
which one you want to edit, or open the Attribute Editor and select the
properties you want to change.

or
From the History list menu in the Status Line, select Revolve.

or
From the Channel Box, select the history node (revolve1).
In the following example, the history nodes for a revolved surface and the
curve used to construct it are selected. Click revolve1 to select the history
node for the revolved surface.

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Using the Show Manipulator Tool

Click subCurve1 to select the history node for the construction curve.

Once the history nodes and the Show Manipulator Tool have been selected,
manipulators are displayed on the surface or the construction curve. To
interactively edit these nodes, click and drag the manipulators, or change the
values in the Channel Box or the Attribute Editor.

Tip
Some options windows include a Keep Original toggle. Toggle this on to
access the manipulators (for example, Curves → Detach Curves).

Changing a curve’s parameter range


A subCurve is created when you select the Partial option as the Curve
Range in some of Maya’s options windows. This option lets you select a
minimum and maximum parameter value on the curve, and only the part of
the curve between those points is used in the creation of the surface. Most
surfaces that use a curve as input include this option.
A subCurve can also be the construction curve, or input curve, you use to
create surfaces, such as revolved or extruded surfaces.

Editing a subCurve in the Channel Box


You can edit a subCurve history node interactively using manipulators, or
you can enter values in the Channel Box and Attribute Editor. In the
following example, you create an extruded surface and modify its
subCurves (the input curves, profile, and path, used to create the extruded
surface).

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NURBS Modeling
Using the Show Manipulator Tool

To edit a subCurve from the Channel Box:


Before you create the extruded surface, set the Curve Range to Partial in the

NURBS Modeling
1
Extrude options window.
2 Create the extruded surface from a curve and a primitive circle.

3 To display the curve range manipulators on one of the partial input curves
(in this case, the path curve, which is subCurve2), click subCurve2 in the
Channel Box and select the Show Manipulator Tool (if it is not already
selected).
4 To change the parameter value, drag a manipulator handle.

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Using the Show Manipulator Tool

You can also enter values in the Channel Box to change the parameter value
without using the manipulator.

5 To edit the input profile curve, click subCurve1.

If you want to perform another function on the extruded surface and later
edit the subCurve, you can select the subCurves you need from the Channel
Box.

Tip
You can also type values in the Numerical Input line for the current
manipulator handle if you do not want to leave the Channel Box open.
Add the subCurve to the history menu to select it from there instead. See
“Adding a subCurve to the History menu” on page 17 for details.

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NURBS Modeling
Using the Show Manipulator Tool

Adding a subCurve to the History menu


In order to select a subCurve from the History list menu in the Status Line,

NURBS Modeling
you have to add it to the menu first.

To add a subCurve to the History menu:


1 From the bottom of the History list menu, select Complete list.

2 In the History list window, select List from the Filter pop-up menu.

The subCurve is now included in the History list menu.

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Using the Show Manipulator Tool

This means, instead of selecting the subCurve manipulator from the Channel
Box, you can select it from the History list menu on the Status Line. You can
also access an Attribute Editor for the subCurves by clicking the option box
(❐) beside the heading. See “Editing subCurves in the Attribute Editor” on
page 19 for details.

Note
Adding a subCurve to the menu is done on a per-object basis, meaning if
you create another surface using a partial curve, that subCurve will not
appear in the menu.

Accessing a subCurve from the marking menu


Once you add the subCurve to the History menu, you can also access it
through the marking menu.

To access a subCurve from the marking menu:


1 Place the pointer over the surface that was created with the subCurve (such
as a revolved surface with a partial curve) while the surface is active.
2 Press the right mouse button and click the triangle beside Inputs to display
the pop-up menu.

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NURBS Modeling
Using the Show Manipulator Tool

Editing subCurves in the Attribute Editor

NURBS Modeling
Select Object → subCurve1 - ❐ to open the Attribute Editor for a subCurve.
(Since some operations require that you use more than one subCurve, the
number after a subCurve heading represents the subCurve you want to
edit.)

Once a subCurve has been added to the History list menu, you can also open
the Attribute Editor for the subCurve by clicking the option box (❐) beside
the Sub Curve heading in either the History list menu from the Status Line
or the Inputs pop-up menu from the marking menu.

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Using the Show Manipulator Tool

Setting SubCurve Attributes

Input Curve
The Input Curve text box is read-only. Click the arrow beside the box to
access the curve you want to edit and to open its Attribute Editor.

Min/Max parameter values


The Min Value and Max Value parameter boxes are the same ones you see in
the Channel Box. You can enter values here and press the Select button or
press Enter to update the subCurve.

Relative
Use the Relative toggle to turn the relative addressing mode on or off.
Relative is toggled on by default. If toggled off, the mode is absolute,
meaning the actual parameter range of the curve is used. If toggled on, the
parameter range of the curve is treated as though it were from 0 to 0.

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NURBS Modeling
Using the Show Manipulator Tool

Editing parameters with manipulators

NURBS Modeling
To display manipulators for the NURBS sphere, NURBS cylinder, and
NURBS cone primitives, select the Show Manipulator Tool while the
primitive is active. Then click the object’s heading in the Channel Box, select
it from the History list menu in the Status Line, or from the marking menu
Inputs pop-up menu. Click-drag the manipulator handles to edit the object.
For example, to display the manipulators for a NURBS cone primitive from
the Channel Box, first select the Show Manipulator icon, then click the cone’s
heading (makeNurbCone1):

To display manipulators from the History list menu, drag to the Make Nurb
Cone heading and release the mouse button.

To display manipulators from the marking menu, place the pointer over the
active NURBS cone, press the right mouse button and drag to select the
Make Nurb Cone heading from the Inputs pop-up menu, and release the
mouse button.

Using Maya: Modeling 21


NURBS Modeling
Using the Attribute Editor

Editing attributes with manipulators


In some cases, a manipulator is associated with the parameters of an object
itself. Examples include texture projection nodes, cameras, polygons, joints,
and all light types. To display the manipulators, select the Show
Manipulator Tool on one of these active items (or select it before you create
the item). See the Animation and Rendering books and the “Polygonal
Modeling” section of this book (Chapter 1, “Polygonal Modeling”) to find out
more about these manipulators.

Using the Attribute Editor


The Attribute Editor is used as an editor for all nodes. This means that
surfaces, curves, and any selectable item can be displayed in this one
window. You can use the Attribute Editor in addition to the Channel Box to
edit various nodes and operations for a specific operation.

Accessing the Attribute Editor


Besides selecting Window → Attribute Editor for an active item, there are
several ways to access the information you need to edit. The following
example shows how to set the options in the Attribute Editor for a filleted
curve.

22 Using Maya: Modeling


NURBS Modeling
Using the Attribute Editor

To access the Attribute Editor:


Select the fillet curve to make it active. Click on the curve, or select its

NURBS Modeling
heading from the Channel Box.

Click to select the


... or select the node in the
fillet curve in the view...
Channel Box.

• In the Channel Box, select Object → filletCurve1 - ❐.


• From the History list menu in the Status Line, select Fillet Curve - ❐.

From the Channel Box From the


History list menu

• From the marking menu, press and hold the right mouse button while the
pointer is over the active curve. Drag to the Inputs pop-up menu, select
Fillet Curve - ❐ and release the mouse button.

Using Maya: Modeling 23


NURBS Modeling
Using the Attribute Editor

Drag to here and release the


mouse button to open the
Attribute Editor.

A node’s history section of the editor (in this case, the Curve Fillet History
section) includes all the information related to the creation of an item.

24 Using Maya: Modeling


NURBS Modeling
Using the Attribute Editor

In this example, the editor contains the nodes for the input curves and the
various options that were set in the options window for a curve fillet,

NURBS Modeling
including:

Curve Parameter values


These values correspond to the fillet’s param manipulators you see when the
Show Manipulator Tool is selected. These parameter values define the region
between the two original curves where the fillet curve is created.

Input Curve
This read-only information gives you access to the history of the curves you
used to create the fillet. Click the arrow buttons to select an input curve and
open its section of the editor.

Other attributes
Other curve fillet-related options which are also included in the Fillet Curve
options window.

Temporarily blocking (or hiding) a node


The Attribute Editor also includes generic information for all nodes. The
following describes the Node Behavior section.

If you select Blocking from the Node State pop-up menu, your surface
temporarily becomes invisible. This can be very useful when you have
complex scenes and want to edit only one facet of a surface.
For example, let’s say you have a complex revolved surface and want to edit
the curve, but you don’t want to wait while the revolve re-draws. You can
select Blocking and edit the curve.
To see the results, select the revolve surface’s node (either from the Channel
Box or the History list menu), and then select Normal from the Node State
pop-up menu in the Attribute Editor.

Using Maya: Modeling 25


NURBS Modeling
Using axes and pivot points

Using axes and pivot points


There are various ways you can define where your objects are transformed
from. You use the location of the pivot point or axes to transform in a
specific direction from a specific point in local or world space.

What are pivot points?


Objects are transformed based on a specific point in 3D space known as a
pivot. When you rotate a primitive, for example, the pivot point represents
the center of the rotation axis; when you scale, the pivot point represents the
fixed point around which scaling occurs.
By default, the pivot point is set so that the rotational and scale pivots are
located at the point of origin for an object (0, 0, 0). The point of origin is the
center of the object. A quick way to change an object's pivot when in a
transformation tool is to use the Insert key on the keyboard to toggle to and
from an edit mode. Edit mode displays a manipulator for moving the pivot.
For more details, see the section describing the transformation tools in the
Basics book.

To quickly display and reposition pivot points:


You can move the pivot point to determine at which point you want to
move, scale, or rotate the object from. Use the Insert key on the keyboard to
display the pivot point, then use any of the transformation tools. In the
following example the Rotate transformation tool is selected.
1 While an object is active, select a transformation tool, then press the Insert
key. The manipulator appears; use it to move the pivot point.

26 Using Maya: Modeling


NURBS Modeling
Using axes and pivot points

2 Drag the manipulator to move the pivot point.

NURBS Modeling
3 Press the Insert key again to display the rotate manipulator, drag to rotate
the object.

To display the pivot point from the Attribute Editor:


1 Open the Attribute Editor (Window → Attribute Editor).
2 To display the pivot points for models, toggle Display Rotate Pivot or
Display Scale Pivot on in the Pivots section under the object’s transform tab.

Using Maya: Modeling 27


NURBS Modeling
Using axes and pivot points

To reposition the pivot point using the Attribute Editor:


1 While the object is active, open the Attribute Editor and toggle Display
Rotate Pivot on.

2 In the Local or World Space sections, enter a value for Rotate Pivot and
press Enter. In the following example, the pivot is moved 5.0 units in the Z
direction in absolute local space. You can now rotate the object from that
pivot point location.

Rotate pivot point


moved 5.0 in Z

28 Using Maya: Modeling


NURBS Modeling
Using axes and pivot points

What is an axis?

NURBS Modeling
An axis is a straight line that indicates the origin and direction. For example,
by using two axes, a plane is determined: the XY plane is defined by placing
X and Y axes so they intersect at the origin. Three dimensions are
determined by using three axes: X, Y, and Z.

Displaying the axis indicators


To display the global axes at the origin in the perspective view, select
Display → Axes → Origin from the menu bar.
To display the local axis in all views for an active object, open the Attribute
Editor. In the Display section under the objects’s transform section of the
editor, toggle Display Local Axis on.

Using Maya: Modeling 29


NURBS Modeling
Using axes and pivot points

Changing the origin and direction of the axes


In the Transform Attributes section of the Attribute Editor, you can change
the rotation order of the axes for an object by selecting Rotate Order from
the pop-up menu. You can also enter values in the Rotate Axis X, Y, or Z
boxes to rotate the axes in a specific direction, and to rotate the object around
a different axis.

Toggling the axes origin from the Command Line


You can also type the following commands in the Command Line to toggle
the global axis display on and off in the 3D views.

Command Action

toggleAxis -o true; displays the axis at the origin

toggleAxis -o false; hides the axis at the origin

toggleAxis -v true; displays the axis at the bottom left of each view

toggleAxis -v false; hides the axis at the bottom left of each view

30 Using Maya: Modeling


NURBS Modeling
Creating locators

Creating locators

NURBS Modeling
Use Primitives → Create Locator to create a space or curve locator.
A locator marks a position in world space. A locator is displayed as a small
gnomon; its lines extend in each direction along the X, Y and Z axes (like the
directional rods of a sundial). You can use point snapping to snap to a
locator position.

To create and move a locator:


1 Select Primitives → Create Locator. A locator is created at the origin.

2 Use the Move Tool to position the locator.

Repositioning the locator in the Attribute Editor


You can reposition the locator in local space from the Attribute Editor. To
open the Attribute Editor, either:
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.

Using Maya: Modeling 31


NURBS Modeling
Creating locators

Click the locatorShape# tab to open that section of the editor. Enter X, Y, or Z
values in the Local Position boxes.

You can transform the locator three ways:


• Use the transformation tools.
• Change the transformation values in the Channel Box.
• Click the locator# tab in the Attribute Editor and change the Transformation
values in that section of the editor.

32 Using Maya: Modeling


NURBS Modeling
Using Measure tools

Using Measure tools

NURBS Modeling
The Measure menu includes the Distance Tool, Parameter Tool, and Arc
Length Tool. Click the triangle beside Measure in the Modify menu to
display the cascading menu.

Using distance measures


Use the Measure → Distance Tool to measure and display distances
between two specified points.

To display a distance measure:


1 Select Modify → Measure → Distance Tool.
2 Click to select two points in space, or click on a curve or surface to display
the distance measure locator.

Using Maya: Modeling 33


NURBS Modeling
Using distance measures

The following example shows the distance locator when two points are
placed on a surface.

This shows the distance locator when one point is placed in world space and
the other is placed on the surface.

The following shows the distance locator when two points are placed on a
curve.

To snap a distance measure point:


If you want to snap a locator to a curve or surface, use the Snap to curves
icon and click on the curve or surface. When you move the item, the distance
measure updates. This can be especially helpful if you want to measure the
distance between two curves.
1 Click the Snap to curves icon from the Status Line.
2 Place a point on one curve and another point on the other curve.

34 Using Maya: Modeling


NURBS Modeling
Using distance measures

3 Move one of the curves and the distance measure updates.

NURBS Modeling
To move the distance locator:
Select the Move Tool, then click to select a locator and drag to where you
want to measure the distance between. The distance measure updates
interactively.

Using Maya: Modeling 35


NURBS Modeling
Using distance measures

Editing the distance locators in the Attribute Editor


If you want, you can specify the start and points of the distance measure in
X, Y and Z from the Attribute Editor. To open the Attribute Editor, either:
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.

To specify the start and end points of the distance measure:


Click the distanceDimensionShape# tab to open that section of the editor.
Enter values in the Start Point and End Point boxes to specify the start and
end points of the distance measure in X, Y, and Z.

To reposition the distance locator in local space:


Click the locatorShape# tab to open that section of the editor. Enter values in
the Local Position boxes to reposition the distance measure in X, Y, or Z.

36 Using Maya: Modeling


NURBS Modeling
Using distance measures

NURBS Modeling

Using Maya: Modeling 37


NURBS Modeling
Displaying parameter values

Displaying parameter values


Use the Measure → Parameter Tool to display parameter values on curves
and surfaces at a specified point. This locator also displays the direction of
the curve or surface and the normal to the curve or surface at a specified
point.

Normal
Normal

Curve direction
Surface direction

To display parameter values on a surface or curve:


1 Select Modify → Measure → Parameter Tool.
2 Click-drag on a curve or surface to display the parameter values at a
specified point.
For curves, the parameter value in U at the specified point on the curve is
displayed.

38 Using Maya: Modeling


NURBS Modeling
Displaying parameter values

For surfaces, the parameter value in U and V at the specified point is


displayed.

NURBS Modeling
To move the parameter locator:
Select the Move Tool, then click-drag a locator over the curve or surface. The
parameter values update as you drag.

If you create another locator, the previous locator is dimmed. This means
that you can move it later if you need to.

Using Maya: Modeling 39


NURBS Modeling
Displaying parameter values

Editing the parameter locators in the Attribute Editor


If you want, you can specify the U and V parameters values from the
Attribute Editor. To open the Attribute Editor, either:
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.
Click the arrow beside the Nurbs Geometry box to access the curve or
surface whose locator you want to edit.

To specify the U and V parameter values:


Click the paramDimensionShape# tab to open that section of the editor.
Enter new U and V Param values.

40 Using Maya: Modeling


NURBS Modeling
Measuring arc lengths

In the following example, the first figure shows the parameter locator on a
surface at the position where it was created. The second figure shows how

NURBS Modeling
the locator is modified when you change the U and V Param values.

Measuring arc lengths


Use the Measure → Arc Length Tool to measure and display arc lengths on
curves and surfaces at a specified point. It also displays the direction of the
curve or surface and the normal to the curve or surface at a specified point.

Normal Normal

Surface direction Curve direction

To display arc length values on a surface or curve:


1 Select Modify → Measure → Arc Length Tool.
2 Click-drag over a curve or surface to display the parameter values at a
specified point.

Using Maya: Modeling 41


NURBS Modeling
Measuring arc lengths

For curves, the distance of the specified point from the start point of the
curve is measured.

For surfaces, the specified point from the start point in both the U and V
direction is measured.

To move the arc length locator:


Select the Move Tool, then click- drag over the curve or surface. The
parameter values update as you drag.

If you create another locator, the previous locator is dimmed, meaning you
can select to move it later if you wish.

42 Using Maya: Modeling


NURBS Modeling
Measuring arc lengths

Editing the arc length locators in the Attribute Editor


If you want, you can specify the U and V parameters values from the

NURBS Modeling
Attribute Editor. To open the Attribute Editor, either:
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.
Click the arrow beside the Nurbs Geometry box to access the curve or
surface for which you want to edit the locator.

To specify the U and V parameter values:


Click the arcLengthDimensionShape# tab to open that section of the editor
and enter new U and V Param values.

Using Maya: Modeling 43


NURBS Modeling
Measuring arc lengths

In the following example, the first figure shows the arc length locator on a
surface at the position where it was created. The second figure shows how
the locator is modified when the U and V Param values are changed.

44 Using Maya: Modeling


NURBS Modeling
NURBS modeling tips and tricks

NURBS modeling tips and tricks

NURBS Modeling
The following information can be useful to get you started or if you run into
problems. A few special tricks are also included.

Tools and actions


Because Maya works on a selection-based mode, picking items is critical to
modeling. If you forget what needs to be picked for a tool or an action, hold
and drag the mouse button over the menu item. The Help Line displays the
type of selection required for the current item.

What is a tool?
If something is a tool, it contains the word Tool after its name (for example,
Curves → CV Curve Tool). When using a tool, first set the options in the
options window, select the tool, and then select the item. After the operation
is complete, you can change the object’s attributes in the Channel Box or
Attribute Editor if necessary.

What is an action?
If something is an action, you have to select the item first and then the
action. For example, if you want to create a revolved surface, first select the
profile curve you want to use, then select Revolve from the Surfaces menu.

Workflow tips
The following are some handy tips and tricks that can help to get you
started.

Using marking menus when modeling


Select Options → Customize UI → Marking Menus. In the Marking Menus
editor, do the following:
1 With the left mouse button, click to select a mouse button style (for example,
PA_Style_LMB).
2 Select the Hotbox option from the Use Marking Menu in pop-up menu.

Using Maya: Modeling 45


NURBS Modeling
NURBS modeling tips and tricks

3 Select the Center option in the Hotbox Region section, and click to turn the
Left toggle on in the Mouse Button(s) section.

46 Using Maya: Modeling


NURBS Modeling
NURBS modeling tips and tricks

4 Click Apply Settings to assign a specific series of actions to the left mouse
button.

NURBS Modeling
5 Repeat this for the middle and right mouse buttons. Once completed, click
Close.

Hiding the Hotbox


A Hotbox is available for each of the four menu sets: Animation, Modeling,
Dynamics, and Rendering. Marking menus are activated by pressing the
space bar and pressing the left, middle, or right mouse buttons. When you
press and hold the space bar, the Hotbox is displayed. Now if you press the
left mouse button, a set of marking menus is displayed on top of the hotbox.
The hotbox can be distracting when it is under the marking menus, so you
can disable it if you want to.

To hide the Hotbox:


1 While holding down the space bar, press a mouse button over the Hotbox
Controls menu.
2 From the Hotbox Style menu, select Center Zone Only.
Selecting this option hides the Hotbox and when you press the space bar and
a mouse button, only the marking menus are displayed.
3 To reopen the hotbox, press the space bar and use the left mouse button to
select Zones and Menu Rows from the Hotbox Style menu.

Modeling tips
Because many of the modeling functions in Maya are command based, the
selection order is critical. There are times when you have to select different
types of entities, such as isoparms (surface curves) or points on a surface.

Picking mode tips


For example, when lofting between a curve and the edge of a plane, you
have to select the curve first in object selection mode, and then the plane’s
isoparm edge in component selection mode.

Using Maya: Modeling 47


NURBS Modeling
NURBS modeling tips and tricks

To reduce the number of picking steps:


1 Click the Select by hierarchy and combinations icon, the first mini icon in
the row of the Status Bar. To the left of this button, the word Hierarchy is
displayed in a box.

2 Click the arrow to the left of this box to display a pull-down menu.

3 Select NURBS to change the selection mode so that you don’t have to know
if an isoparm, a curve, or a curve point has to be active to select something.
This mode places an override on the selection mode and lets you pick what
you want without worrying which mode you are working in.
This works well for modeling, but it can be cumbersome to continuously
select this option. For this reason, the right mouse marking menu lets you
select the kind of component you need when over an active object. You’ll
notice throughout this book that various modes of selection are used to let
you choose to adopt a method that you’re comfortable with.

Picking and displaying history


A quick way to pick and display history, such as a subCurve history node, is
to press the “a” key and use the left mouse button to select Select All
History from the marking menu in any view.

48 Using Maya: Modeling


NURBS Modeling
NURBS modeling tips and tricks

In some cases, there may be multiple history nodes. To edit the node you
need, simply click the headings in the Channel Box to select which node you

NURBS Modeling
want to edit, or open the Attribute Editor and select the attributes you want
to change.

Stepping backwards in construction history


Some operations, such as Stitch, Align (with join turned off), and Curve
Fillet, produce an intermediate object. This is an invisible copy of the
original. To see and select this object, first select the visible result, then press
Ctrl i to select the original surface.
If you are animating the CVs of an object that has an intermediate object,
animate the CVs of the intermediate object for better results.

Deleting CVs on a surface


To delete a row of CVs on a surface, select more than one CV in that row,
select the hull that corresponds to that row of CVs, then press the Backspace
key. Do the same thing if you want to delete a column of CVs on a surface. If
you select only a single CV, both the row and the column are deleted.

Using commands
The following commands can save you time when using any Maya tool or
action.

Assign commands to an alias


Use the ‘alias’ MEL command in your favorite shell. It saves lots of typing,
especially if you frequently use commands with the same sets of non-default
parameters.

Display attribute dependencies


Use affectedNet command to set up a dependency graph consisting of
nodes that represent the attributes of a specific node (or type of node).
Connections represent how the source attribute affects the destination
attribute.

Using Maya: Modeling 49


NURBS Modeling
NURBS modeling tips and tricks

Prevent offset of CVs on NURBS with clusters


If you create a cluster with NURBS CVs in it, and then try to drive other CVs
on the same NURBS object using the connectAttr command, the other CVs
are offset. To prevent this offset, change this attribute before you make the
attribute connection:
setAttr .relativeTweak false;

Warning!
Do not toggle this attribute on and off at whim as it may produce
unwanted results.

Organizational tips
The following tips can help when you use the Outliner or Hypergraph
windows.

Open the full hierarchy with one click


In the Outliner, if you Shift-click the expand/contract triangle, you can open
or close the whole hierarchy for the object at one time.

Reorder and reparent in the Outliner


With the middle mouse button, drag and drop selected objects onto a group
node to reparent it. Drag and drop selected objects at the bottom of the
Outliner to reparent it directly under the world.

Reorder and reparent in the Hypergraph


Drag and drop one node onto a sibling node in the hypergraph while
pressing the Ctrl key to reorder the nodes.

50 Using Maya: Modeling


NURBS Modeling
NURBS modeling tips and tricks

Special scripts

NURBS Modeling
These special scripts provide you with a fast and easy way to perform
operations similar to the Power Animator functionality.

To use Power Animator’s Attach or Blend functionality:


Select a NURBS surface isoparm and enter the following in the Command
Line:
attachBlendCurve
or
Select a NURBS surface isoparm (to define the attach direction) and enter:
attachBlendSurface

To create a Power Animator Round surface:


1 In a curve tool’s options window, set the Curve Degree to Linear.
2 Turn Snap to grids on in the Status Line and create a linear square curve.
3 Close the curve using Curves → Open/Close Curves.

4 In the Bevel options window (Surfaces → Bevel - ❐), set the following
options:
Bevel Cap Edge to Convex
Bevel Corners to Circular Arcs
5 Click the Bevel button in the options window.

Using Maya: Modeling 51


NURBS Modeling
NURBS modeling tips and tricks

6 To put a lid on the surface, select the end (square) isoparm of the bevel
surface and select Surfaces → Planar.

52 Using Maya: Modeling


2 Introduction to Curves

NURBS Modeling
To build a model, you usually start by building curves that are combined to
create surfaces. You can create curves with CVs and Edit Points, or draw
free-form curves using the Pencil method. See Chapter 3, “Creating curves,”
for details about these curve creation methods.
The following topics are discussed in this chapter:
• “Curve basics” on page 53
• “Creating the perfect curve” on page 54
• “What is the curve degree?” on page 55
• “What is parameterization?” on page 56
• “Which curve creation method should you use?” on page 54
• “What are CV curves?” on page 57
• “What are edit point curves?” on page 58
• “Deleting curve segments” on page 58
• “Deleting CVs on a surface” on page 59

Curve basics
Once you create a curve, or a spline, you can build a surface from it.
B-splines are a series of polynomial curve segments that join to form one
continuous curve. The degree of the polynomials is from 1 to 7. In Maya, you
can draw splines to create complex shapes using a variety of editing tools.
The following shows the basic elements of a curve.

Using Maya: Modeling 53


Introduction to Curves
Creating the perfect curve

CV

Hull

Span
Start of curve
Edit point

Curve direction

• The start of the curve is indicated by a small hollow box at the first CV.
• The curve direction is displayed as a small letter u.
• A hull is the visual line that connects the CVs.
• The curve between two edit points is called a span. By modifying one or
more spans, you change the shape of the curve.

Creating the perfect curve


There are various methods you can use to create your curves. When you
create curves, there are certain factors to keep in mind, such as the curve
degree, or how many spans you need. The following should help when
trying to decide what type of curve you need for a particular project.

Which curve creation method should you use?

CV curve Edit point curve

Try to create simple curves because they are easier to control. Curves with
less CVs are simpler and easier to manipulate.

54 Using Maya: Modeling


Introduction to Curves
Creating the perfect curve

The main advantage of using an edit point curve is that it interpolates the
points you place. In other words, build a curve with edit points if you need

NURBS Modeling
it to pass through certain points. When you place CVs, the curve only passes
through the end points.

Tips
Before you place the points to construct a curve, open the options window
for the curve tool you want to use. You can set specific options such as the
curve degree or whether you want to use uniform or chord knot spacing.

If you need more localized control, you can insert knots to add points. See
“Inserting knots and isoparms” on page 93 for more information.

What is the curve degree?


The higher the curve degree, the smoother the curve, and the greater the
number of points needed to define a single curve span. Two points define a
linear curve span, three are needed for quadratic curves, and four are
required for a cubic curve (the CV Curve Tool default).
The following shows a curve constructed with nine points using different
curve degrees. The first curve (the default) is used as a guide to show the
difference between curve degrees. All the other curves are drawn on top of it
for illustrative purposes.

Default degree 3 (Cubic) Degree 1 (Linear) Degree 2 (Quadratic)

Degree 5 (Quintic) Degree 7 (Heptic)

Using Maya: Modeling 55


Introduction to Curves
Creating the perfect curve

Degree 1 curves have sharp corners at the edit points; degree 2 curves are
tangent continuous at edit points, but not as smooth. Degree 3 curves are
used more often since they work best with most modeling operations and
the result is a smooth curve with not too many points.

Tips
You need degree 3 or higher to achieve C(2) or G(2) continuity between
curves.

You cannot change the curve degree from the Attribute Editor. Use the
options window.

What is parameterization?
Parameterization specifies how knot spacing relates to the U parameter
values assigned to edit points.
Chord length If the curve is created with Chord length knot spacing, the parameter value
is determined by the position of the point along the length of the curve. An
initial parameter value of 0 is assigned to the start of the curve; the value is
increased proportionally to the chord length between edit points.
Uniform If the curve is created with Uniform knot spacing, the parameters have
equally spaced values (0, 1, 2, and so on) at edit points. The parameter
values of a uniform curve always range from 0 to the total number of spans
on the curve. A parameter value of 0 is assigned to the start of the curve; this
value is incremented by 1 for each edit point along the curve.

Tip
Uniform knot spacing produces a curve with a more predictable
parameterization. Chord knot spacing produces a better curvature
distribution, and, when used to build surfaces, better texture mapping.
Uniform curves have more straightforward parameterization and are used
more often than chord length curves. Uniform parameters can be easily
subdivided based on edit points; this makes it easier to use Insert Knot if
you need to add spans later.

56 Using Maya: Modeling


Introduction to Curves
Creating the perfect curve

What are CV curves?

NURBS Modeling
A CV is a point that controls the shape of a curve or surface. It is displayed
as a small filled box. Use the CV Curve Tool to create these kinds of curves.

How to select CVs


There are two selection modes you can use to select CVs: from the Status
Line and from the marking menu.

Selecting CVs from the Status Line


While the curve is active, click the Select by component icon on the Status
Line, click the Points icon, and select CVs from the pop-up menu.

Selecting CVs from the marking menu


Place the pointer over an active curve and press the right mouse button to
display the marking menu. Drag to Control Vertex, then click to select the
CV or CVs you want to edit.

Using Maya: Modeling 57


Introduction to Curves
Creating the perfect curve

What are edit point curves?


An edit point is displayed as a small letter x. The areas where polynomials
are joined are called edit points (sometimes known as knots). Edit points lie
directly on the spline. You can add edit points to an existing curve without
affecting its shape. When you add edit points to a curve, you create more
spans on the curve. As the number of spans increases, you have more
localized control over the curve. Use the EP Curve Tool to create this kind of
curve.

How to select edit points


Like CVs, edit points can be selected using the Status Line icons or the
marking menu.

Selecting edit points from the Status Line


While the curve is active, click the Select by component icon on the Status
Line, click the Parm Points icon, and select Edit Points from the pop-up
menu.

Selecting edit points from the marking menu


Place the pointer over an active curve and press the right mouse button to
display the marking menu. Drag to Edit Point, then click to select the edit
point or edit points you want to edit.

Deleting curve segments


To delete curve segments while you are creating a curve, press the
Backspace key on the keyboard.
To delete curve segments after the curve is created, select the CVs or edit
points and then press the Backspace key.

58 Using Maya: Modeling


Introduction to Curves
Creating the perfect curve

NURBS Modeling
Note
When you create a curve using the Pencil Curve Tool, you cannot delete
curve segments by pressing the Backspace key. Instead, once the curve is
created, select CVs or edit points (in component selection mode) and then
press the Backspace key.

Deleting CVs on a surface


To delete a row of CVs on a surface, select more than one CV in that row or
select the hull that corresponds to that row of CVs. Do the same thing if you
want to delete a column of CVs on a surface. If you select only a single CV,
both the row and the column are deleted.

Single CV

Three CVs
in the same
row.

Using Maya: Modeling 59


Introduction to Curves
Creating the perfect curve

60 Using Maya: Modeling


3 Creating curves

NURBS Modeling
Since curve creation methods are tools, first adjust the option settings in the
options window for the tool before you create the curves. If you create the
curves with the default option settings, you can later edit the completed
curve in the Attribute Editor.
The following topics are described in this chapter:
• “Creating curves with CVs” on page 61
• “Creating curves with edit points” on page 69
• “Creating curves using a pencil” on page 73
• “Creating a curve-on-surface” on page 75

Creating curves with CVs


A CV is a point that controls the shape of a curve or surface. Use the CV
Curve Tool to create free-form curves. You can manipulate CVs using
transformation tools to give localized, predictable modifications to your
curves and surfaces.

Tip
Remember, more CVs doesn’t necessarily mean easier control. You should
try to keep the number of isoparms to a minimum.

Before you begin


When you construct a curve with CVs, you must place several points to
complete the curve, depending on the curve degree setting in the options
window.
The following example uses the default curve degree of Cubic, degree 3.
Since you need one point more than the curve degree, you have to place at
least four points to construct the curve. See “About curve degrees” on page
67 for more information.

Using Maya: Modeling 61


Creating curves
Creating curves with CVs

To create a curve with CVs:


1 Select Curves → CV Curve Tool.
2 Position the pointer in any of the views where you want the curve to begin.
3 Click to place the first CV. The first CV is displayed as a small hollow box
that indicates the start point of the curve.

Tip
If you hold the mouse button while you click, the CV can be dragged to
any location in the view. Release the mouse button to place the CV.

4 Click where you want to place the second CV. This CV is displayed as a
small letter u.
Once you place the CV, a line joins the two CVs. This is the hull line. The
hull line is part of the control polygon and does not represent a curve or
curve segment.
5 Click to place a third CV. Another hull line is created to connect the second
and third CVs. The curve is not built yet since this is a degree 3 curve (Cubic
by default) and you have to place at least four points.
6 Click to place the last and fourth CV. When you place the fourth CV, a curve
segment is created that interpolates the first and last CVs.

2
1

3
4

As you continue to place CVs, new curve segments are created and the curve
continually updates to interpolate the last CV placed.

62 Using Maya: Modeling


Creating curves
Creating curves with CVs

NURBS Modeling
Tip
To complete the curve so you can start to place new curve points, press
Enter.

To create a CV curve-on-surface:
1 Select the NURBS surface.
2 Click the Make Live icon on the Status Line (or select Modify → Make Live)
to make the surface live.

3 Select Curves → CV Curve Tool and place the curve-on-surface CVs directly
on the live surface.

Changing the CV curve shape


Once a CV curve is drawn, or while you are drawing it, you may want to
modify its shape. You can use the transformation tools to move, rotate, or
scale CVs to change the shape of your curves.

To change the shape of the curve as you create it:


1 Before you press Enter to complete the CV curve, press the Insert key on the
keyboard. This displays a move manipulator, which appears on the CV at
the end of the curve by default.

Using Maya: Modeling 63


Creating curves
Creating curves with CVs

2 Drag the manipulator to move the CV and to change the curve’s shape.

3 To continue to change the curve’s shape, click with the left mouse button to
select another CV and drag the manipulator.

Tip
You can marquee-select more than one CV at a time.

Remember to press the Insert key to continue placing CVs.

To change the shape of the curve after it is constructed:


1 Click the Select by component type icon from the Status Line.
2 Click the Points icon, press the right mouse button to display the pop-up
menu, then toggle CVs on.

64 Using Maya: Modeling


Creating curves
Creating curves with CVs

or
While the pointer is over an active CV curve, use the right mouse button and

NURBS Modeling
drag to select Control Vertex from the marking menu.
3 Click to select the CV (or CVs) you want to move.

4 Select a transformation tool, (in this example, the Move Tool), and drag the
manipulator to move the CV.

Using Maya: Modeling 65


Creating curves
Creating curves with CVs

Setting CV Curve Tool options


Set the tool options before you create the curve. To open the options
window, select Curves → CV Curve Tool - ❐.
To change the options after the curve is created, use the Channel Box or the
Attribute Editor. See “Editing curves in the Attribute Editor” on page 79 for
details.

Changing the curve degree


Select a Curve Degree option to specify the curve degree.
1 Linear curves are often referred to as polylines (linear segments), degree 2
curves as quadratics, degree 3 Cubic curves as cubics (the default), degree 5
as quintic, and degree 7 as heptic. The higher the curve degree, the more
points you need to define a single curve span. If the number of control
points is the same and the curve degree is high, the curve looks as though it
has more tension than if the degree is low.

66 Using Maya: Modeling


Creating curves
Creating curves with CVs

About curve degrees


Each curve segment is defined and controlled by n+1 CVs, where n is the

NURBS Modeling
degree of the curve.
For example, a curve of degree 5 requires 6 CVs to form a curve segment.

6
1 2 3 4
5

A curve of degree 7 requires 8 CVs.

8
1 2 3 4 5 6

Changing the knot spacing


The type of knot spacing relates to the U parameter values assigned to CVs
(also referred to as parameterization). Select an option for Knot Spacing.
Chord length If you create a curve with Chord length knot spacing, the parameter value
depends on the distance along the length of the curve. An initial parameter
value of 0 is assigned to the start of the curve, then the value is increased
proportionally to the chord length between edit points.
Uniform If you create a curve with Uniform knot spacing, the parameters have
equally spaced values (0, 1, 2, and so on) between edit points. The parameter
values of a uniform curve always range from 0 to the total number of spans
on the curve. This is the default setting.

Using Maya: Modeling 67


Creating curves
Creating curves with CVs

Tip
Uniform knot spacing produces a curve with a more predictable
parameterization. Chord knot spacing produces a better curvature
distribution, and, when used to build surfaces, better texture mapping. See
“What is parameterization?” on page 56 for more information about knot
spacing.

Multiple End The joints where the curve spans are joined are called knots. Toggle Multiple
Knots End Knots on to help control the shape of the curve. The default is on.

Notice how the


curve does not
go through the
end CVs.

Multiple End Knots toggled on Multiple End Knots toggled off

For more information on editing curves, see:


• “Creating the perfect curve” on page 54.
• “Using the Curve Editing Tool” on page 84.
• “Editing curves in the Attribute Editor” on page 79 for information about
editing the curve once you have created it.

68 Using Maya: Modeling


Creating curves
Creating curves with edit points

Creating curves with edit points

NURBS Modeling
An edit point is a point that controls the shape of a curve or surface. Use the
EP Curve Tool to help define how many spans sit on the curve. Edit point
curves are also useful if the curve must go through certain points.
When constructing a curve with edit points, the edit points are visible while
the curve is being constructed. Unlike the CV method where you must place
several points to construct the curve, only two edit points are necessary to
create the initial curve segment, no matter what degree of curve.

To create an edit point curve:


1 Select Curves → EP Curve Tool.
2 Click in any of the views to place the first edit point. A small letter x is
displayed.
3 Click to place the second edit point. When you place the second edit point,
you create a curve segment that interpolates the two edit points. Click to
place as many edit points as you want. As you plot each additional edit
point, a new curve segment is created.
4 To complete the curve so you can start to place new curve points, press
Enter.
The following shows a curve constructed with four edit points.

1 3
2 4

To create an edit point curve-on-surface:


1 Select the NURBS surface.
2 Click the Make Live icon on the Status Line (or select Modify → Make Live)
to make the surface live.

3 Select Curves → EP Curve Tool and place the curve-on-surface points


directly on the live surface.

Using Maya: Modeling 69


Creating curves
Creating curves with edit points

Changing the edit point curve shape


Once an edit point curve is drawn, or while you are drawing it, you may
want to modify its shape.You can use the transformation tools to move,
rotate, or scale edit points to change the shape of your curves.

To change the shape of the curve as you create it:


1 Before you complete the edit point curve, press the Insert key on the
keyboard. This displays a move manipulator which appears on the edit
point at the end of the curve by default.
2 Drag the manipulator to change the curve’s shape.
3 To continue to change the curve’s shape, click with the left mouse button to
select another edit point and drag the manipulator.

Notes
You can only select one edit point at a time. This prevents the curve shape
from changing too much.

To change the shape of the curve after it is constructed:


1 Click the Select by component type icon.
2 Click the Parm Points icon to display the pop-up menu, then toggle Edit
Points on.

or
While the pointer is over an active edit point curve, use the right mouse
button and drag to select Edit Point from the marking menu.
3 Click to select the edit point (or edit points) you want to move. Select a
transformation tool (for example, the Move Tool), and drag the manipulator
to move the edit point.

70 Using Maya: Modeling


Creating curves
Creating curves with edit points

Setting EP Curve Tool options

NURBS Modeling
Set the tool options before you create the curve. To open the options
window, select Curves → EP Curve Tool - ❐.
To change the options after the curve is created, use the Channel Box or the
Attribute Editor. See “Editing curves in the Attribute Editor” on page 79 for
details.

Changing the curve degree


Select a Curve Degree option to specify the curve degree.
1 Linear curves are often referred to as polylines (linear segments), degree 2
curves as quadratics, 3 Cubic curves as cubics (the default), degree 5 as
quintic, and degree 7 as heptic. The higher the curve degree, the more points
you need to define a single curve span. If the number of control points is the
same and the curve degree is high, the curve looks as though it has more
tension than if the degree is low.

Using Maya: Modeling 71


Creating curves
Creating curves with edit points

Changing the knot spacing


The type of knot spacing relates to the U parameter values assigned to edit
points (also referred to as parameterization). Select an option for Knot
Spacing.
Chord length If you create a curve with Chord length knot spacing, the parameter value
depends on the distance along the length of the curve. An initial parameter
value of 0 is assigned to the start of the curve, then the value is increased
proportionally to the chord length between edit points.
Uniform If you create a curve with Uniform knot spacing, the parameters have
equally spaced values (0, 1, 2, and so on) between edit points. The parameter
values of a uniform curve always range from 0 to the total number of spans
on the curve. This is the default setting.

Tip
Uniform knot spacing produces a curve with a more predictable
parameterization. Chord knot spacing produces a better curvature
distribution, and, when used to build surfaces, better texture mapping.

For more information on editing curves, see:


• “Creating the perfect curve” on page 54.
• “Using the Curve Editing Tool” on page 84.
• “Editing curves in the Attribute Editor” on page 79 for information about
editing the curve once you have created it.

72 Using Maya: Modeling


Creating curves
Creating curves using a pencil

Creating curves using a pencil

NURBS Modeling
Use the Curves → Pencil Curve Tool to sketch a curve, rather than create it
by placing CVs or edit points.

To create a curve using a pencil:


Sometimes the most natural way to create a curve is to sketch it, rather than
placing CVs or edit points. The pencil construction method lets you create a
curve as easily as drawing a line on a piece of paper.
1 Select Curves → Pencil Curve Tool.
2 The pointer changes to a small pencil. Position it where you want the curve
to begin.
3 Click-drag the pencil to sketch a curve.

4 To stop sketching, release the mouse button. The line is fit with a curve that
has chord length parameterization by default.

Sketching in different views


As the curve is sketched, the pencil position is sampled as often as possible.
Points are kept if they are at least five screen pixels from the previous point.
When the mouse button is released and the actual curve is fitted to the
points, the curve interpolates the first and last point.
If you are sketching in an orthographic view (front, top, or side), two of the
coordinates of the spline correspond to those of the current view and the
other coordinate is set to 0. If sketching in the perspective view, the curve is
created on the ground plane or live surface.

Using Maya: Modeling 73


Creating curves
Creating curves using a pencil

Setting Pencil Curve Tool options


Set the tool options before you create the curve. To open the options
window, select Curves → Pencil Curve Tool - ❐.
To change the options after the curve is created, use the Channel Box or the
Attribute Editor. See “Editing curves in the Attribute Editor” on page 79 for
details.

Changing the curve degree


Select a Curve Degree option to specify the curve degree. 1 Linear curves
are often referred to as polylines (linear segments), and degree 3 curves as
cubics.

Warning!
Curves created using a pencil usually have many CVs. Use
Curves→Rebuild Curves to smooth out and simplify this type of curve.

For more information on editing curves, see:


• “Creating the perfect curve” on page 54.
• “Using the Curve Editing Tool” on page 84.
• “Editing curves in the Attribute Editor” on page 79 for information about
editing the curve once you have created it.

74 Using Maya: Modeling


Creating curves
Creating a curve-on-surface

Creating a curve-on-surface

NURBS Modeling
A curve on surface is a curve that you create directly on a surface. These
special curves are created within the UV parameter space of a chosen surface
and become part of that surface.

Creating trim curves


In general, you draw a curve-on-surface to prepare a surface for trimming,
or to create a curve to use in subsequent surface construction. You can do
this in various ways, including intersecting objects, creating fillets between
objects, or projecting curves onto a surface.
See “Trimming surfaces” on page 373 for more information on how to use
the Edit Surfaces → Trim Tool.

To create a curve-on-surface by placing it onto a live surface:


To draw a curve-on-surface, select the surface, then select Modify → Make
Live or click the Make Live icon from the Status Line. Use any curve
creation tool to draw the curve directly onto the surface.

Click the Make Live icon from the Status Line to make an active primitive
NURBS plane “live” and draw a curve on the surface.

Trim curve

Trimmed surface

Using Maya: Modeling 75


Creating curves
Creating a curve-on-surface

To create a curve-on-surface using a surface fillet:


1 In the Circular Fillet options window (Surfaces → Circular Fillet - ❐), toggle
Create Curve On Surface on.
2 Pick the surfaces you want to create a fillet between.
3 Select Edit Surfaces → Circular Fillet to create a fillet between the two
surfaces.

Trim curves Trimmed surface

See “Creating trim curves” on page 261 in Chapter 7, “Filleting surfaces,” for
information on filleting functions and their associated options.

To create a curve-on-surface by intersecting surfaces:


A curve-on-surface is created when you intersect surfaces using Edit
Surfaces → Intersect Surfaces.

Trim curve Trimmed surface

See “Intersecting surfaces” on page 385 for more information about Intersect
Surfaces and its options window.

76 Using Maya: Modeling


Creating curves
Creating a curve-on-surface

To create a curve-on-surface by projecting curves:


Use Edit Surfaces → Project Curve to project curves, such as NURBS text,

NURBS Modeling
onto a surface. The projected curves become trim curves.

Trim curves Trimmed surface

See “Projecting curves” on page 390 for more information about Project
Curve and its options window.

Using Maya: Modeling 77


Creating curves
Creating a curve-on-surface

78 Using Maya: Modeling


4 Editing Curves

NURBS Modeling
This chapter includes information about editing curves. It also describes
some of the tools you use to edit surfaces built from curves.
The following topics are discussed in this chapter:
• “Editing curves in the Attribute Editor” on page 79
• “Using the Curve Editing Tool” on page 84
• “Adjusting CVs” on page 90
• “Inserting knots and isoparms” on page 93
• “Extending curves” on page 100
• “Offsetting curves and curves on surface” on page 107
• “Fitting cubic geometry to linear geometry” on page 120
• “Filleting curves” on page 123
• “Opening and closing curves and surfaces” on page 133
• “Duplicating curves and isoparms” on page 139
• “Attaching curves and surfaces” on page 148
• “Detaching curves and surfaces” on page 156
• “Aligning curves and surfaces” on page 165
• “Projecting curve tangents” on page 186
• “Reversing the curve or surface direction” on page 195
• “Rebuilding curves” on page 199“

Editing curves in the Attribute Editor


To edit completed curves and curve-related operations, use the Attribute
Editor. The Attribute Editor for curves includes parameters that let you
transform the curve and validate the curve’s history, as well as change the
way it is displayed.
First select the curve you want to edit. To open the Attribute Editor:
• Click the option box (❐) beside its name in the Object pop-up menu in the
Channel Box.

Using Maya: Modeling 79


Editing Curves
Editing curves in the Attribute Editor

• Select the active curve’s name from the marking menu.


• Select Window → Attribute Editor.
• If the curve has history, you can open the Attribute Editor from the History
list menu on the Status Line, or from the Inputs pop-up menu in the marking
menu.

Transforming curves in the Attribute Editor


Click the curve tab to open the transformation sections of the editor.

Transform Attributes
Use the Transform Attributes section to enter values to move, rotate, scale,
or shear the curve. You can also change the X, Y, Z rotation order or rotate
the local axes.

80 Using Maya: Modeling


Editing Curves
Editing curves in the Attribute Editor

Pivots
Use the Pivots section to scale or rotate the world space pivot, and toggle the

NURBS Modeling
display of scale and rotate pivots on or off.

Limit Information
Use the Limit Information section to set limits to the transformations of the
curve. You toggle the Limit X, Y, or Z boxes on or off and then change the
values in the transformation boxes. When you do this, you can only move,
rotate, or scale to the unit value you set in the corresponding boxes.

Display
In the Display section, you can toggle the display of the local axis, display a
selection handle, set a default manipulator (if you use the Show Manipulator
Tool), or choose to hide the whole curve or toggle it into a template.

Accessing the curve’s history


Click the curveShape tab to open the section of the editor that includes the
history for the curve shape.

Click the triangle beside a heading to open that section of the editor.

Using Maya: Modeling 81


Editing Curves
Editing curves in the Attribute Editor

Nurbs Curve History


The Nurbs Curve History section of the editor lists information for the active
curve. This information is read-only. It simply provides you with the curve’s
creation data.

Components
The Components section is displayed when you select a CV on a curve that
is created without history. The parameter boxes list the position of any CVs
selected on the curve. This information is also available from the Channel
Box.

Attribute Editor

Channel Box

Component Display
For curves created with CVs, the Component Display section lets you
change parameters to alter the curve’s display.

82 Using Maya: Modeling


Editing Curves
Editing curves in the Attribute Editor

You can also toggle the display of CVs, edit points, or hulls on or off, and
turn off the display of the curve in the Object Display section.

NURBS Modeling
Object Display
The Object Display section lets you toggle the visibility of the curve on or
off, or turn it into a templated or intermediate curve. For example, the curve
becomes invisible since it will only be used as a guide for subsequent
operations.

Bounding Box
The Bounding Box Information section is read-only. It displays the minimum
and maximum world space coordinates of a curve along the X, Y and Z axes.

Using Maya: Modeling 83


Editing Curves
Using the Curve Editing Tool

Using the Curve Editing Tool


Once you create a curve, you can open the Channel Box or the Attribute
Editor and transform it or change the way it displays. You can also change
its shape by transforming the CVs using the transformation tools.
The Curve Editing Tool (Curves → Curve Editing Tool) is a shortcut tool.
Use it to quickly change the shape of a curve by manipulating the tangent or
position of a curve at any point along its length by scaling or rotating the
tangent vector. This tool can be used on any modeling curve or animation
motion path.

Tips
The Curve Editing Tool will not modify the parameterization of the curve
(chord or uniform). Use Curves → Rebuild Curves to do this.

If you display curve CVs (Display → NURBS Components → CVs) while


using the curve editor manipulator, notice how the manipulator changes
the tangent by changing the position of the CVs of the curve.

To modify a curve using the curve editor manipulator handles:


1 Select Curves → Curve Editing Tool.
2 Click on the curve you want to modify to display the curve editor
manipulator. It has several manipulator handles.

Parameter Position

Tangent Scale

Point Position

Tangent Direction

3 Click-drag an active manipulator to change a curve point position and


tangent alignment.

84 Using Maya: Modeling


Editing Curves
Using the Curve Editing Tool

Changing the parameter position

NURBS Modeling
The parameter position handle of the manipulator determines on which
point on the curve the curve editor manipulator is acting. As you move it
along the curve, it shows the tangent and scale directions of the curve at that
parameter value. Click-drag to slide the parameter position manipulator
handle to a new position, or type a new value in the Numerical Input line,
then press Enter.

Tips
If you use the middle mouse button to drag the manipulator all the way to
the left, it indicates the beginning or start point of the curve.

If Snap to points is on when you are using this manipulator, you can snap
to edit points on the curve. Click the Snap to points icon on the Status Line
to turn snapping on.

Transforming the curve tangents


A curve tangent is the slope of the curve at a specific point. Click-drag the
manipulators to interactively scale or rotate the curve tangents.
When using these manipulators, you can use either the right or middle
mouse button to modify the curve tangents.
• Click-drag with the left mouse button to move an active manipulator.
• Click-drag with the middle mouse button to move an active manipulator
relative to the mouse position.

Using Maya: Modeling 85


Editing Curves
Using the Curve Editing Tool

In the following example, the Tangent Scale manipulator handle scales the
tangent.

Tangent Scale
manipulator

In this example, the Point Position manipulator handle changes the point
position.

Point Position
manipulator

In this example, the Tangent Direction manipulator handle changes the


tangent direction.

Tangent Direction
manipulator

86 Using Maya: Modeling


Editing Curves
Using the Curve Editing Tool

Aligning the tangent horizontally or vertically

NURBS Modeling
The red and blue dashed lines represent the AxisManips. Click once on a
dashed line to align the tangent either horizontally or vertically.
Click the red dashed line to align the tangent horizontally.

Click the blue dashed line to align the tangent vertically.

Using Maya: Modeling 87


Editing Curves
Adding points to a curve

Adding points to a curve


After a curve is constructed, you sometimes find that additional points are
necessary to move points on a curve.
Use the Curves → Add Points Tool to add additional CVs or edit points to a
curve or curve-on-surface.

Tip
If you want to add points to the start of a curve, first select Curves →
Reverse Curves to reverse the curve direction.

To add CVs to a curve:


If the curve is created with CVs:
1 Select Curves → Add Points Tool. The CVs are displayed.
2 Click on the curve to add a new CV. Continue clicking to add additional
points. The new curve segment is tacked down from where you added the
point.
3 Keep clicking to add additional CVs.

Click to add
a new CV.

Select the Add Points Tool.


CVs are displayed.
Click to add
additional CVs.

To add edit points to a curve:


If the curve is created with edit points:
1 While the curve is active, click the Select by component type icon.

88 Using Maya: Modeling


Editing Curves
Adding points to a curve

2 With the right mouse button, click the Parm Points icon and toggle Edit
Points on from the pop-up menu.

NURBS Modeling
Tip
Make sure the Points icon is not selected, otherwise CVs are selected first.

or
While the curve is active, use the right mouse button to select Edit Point
from the marking menu.
3 Select Curves → Add Points Tool.
4 Marquee-select the edit point at the end of the curve (the last edit point
placed), then click to add a new edit point.

5 The new curve segment is tacked down from where you added the point.
Keep clicking to add additional edit points.

Using Maya: Modeling 89


Editing Curves
Adjusting CVs

Adjusting CVs
Use Curves → CV Hardness to turn multiplicity factors of CVs on or off. See
“Setting Insert Knot and Insert Isoparm options” on page 96 for information
about changing the multiplicity factors for curve points.

Note
CV hardness only works on curves of degree 3 (cubic).

To increase or decrease the CV hardness:


1 While the curve is active, click the Select by component type icon.
2 With the right mouse button, click the Points icon and toggle CVs on from
the pop-up menu.

or
While the curve is active, use the right mouse button to select Control
Vertex from the marking menu.
3 Open the CV Hardness options window (Curves → CV Hardness - ❐) and
click to turn Multiplicity to Full or Off.

90 Using Maya: Modeling


Editing Curves
Adjusting CVs

Setting the multiplicity to full or off


By default, when a cubic curve is created, the end CVs have a multiplicity

NURBS Modeling
Multiplicity
factor of 3 and the arcs in between have a multiplicity factor of 1. The
following options let you change the Multiplicity factors, or turn them off.
To change the multiplicity of the interior CVs to go from 1 to 3, select Full.
This is the default. To change a multiplicity factor from 1 to 3, there must be
at least two CVs on each side of the CV being modified that have a
multiplicity factor of 1.
To change the multiplicity of the interior CVs to go from 3 to 1, select Off.

Example: smoothing text


Select all the CVs and set Multiplicity to Off to quickly remove all the
multiple knots on a cubic curve. The following example shows how text is
modified by setting the Multiplicity to Off in the options window.
1 In component CV mode, marquee-select the text to pick all CVs.
2 Set the Multiplicity option Off in the options window and click the Apply
button. Notice how the text loses its hard edges.

Keeping original geometry


Turn the Keep Originals option On to specify whether the original curves or
surfaces are retained after you change the multiplicity setting, and to access
the Attribute Editor.

Editing the CV hardness in the Attribute Editor


Use the Attribute Editor to edit the CV hardness once the operation is
complete. Make sure Keep Original is on when you perform the operation
to be able to access the Attribute Editor.

Using Maya: Modeling 91


Editing Curves
Adjusting CVs

To open the Attribute Editor, either:


• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.

Input Curve The Input Curve information is read-only. It gives you access to the history
of the curve you changed. Click the arrow button to select the curve and
open its section of the editor.
Multiplicity Enter a value in the Multiplicity box, or use the slider to specify the number
of knots you want to insert when adjusting the CVs. See “Selecting the
number of knots or isoparms” on page 97 for information about changing
the multiplicity factor.

92 Using Maya: Modeling


Editing Curves
Inserting knots and isoparms

Inserting knots and isoparms

NURBS Modeling
Sometimes you need to add extra spans on curves or more isoparms on a
surface so you can edit surfaces to your specifications.
Use Curves → Insert Knot to insert additional points on a curve without
changing the shape of the curve. Use Edit Surfaces → Insert Isoparms to
insert additional isoparms on a surface without changing the shape of the
surface.

To insert points on a curve:


1 While the curve is active, select Display → NURBS Components → CVs or
Edit Points.
2 Click the Select by component type icon, click the Parm Points icon, and
select Curve Points from the pop-up menu.

or
While the curve is active, use the right mouse button to select Curve Point
from the marking menu.
3 Click on the curve where you want to insert a knot. A point is highlighted
where you click.

4 To update the curve, select Curves → Insert Knot.

Using Maya: Modeling 93


Editing Curves
Inserting knots and isoparms

Tips
To change the location of the new knot before you insert it, hold the mouse
button and drag the highlighted point to where you want it. As the
location of the knot changes, the parameter value on the Feedback Line
updates to indicate the new position of the point on the curve.

You can select more than one curve point at a time. Press the Shift key
while selecting the curve points then select Curves → Insert Knot.

To insert isoparms on a surface:


1 While the surface is active, click the Select by component type icon.
2 With the right mouse button, click the Lines icon and toggle Isoparms on
from the pop-up menu. You can also click the Parm Points icon, select
Surface Points, then click on a point on the surface.

Parm Points Lines

or
While the surface is active, use the right mouse button to select Isoparm or
Surface Point from the marking menu
3 Click-drag an existing isoparm to where you want to add a new isoparm, or
select a point on the surface and click-drag, then select Edit Surfaces →
Insert Isoparms to insert the new isoparm.

94 Using Maya: Modeling


Editing Curves
Inserting knots and isoparms

NURBS Modeling
Tip
Unlike a curve which has only a U parametric direction, a surface has both
a U and a V parametric direction. If you are inserting a U directional
isoparm, you can only move along the V parametric direction on the
surface. If you are inserting a V directional isoparm, you can only move
along the U parametric direction on the surface. Look in the Feedback Line
to verify your selection.

You can select more than one isoparm at a time. Hold the Shift key while
selecting the isoparms then select Edit Surfaces → Insert Isoparms.

Positioning knots or isoparms using the Channel Box


When you insert a knot, the Channel Box includes a Parameter box from
which you can enter values to change the position of the knot.

When you insert an isoparm, the Channel Box includes a Parameter box, as
well as a Direction pop-up menu.

Enter a value in the Parameter box to reposition the isoparm. With the
pointer over the Direction box, use the left mouse button to insert the
isoparm in U or V. A Direction pop-up menu is also available in the
Attribute Editor.

Using Maya: Modeling 95


Editing Curves
Inserting knots and isoparms

Setting Insert Knot and Insert Isoparm options


To open the options window, select Curves → Insert Knot - ❐ or
Edit Surfaces → Insert Isoparms - ❐.

Multiplicity You can use the Multiplicity options to insert knots or isoparms
concurrently or one-by-one.
Inserting knots or isoparms concurrently
Select Set to and continue inserting new knots into the curve or isoparms to
the surface until you achieve the specified multiplicity value. For example, if
multiplicity at a point is 1 and the value in the Multiplicity box is set to 3,
two knots are added to achieve a multiplicity of 3 on a CV curve.
See also, “Adjusting CVs” on page 90 for more information about turning
the multiplicity factors of CVs on or off.

96 Using Maya: Modeling


Editing Curves
Inserting knots and isoparms

NURBS Modeling
Set to 3

Click to insert Notice the


a point and press extra points.
the Insert button.

Inserting knots or isoparms one-by-one


Select Increase by to insert the number of knots specified in the Multiplicity
box.

Note
These new knots do not change the shape of the curve or surface.

Selecting the number of knots or isoparms


Enter a value in the Multiplicity box, or use the slider to specify the number
of knots you want to insert.

Keeping original geometry


Toggle Keep Original on to determine whether the original curves or
surfaces are retained after the insertion, and to let you use the Show
Manipulator Tool.

Using Maya: Modeling 97


Editing Curves
Inserting knots and isoparms

Editing the inserted knot or isoparm position using manipulators


If Keep Original is toggled on and you select the Show Manipulator Tool
before you insert a knot, a manipulator is displayed at the insert location.
Drag this manipulator to reposition the knot.

If you select the Show Manipulator Tool before you insert an isoparm, the
isoparm remains highlighted after the insert operation is performed. This
means you can drag the isoparm to a new location while the surface is
active.

See “Using the Show Manipulator Tool” on page 11 for more information
about the Show Manipulator Tool and modeling functions.

Editing the insert in the Attribute Editor


To edit an active inserted knot or isoparm, use the Attribute Editor. To open
the Attribute Editor, either:
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.

98 Using Maya: Modeling


Editing Curves
Inserting knots and isoparms

NURBS Modeling
Input Curve/ The Input Curve or Input Surface information is read-only. It gives you
Surface access to the history of the curve or surface isoparm you used. Click the
arrow button to select the curve or surface isoparm and open its section of
the editor.
Add Knots The Add Knots toggle is the same as the Multiplicity toggle in the options
window. If toggled on, the number of knots you specify (in Number of
Knots below) are added. If toggled off, knots are added until the number of
knots you specified is achieved.
Parameter The Parameter section of the editor includes the value you set in the Channel
Box. This value is used to reposition the knot on the curve or the isoparm on
the surface. See “Positioning knots or isoparms using the Channel Box” on
page 95 for details.
Number of The Number of Knots section lets you specify how many knots or isoparms
Knots you want to insert. This is the same as the Multiplicity option in the options
window.
Direction For isoparms, a Direction pop-up menu is available. Use this to insert the
isoparm in U or V. You can also select an insert direction from the Channel
Box.

Using Maya: Modeling 99


Editing Curves
Extending curves

Extending curves
Sometimes after you construct a curve you find that it is not long enough to
intersect other curves when using another operation (such as a Birail Tool),
or that you want to use an extension of a particular curve to change a surface
(such as a revolved object).
Use Curves → Extend Curve to extend a curve or curve-on-surface using a
linear, circular, or extrapolation method.

Note
If you extend a curve-on-surface the result will be a NURBS curve (a 3D
curve instead of a 2D curve).

To extend a curve:
The following example uses the default options — a linear extension at the
end point of the curve. Change the options to extend curves to suit your
needs.
1 Pick the curve you want to extend.
2 Select Curves → Extend Curve. By default, the extension occurs at the end of
the curve at a unit distance of 1.0000.
To see the new points on the curve, select Display → NURBS
Components→ CVs or Edit Points. In the following example, notice the
added points where the curve extension occurs on the CV curve.

Extension

100 Using Maya: Modeling


Editing Curves
Extending curves

Setting Extend Curve options

NURBS Modeling
To open the options window, select Curves → Extend Curve -❐.

Changing the extension distance


Distance Distance is the default Extend Method. You can specify the length of the
extension by entering a value in the Distance box below or using the slider.

Note
For Linear extensions, the result is a linear distance. For Circular
extensions, the result is an arc length distance. For Extrapolate extensions,
the extension curve has an arc length equal to distance.

To change the extension distance:


1 Select the curve and undo the previous extension.
2 Type a new value in the Distance box, then press the Extend button.

Using Maya: Modeling 101


Editing Curves
Extending curves

The following example shows what happens when you change the default
distance value on a curve that was used to create a revolved surface with
construction history.

Distance changed to 3
Construction curve Default distance = 1

Press the Extend button to continue extending the curve by the distance you
specify.

Extending to a point location


Point Use the Point extend method to extend the curve to the current point
location. When you click the Point button, X, Y, and Z point extension boxes
are displayed in the options window. By default, the extension occurs to the
origin (0, 0, 0).
To change the extension distance to or from the last point of the curve, select
the curve. Enter a new value in the X, Y, or Z boxes, then press the Extend
button.In the following, the extension occurs along the Y axis 10 units away
from the default pivot point location (at position 0, 10, 0 in world space).

Construction curve

102 Using Maya: Modeling


Editing Curves
Extending curves

Changing the curve extension type


There are three types of curve extensions for the distance extension method:

NURBS Modeling
Linear, Circular, and Extrapolate.
If the curve is already extended, select it and undo the previous extension.
Select an Extension Type button, then press the Extend button.
Linear The Linear extension type extends the curve in a straight line. This is the
default.

Circular The Circular extension type extends the curve as an arc.

Extrapolate When you use Extrapolate, the extension maintains the tangent of the
selected curve.

Specifying where to begin the extension


Extend Curve At Set Extend Curve At to Start or End to specify where the extension will
occur. The default is End.
For example, if you select the Start option, the curve is extended from the
start point of the curve.

To change where the extension begins:


Select an option for Extend Curve At, then click the Extend button.
The following shows a revolved surface with the construction curve
highlighted. Both End and Start methods are applied to the same curve.

Using Maya: Modeling 103


Editing Curves
Extending curves

Construction curve End method selected Start method selected

start

end

Attaching and detaching the extension


Join to Original Toggle Join to Original on to attach the curve extension to the original
curve. The default is on.
If toggled off, the curve extension is not attached to the input curve. The
input curve and the curve extension are independent objects. You can
transform the resulting extension separately.

Original curve

Join to Original on Join to Original off

Simplifying the extension by removing multiple knots


Remove Multiple Toggle Remove Multiple Knots on to remove all multiple knots that are
Knots created when the curve is extended and Join To Original is on. The
resulting extended curve is of the same degree as the original curve.

Keeping original geometry


If Keep Original is toggled off, the original curve is extended. If toggled on,
a copy of the original curve with the extension is created. The default is off.

104 Using Maya: Modeling


Editing Curves
Extending curves

NURBS Modeling
Note
Be careful when you toggle Join to Original off. If both Keep Original and
Join to Original are toggled off, the extension curve replaces the original
curve.

Editing the extension using manipulators


If Keep Original is toggled on and you select the Show Manipulator Tool
before extending a curve, manipulators are displayed on the curve and a
Distance parameter box is displayed in the Channel Box.
In the following, dragging the manipulator changes the distance from the
default 1.0 to 4.0. Notice the Distance value in the Channel Box.

Drag the manipulator to further extend the curve, or type a distance value in
the Channel Box. See “Using the Show Manipulator Tool” on page 11 for
more information about the show manipulators.

Using Maya: Modeling 105


Editing Curves
Extending curves

Editing the extension in the Attribute Editor


To edit an extended curve, use the Attribute Editor.
To open the Attribute Editor, either:
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.

The options you set in the options window or the Channel Box are
displayed. See the option descriptions for details. The Attribute Editor for a
curve extension includes the following additional parameters:
Input Curve Input Curve information is read-only. It gives you access to the input curve
you extended. Click the arrow button to select the curve and open that
section of the Attribute Editor.
Input Point If Point is selected as the Extend Method in the options window, the Input
Point parameter boxes are made available.

106 Using Maya: Modeling


Editing Curves
Offsetting curves and curves on surface

Offsetting curves and curves on surface

NURBS Modeling
Use Curves → Offset Curve to create a curve parallel to the original at a
specified offset distance.
Use Curves → Offset Curve On Surface to create a curve-on-surface parallel
to the original curve-on-surface.

To offset a curve:
1 Select the curve you want to offset, then select Curves → Offset Curve.
2 An offset curve is created at a default offset distance of 1.0.

Original curve Offset Curve selected

3 To change the default offset distance interactively, select the Show


Manipulator Tool to display a LengthPoint manipulator on the original
curve.
4 Click-drag the manipulator to change the offset curve distance.

You can also change the offset distance from the options window, the
Attribute Editor, or the Channel Box.

To offset a surface isoparm:


1 To select the surface isoparm you want to offset, click the Select by
component type icon.
2 With the right mouse button, click the Lines icon and toggle Isoparms on
from the pop-up menu.

Using Maya: Modeling 107


Editing Curves
Offsetting curves and curves on surface

or
While the surface is active, use the right mouse button to select Isoparm
from the marking menu.
3 Click the isoparm you want to offset.

4 Select Curves → Offset Curve. The isoparm is offset by the default offset
distance of 1.0.

If you want, you can now use this isoparm to create a beveled edge to the
cylinder.
5 While the offset curve is highlighted, select Surfaces → Bevel.

108 Using Maya: Modeling


Editing Curves
Offsetting curves and curves on surface

NURBS Modeling
Change the offset distance from the options window, Attribute Editor, or the
Channel Box. The following shows how to change the offset distance from
the Channel Box.
6 To select the offset surface isoparm, open the Outliner or Hypergraph
window (Window → Outliner or Hypergraph).

7 Click the heading for the offset curve in the Channel Box and enter a new
Distance value for the offset.

Using Maya: Modeling 109


Editing Curves
Offsetting curves and curves on surface

To offset a curve-on-surface:
1 Draw a curve-on-surface, or use another method to create a curve-on-surface
(see “Creating a curve-on-surface” on page 75 for details). In this example,
the surface is live and the curve-on-surface is drawn in the top view.

top view perspective view

2 Select Curves → Offset Curve On Surface while the curve-on-surface is


active. The curve-on-surface is offset by a default offset distance value of 1.0.

3 To change the default offset distance interactively, select the Show


Manipulator Tool while the offset curve-on-surface is highlighted. Drag the
manipulator, or enter a value in the Distance box in the Channel Box.

110 Using Maya: Modeling


Editing Curves
Offsetting curves and curves on surface

NURBS Modeling
You can now use the Trim Tool (Edit Surfaces → Trim Tool), for example,
to trim these sections out of the surface.

Using Maya: Modeling 111


Editing Curves
Offsetting curves and curves on surface

Setting Offset Curve options


Select Curves → Offset Curve - ❐ to open the options window.

Determining the normal direction


Use the Normal Direction options to specify how the offset is calculated.
Active View Active View calculates the offset relative to the original geometry in the
active view. Curves are offset in the plane of the active view.
Geometry Geometry Average calculates the offset using a geometry average. This is
Average the default.

112 Using Maya: Modeling


Editing Curves
Offsetting curves and curves on surface

NURBS Modeling
Tip
Planar curves are offset in the plane of that curve. 3D curves are offset in
3D. If the original geometry is rotated out of the main planes or
construction planes, you can get unexpected results when you create an
offset using the Active View normal direction. If this happens, delete the
offset geometry and create it again using the Geometry Average
calculation.

Changing the offset distance


The Offset Distance value is used to specify the distance between the
original curve and the offset curve. You can use manipulators and the
Channel Box to change the distance between the original curve and the offset
curve; you can also change this value in the Offset Distance box or move the
slider to obtain the desired offset distance.

Connecting offset curve breaks


Breaks can occur in an offset if you attempt to offset a curve with CVs that
have a multiplicity greater than 1 or multiple knots. These curves can have
sharp corners and the offset curve may therefore break apart at these points.
Connect Breaks The following Connect Breaks options are used to specify how breaks in an
offset curve can be adjusted.
Use Circular to insert circular arcs between the offset components.
Use Linear to connect the offset geometry linearly.
If Off is selected, the offset curve remains broken and no action is taken to
connect the offset geometry.

Note
When Connect Breaks is set to Circular or Linear, multiple knots are
inserted on the curve to preserve the curve shape. Any adjustment made to
the curve later in the vicinity of the multiple knot locations may result in
tangent breaks along the curve.

Using Maya: Modeling 113


Editing Curves
Offsetting curves and curves on surface

Curve loop cutting


Loop Cutting Turn Loop Cutting to On or Off to determine whether or not any resulting
loops in the offset geometry are trimmed away. Loop Cutting is set to On by
default.
Offset geometry looping occurs if the offset distance from the original curve
exceeds the minimum bend radius (curvature) of the curve being offset. For
example, if a curve has a 20mm radius and you try to offset more than 20mm
inward, the offset curve crosses over itself and creates a loop.

Loop Cutting off Loop Cutting on

Setting the cutting radius


Cutting Radius When Loop Cutting is on (the default), the Cutting Radius value is used. If
the Cutting Radius value is greater than 0, instead of getting a sharp corner
at the point where the loop has been cut, the result is a small arc of the given
radius.

Cutting Radius Cutting Radius


is 0.0 is 0.375

114 Using Maya: Modeling


Editing Curves
Offsetting curves and curves on surface

Subdividing offset geometry


The Max Subdivision Density value is a multiplicative factor that specifies

NURBS Modeling
Max
Subdivision the maximum number of times the offset geometry can be subdivided within
Density the current tolerance. The default is 5, which means any single span on the
curve could be subdivided up to 5 times.

Applying tolerance globally or locally


Use Tolerance With Use Tolerance, you can select to apply tolerance globally or locally.

Note
A few functions include Use Tolerance as a construction operation
alternative. For example, you can create a revolved surface with a preset
number of spans, or you can toggle Use Tolerance on so that the revolved
surface is closer to the actual surface of revolution.

If you select Global tolerance, the Positional value you set in Options →
General Preferences → Modeling to calculate the tolerance is used.

If you select Local tolerance, a box displays where you can enter a new value
to override the Positional tolerance value you set in Modeling Preferences.

Local tolerance is useful where you want to change these values often, but
don’t want to change the Global tolerance all the time.

Using Maya: Modeling 115


Editing Curves
Offsetting curves and curves on surface

Using tolerance values to place the offset curve accurately


Tolerance The Tolerance value represents the accuracy in which the offset curve is
placed at a specified distance. The default is accurate to within 0.05 units.
The default unit is in centimeters. Offsetting is an iterative process that
continues until the current offset comes within the tolerance value or the
maximum subdivision limit is reached.

Setting the curve range


Curve Range If you select Complete as the Curve Range, an offset curve is created along
the entire original curve.
Select Partial to create an offset curve on only part of the original curve. This
creates a subCurve history node (initially set to the whole curve) which can
be edited using the Show Manipulator Tool.

Editing part of an offset curve


If Partial is the selected Curve Range in the options window, the parameter
range of an offset curve with history can be edited with manipulators.
1 Select the Show Manipulator Tool, then click on the offset curve result to list
the subCurve history node in the Channel Box.
2 To display the manipulators, click the heading in the Channel Box to select
the subCurve history node. Notice how the original curve turns a gray color.

Drag the manipulators to edit the subCurve interactively, or enter values in


the Min Value and Max Value boxes in the Channel Box.

116 Using Maya: Modeling


Editing Curves
Offsetting curves and curves on surface

Use the same procedure to edit part of an offset curve-on-surface or surface


isoparm.

NURBS Modeling
Setting Offset Curve On Surface options
Select Curves → Offset Curve On Surface - ❐ to open the options window.

Most of the options in this options window are the same as the options for
Offset Curve. See “Setting Offset Curve options” on page 112 for details. The
following describes the one option particular to Offset Curve On Surface.

Checking the offset’s tolerance accuracy


You can change the default value of Checkpoints Density to adjust the
number of points per span at which the offset curve-on-surface is compared
with the original. This lets you check if the offset curve is accurate to the
required tolerance.

Editing the offset curves in the Attribute Editor


To edit the attributes for a completed offset curve or curve-on-surface, use
the Attribute Editor. To open the Attribute Editor, either:

Using Maya: Modeling 117


Editing Curves
Offsetting curves and curves on surface

• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.
The Attribute Editor for an offset curve contains the attributes for the type of
input you used to create the offset.The options you set in the options
window or the Channel Box are displayed. See the option descriptions for
details.

Input Curve The Input Curve information is read-only. It gives you access to the history
of the curves or isoparms you used. Click the arrow buttons to select the
input curve or surface isoparm and open its section of the editor.

118 Using Maya: Modeling


Editing Curves
Offsetting curves and curves on surface

Editing offset curves-on-surface in the Attribute Editor


The Attribute Editor for offset curves-on-surface differs slightly. Some

NURBS Modeling
attributes are not available for an offset curve-on-surface.

Editing subCurves in the Attribute Editor


If the Partial option is set as the Curve Range in the options window, the
Input Curve box displays the subCurve history node. Click the arrow to
access the subCurve and its Attribute Editor. See “Editing subCurves in the
Attribute Editor” on page 19 for details.

Using Maya: Modeling 119


Editing Curves
Fitting cubic geometry to linear geometry

Fitting cubic geometry to linear geometry


Use Curves → Fit B-Spline to fit a cubic curve to a degree 1 (linear) curve.

Tip
Typically you use Fit B-spline when importing curves and surfaces from
other systems that may import to Maya as degree 1 (linear) geometry.
Degree 1 geometry is also quite common when working with digitized
data.

To fit a cubic curve:


1 Select the curve or curves to which you want to fit a cubic curve.
2 Select Curves → Fit B-Spline.
The fit is based on the tolerance type you select from the options window.

120 Using Maya: Modeling


Editing Curves
Fitting cubic geometry to linear geometry

Setting Fit B-Spline options

NURBS Modeling
Select Curves → Fit B-Spline - ❐ to open the options window.

Setting the tolerance


Use Tolerance The tolerance determines the degree of accuracy that is maintained between
the original and fit or interpolated curves. Select a Use Tolerance option to
apply tolerance globally or locally.
If set to Global, the fit should be accurate to within 0.010 units. A unit refers
to the current unit of linear measure (the default unit of measure is
centimeter). The default for Use Tolerance is Global.
If set to Local, you can change the default tolerance value in the Positional
Tolerance box.

Using Maya: Modeling 121


Editing Curves
Fitting cubic geometry to linear geometry

Editing the B-Spline curve in the Attribute Editor


To edit a fit b-spline curve, use the Attribute Editor.
To open the Attribute Editor, either:
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.

Input Curve The Input Curve information is read-only. It gives you access to the original
curve you used. Click the arrow button to select the curve and open its
section of the editor.
Tolerance The Tolerance value you set in the options window is displayed. See the
option descriptions for details.

122 Using Maya: Modeling


Editing Curves
Filleting curves

Filleting curves

NURBS Modeling
Use Curves → Fillet Curve to create a circular bridge between two NURBS
curves or two curves on surface.
There are two ways to construct curve fillets: Circular and Freeform. Select
the type you want from the options window before you create the fillet.
Circular is the default fillet construction type.

Creating circular curve fillets


Use circular curve fillets to create curves with the exact amount of roundness
you want. The curves do not necessarily have to intersect.

To create a circular curve fillet:


1 Marquee-select two curves.
2 Open the Fillet Curve options window (Curves → Fillet Curve - ❐). Make
sure Circular (which is the default) is the selected Construction type.

Tips
If you select more than two curves, the last two selected curves are used to
create the fillet curve.

If creating a circular fillet, make sure the curves are on the ground plane or
the same construction plane.

You cannot fillet between a NURBS curve and a curve-on-surface, or


between two curves on surface on different surfaces. If you do, a fillet is
created on the first selected curve between its end points.

3 Select Curves → Fillet Curve to create the curve fillet, or click the Fillet
button in the options window.

Using Maya: Modeling 123


Editing Curves
Creating circular curve fillets

Circular curve fillet

Editing the circular curve fillet with manipulators


1 Select the Show Manipulator Tool and click the filletCurve heading in the
Channel Box to display the TopPoint manipulator and two param
manipulators for the fillet curve.

TopPoint manipulator

Param manipulators

2 Click-drag the TopPoint manipulator to adjust the radius of the circular


fillet.

124 Using Maya: Modeling


Editing Curves
Creating circular curve fillets

NURBS Modeling
3 Click-drag the param manipulators to interactively slide the fillet curve
along the input curves.
4 In the following example, notice how the values update in the Channel Box
when all three manipulators are adjusted.

As you drag a manipulator, the parameter values are also updated in the
Feedback Line. If you want, you can enter a numerical value in the
Numerical Input line when a manipulator is active.

Using Maya: Modeling 125


Editing Curves
Creating freeform curve fillets

Creating freeform curve fillets


Use this type of filleting when you want more flexibility in choosing where
the fillet occurs. You can specify exact parameter repositioning, or choose to
fillet the curve wherever you need to.

To create a freeform curve fillet:


1 Make sure Freeform is the selected Construction type in the options
window.
2 Marquee-select the curves you want to create a fillet between.
3 Select Fillet Curve to create the curve fillet.

Editing the freeform curve fillet with manipulators


1 Select the Show Manipulator Tool and click the filletCurve heading in the
Channel Box to display two param manipulators for the fillet curve.

2 Click-drag the param manipulators to interactively slide the fillet curve


along the input curves. Since the fillet curve is not circular, you can drag in
any direction.

126 Using Maya: Modeling


Editing Curves
Creating freeform curve fillets

NURBS Modeling
As you drag a manipulator, notice how the parameter values change in the
Channel Box and the Feedback Line and how the freeform fillet curve is
adjusted. You can also type a numerical value in the Numerical Input line
when a manipulator is active.

Using Maya: Modeling 127


Editing Curves
Creating freeform curve fillets

Setting Fillet Curve options


Select Curves → Fillet Curve - ❐ to open the options window.

Creating and attaching trimmed fillet curves


Trim If Trim is toggled on, the curves selected as the filleting components are
automatically trimmed back to the ends of the fillet curve.

Freeform fillet with Trim toggled off. Same fillet with Trim toggled on.

Join The Join toggle is only available when Trim is toggled on. Use this option to
join the trimmed curves to the fillet curve.

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Editing Curves
Creating freeform curve fillets

NURBS Modeling
When Join is When toggled on,
toggled off, the both the trimmed
trimmed curves curves and the fillet
are not joined to curve are joined.
the fillet curve.

Keeping original geometry


This toggle is only available if the Trim option is toggled on.
If Keep Original is toggled on, the original curves that you used to create
the fillet are retained. This lets you modify the geometry of the input curves
and recreate the fillet.
The following shows the same fillet with Trim, Join, and Keep Original
toggled on.

Setting the fillet construction type


Circular Select Circular to create fillets with true radii, based on the current Radius
value. See “To create a circular curve fillet:” on page 123 for more
information.
Freeform Select Freeform when you need a fillet that is more flexible and less precise.
Use this construction method to determine the contact points of the fillet and
base components. See “To create a freeform curve fillet:” on page 126 for
more information.

Note
The Radius option is not available when you select the Freeform fillet
construction type.

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Editing Curves
Creating freeform curve fillets

Changing the fillet radius


The value you enter in the Radius box specifies the radius of the fillet for
circular curve fillet construction before the fillet is created. Use the slider or
enter a new value, then press the Fillet button in the options window.
The radius can also be changed interactively using manipulators (if the
Show Manipulator Tool is selected), from the Channel Box, or from the
fillet’s Attribute Editor.

Selecting the free-form fillet type


The following Freeform Type options are used to specify on which side of a
curve a free-form fillet is constructed.
Tangent If Tangent is selected, the fillet is pulled toward the intersection of the
tangents of the two curves at the contact points.
Blend If Blend is selected, the fillet is pulled toward the mid-point of the projected
contact points of the two curves. Each contact point is projected onto the
tangent of the other curve. The default Freeform Type is Blend.
Blend Control Use Blend Control to adjust the fillet component. It can be toggled on or off
when you use either filleting construction type. If toggled on, Depth and
Bias boxes are displayed.

Note
If Blend Control is toggled on when constructing circular fillets, the
resulting fillet will not be truly circular. The true contact points from the
circular fillet are used to create a freeform fillet.

Changing the fillet depth and bias


Depth The Depth value controls how much the fillet curve is pulled toward the
intersection of the two curves.

130 Using Maya: Modeling


Editing Curves
Creating freeform curve fillets

Bias The Bias value controls how much the fillet curve is pulled to either of the
two curves. See the following examples.

NURBS Modeling
Depth = 0.5000 Depth = 0.0000
Bias = 0.0000 Bias = 0.5000
(default)

Depth = 0.3500 Depth = 0.7500


Bias = 0.3500 Bias = 0.1000

Editing curve fillets in the Attribute Editor


To edit a completed curve fillet, use the Attribute Editor.
To open the Attribute Editor, either:
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.
The Attribute Editor for circular curve fillets and freeform curve fillets
contain the same attributes. All other options are included in the Fillet Curve
options window. See “Setting Fillet Curve options” on page 128 for details.

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Editing Curves
Creating freeform curve fillets

Input Curve The Input Curve information is read-only. It gives you access to the history
of the curves you used to create the fillet. Click the arrow buttons to select
one of these curves if you want to edit it.
Curve The Curve Parameter1 and Curve Parameter2 values correspond to the
Parameters fillet’s param manipulators you see when the Show Manipulator Tool is
selected. These parameter values define the region between the two curves
where the fillet curve is created.

132 Using Maya: Modeling


Editing Curves
Opening and closing curves and surfaces

Opening and closing curves and surfaces

NURBS Modeling
Use Curves → Open/Close or Edit Surfaces → Open/Close to toggle curves
and surfaces open or closed.

To close an open curve:


1 Select the curve you want to close, then select Curves → Open/Close.

2 Select Curves → Open/Close again to re-open the curve.

To create a closed surface from an open curve:


1 Use an open curve as a construction curve and select Surfaces → Revolve.

2 Pick the construction curve and select Curves → Open/Close. The revolved
surface is now closed.

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Editing Curves
Opening and closing curves and surfaces

3 You can open it again by selecting the construction curve and clicking
Curves → Open/Close.

To open a closed surface:


1 Select the surface you want to open.
2 Select Edit Surfaces → Open/Close.

3 To close the open surface, simply select Edit Surfaces → Open/Close to


toggle the surface closed.

134 Using Maya: Modeling


Editing Curves
Opening and closing curves and surfaces

Setting Close Curve options

NURBS Modeling
Select Curves → Open/Close Curves - ❐ to open the options window.

Preserving the shape of the original curve or surface


Use Preserve Shape to determine how the original curve or surface is
affected by the Open/Close operation. This option is toggled on by default.
Control points are added or deleted as necessary to preserve the shape of the
original curve or surface. If toggled off, the selected curve or surface is open
or closed without ensuring that the shape of the original is preserved.

Keeping the original geometry


Toggle Keep Original on to determine whether the original curves or
surfaces are retained after Open/Close is performed.

Setting Close Surface options


Select Edit Surfaces → Open/Close Surfaces - ❐ to open the options
window.

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Editing Curves
Opening and closing curves and surfaces

Changing the surface direction


Surface The Surface Direction options, U, V, and Both, let you choose in which
Direction direction a surface is opened or closed. The following shows how these
options are used to close a beveled curve.

U V Both

Selecting an isoparm to change the close direction


You can specifically select in which direction you want to close a surface
from the options window, or you can click to select isoparms on the surface.
When you do this, you override the Surface Direction setting in the options
window.

To select isoparms on an open surface:


1 Click the Select by component type icon.
2 With the right mouse button, click the Lines icon and toggle Isoparms on
from the pop-up menu.

or
While the surface is active, use the right mouse button to select Isoparm
from the marking menu.
3 Click on an isoparm in the direction in which you want it to open or close.

136 Using Maya: Modeling


Editing Curves
Opening and closing curves and surfaces

NURBS Modeling
U V U/V

Editing the closed shape in the Attribute Editor


To edit the opened or closed curve or surface, use the Attribute Editor. To
open the Attribute Editor, either:
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.

Using Maya: Modeling 137


Editing Curves
Opening and closing curves and surfaces

The Attribute Editor for a closed curve contains the same attributes for
curves. See “Editing curves in the Attribute Editor” on page 79 for details.
For a closed surface, the options you set in the options window or the
Channel Box are displayed. See the option descriptions for details.

138 Using Maya: Modeling


Editing Curves
Duplicating curves and isoparms

Duplicating curves and isoparms

NURBS Modeling
Use Curves → Duplicate Curves to transform a curve-on-surface, a
boundary curve, or an interior isoparm of an existing surface into a 3D
curve.

To duplicate a surface isoparm:


1 Select the surface on which you want to duplicate an isoparm.
2 Click the Select by component type icon.
3 With the right mouse button, click the Lines icon and toggle Isoparms on
from the pop-up menu.

or
While the surface is active, use the right mouse to select Isoparm from the
marking menu.
4 Click on a surface isoparm that is going in the same direction as the one you
want to duplicate.
5 Click-drag the isoparm to the required location, then release the mouse
button.

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Editing Curves
Duplicating curves and isoparms

6 Select Curves → Duplicate Curves.


7 The selected surface isoparm is duplicated and highlighted, indicating that it
is active.

New 3D curve

Open the Hypergraph (Window → Hypergraph) to see the new duplicated


curve.

Changing a duplicated isoparm’s direction


While the duplicated isoparm is active, use the left mouse button to select
either U or V as the Isoparm Direction in the Channel Box or in the
curveFromSurfaceIso section of the Attribute Editor. U is the default
direction.

140 Using Maya: Modeling


Editing Curves
Duplicating curves and isoparms

NURBS Modeling
Notes and Tips
All transformations of the surface where the original curve is located are
combined and applied directly to the CVs of the new duplicated curve.
This places the duplicate in the same location in space as the original.

If the surface isoparm you want to duplicate is either a U or V directional


isoparm, you can only move it along the U or V parametric direction on the
surface.

To duplicate a curve-on-surface:
The following shows how to duplicate projected text to create a text string
which follows the curve of a NURBS sphere.
1 Create and scale a NURBS sphere larger than the default.
2 Use Primitives → Create Text to create text and scale it larger than the
default size. See “Creating and editing text” on page 235 for more
information.
3 Marquee-select the sphere and the text, then use Edit Surfaces → Project
Curve to project the text onto the sphere. See “Projecting curves” on page
390 for more information.

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Editing Curves
Duplicating curves and isoparms

4 Select Curves → Duplicate Curves and use the Move Tool to move the
duplicated text off the sphere.

To duplicate curves for trimming:


Another way you can use duplicate curves on surface is to trim holes from
both sides of a surface using the same curve. The following shows how to
trim holes out of a NURBS cylinder.
1 Create a primitive cylinder at the origin and scale it by 5 in X, Y, and Z.
2 Select the cylinder and select Modify → Make Live to make it a live surface.
3 In the front view, draw a curve on the cylinder (a curve-on-surface). This
curve must be a closed curve, so make sure the end points of the curve meet.
To close the curve, you can also select the curve, then select
Curves → Open/Close Curves.

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Editing Curves
Duplicating curves and isoparms

NURBS Modeling
4 Deselect the curve and select Modify → Make Live again to deselect the
surface. The curve you just created is highlighted.
5 Select Curves → Duplicate Curves. The curve is duplicated and appears in
the lead object color.
6 Click the Snap to grids icon on the Status Line.
7 In the top view use the Move Tool and click-drag to move the duplicated
curve to the other side of the surface and rotate it in Y by -180.
8 To move the duplicated curve back onto the cylinder, enter 0, 0, 0 in the
Translate X, Y, and Z boxes in the Channel Box or in the Attribute Editor.

9 Select the cylinder and the duplicated curve, then select


Edit Surfaces → Project Curves to highlight the projected curve.

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Editing Curves
Duplicating curves and isoparms

10 Click to deselect everything. Select Edit Surfaces → Trim Tool, then click on
the cylinder as the area to keep. Press Enter to trim the holes out of the
surface.

Tip on duplicating a curve-on-surface


If you move a curve-on-surface over a surface, it does not necessarily stay
the same shape. For example, if you create a circular curve-on-surface and
then start sliding it to a region of the surface where the isoparms are closer
together, the curve-on-surface becomes squashed and oval shaped.

144 Using Maya: Modeling


Editing Curves
Duplicating curves and isoparms

To keep the same shape, duplicate the curve-on-surface to make it into a 3D


curve. Move it over the surface to place it where you want. You can then

NURBS Modeling
project it back onto the surface to create a curve-on-surface and retain the
curve’s shape.

Editing part of a duplicated curve


1 While the duplicated curve is active, select the Show Manipulator Tool. Click
the heading in the Channel Box to display the manipulators.
2 Drag the manipulators or enter Min or Max values to edit the duplicated
surface isoparm.

Using Maya: Modeling 145


Editing Curves
Duplicating curves and isoparms

Setting Duplicate Curves options


Select Curves → Duplicate Curves - ❐ to open the options window.

Grouping the original curve on or off


The Group With Original option is toggled off by default. If you duplicate a
curve with Group With Original toggled off, the resulting duplicated curve
uses the world space version of the surface and is created with the initial
surface’s transformation.
If toggled on, the resulting curve uses the local space version of the surface,
but is parented under the surface transformation.
It may look the same as the isoparm or curve-on-surface, but if you edit the
CVs on the resulting curve or apply any kind of transformation to it, you
will notice a difference, especially after any subsequent surface
transformations.
For example, duplicate a cylinder isoparm, move the middle CV of the
resulting curve in X, then rotate the cylinder 90 degrees about Z. If the
option was toggled on, the center CV of the curve is moved in X. If toggled
off, the center CV is moved in Y, which may be the result you need.

146 Using Maya: Modeling


Editing Curves
Duplicating curves and isoparms

Editing the duplicated curve in the Attribute Editor


To edit a duplicated curve, use the Attribute Editor. To open the Attribute

NURBS Modeling
Editor, either:
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.
A duplicated curve includes the same options and parameters for a curve.
See “Editing curves in the Attribute Editor” on page 79 for details.

Using Maya: Modeling 147


Editing Curves
Attaching curves and surfaces

Attaching curves and surfaces


You use Curves → Attach Curves to join two curves by attaching their
endpoints to create a single curve. You can also join two surfaces by
attaching their edges to create a single surface.

Attaching curves and surfaces with history off


The Attach options windows (both for curves and surfaces) contain a toggle
that lets you keep the original curves or surfaces after the attach is
performed. Keep Original is toggled on by default. Try not to toggle this
option off if history is set to on (the Construction History icon in the Status
Line); odd behavior can occur if the attached curve or surface is modified
later.
In the following, two curves are attached using different settings for Keep
Original and history. They are then scaled by 0.5 in X, Y, and Z.

Original curves

If history is on and Keep Original is toggled off, the attached curve replaces
the first curve. When you scale the resulting attached curve, the scale is
applied to the original curve (the one that was replaced) and changes the
shape of the curve, thereby changing the attachment.

History on, Keep Original off

The attachment looks fine,


but when you scale the
attached curve, the results
are probably not what you
expected.

148 Using Maya: Modeling


Editing Curves
Attaching curves and surfaces

If you want to scale the attached curve and maintain its shape, make sure
construction history is off when Keep Original is toggled off, or both

NURBS Modeling
construction history and Keep Original are set to on.

History on, Keep Original on

History off, Keep Original off

To attach two curves:


1 Marquee-select the curves you want to attach.
2 Select Curves → Attach Curves to attach the two curves. The curve ends that
are closest to each other are attached.

You can also place a curve point to specify the attach location. To place a
curve point, use the marking menu or the Select by component type icon.

To place a curve point using the marking menu:


1 Select the first curve, press the right mouse button while the pointer is over
the curve and select Curve Point from the marking menu.

Using Maya: Modeling 149


Editing Curves
Attaching curves and surfaces

2 Click on the curve where you want to place the first curve point. A point is
displayed at the click location.

3 Shift-select the other curve and release the mouse button.


4 Press the right mouse button while the pointer is over this curve and select
Curve Point from the marking menu again.
5 Shift-select and click at the next attach location. Another point is displayed
at the click location.

6 Select Curves → Attach Curves to attach the curves.

150 Using Maya: Modeling


Editing Curves
Attaching curves and surfaces

To place a curve point in component mode:


Click the Select by component type icon on the Status Line.

NURBS Modeling
1
2 With the right mouse button, click the Parm Points icon and toggle Curve
Points on from the pop-up menu.

3 Click on the first curve to place the first point and Shift-click on the second
curve. Points are displayed at each click location.

4 Select Curves → Attach Curves to attach the two curves.


5 To return to object selection mode, click the Select by object type icon on the
Status Line.

To attach two surfaces:


To specify the attach location for surfaces, use the marking menu or the
Select by component type icon. To attach two surfaces, you must select
surface isoparms.

Important Note
When you select isoparms to attach surfaces, the surfaces are attached
depending on the selection order. In the following example, the isoparms are
selected in a different order. Notice the difference between the two resulting
surfaces. The same applies when attaching two curves.

Using Maya: Modeling 151


Editing Curves
Attaching curves and surfaces

Pick first

Pick first

To select isoparms using the marking menu:


1 With the pointer positioned over the surface, use the right mouse button to
select Isoparm from the marking menu, and click to select an isoparm.

Select
isoparm

2 Shift-select the other surface and release the mouse button.

152 Using Maya: Modeling


Editing Curves
Attaching curves and surfaces

3 With the pointer positioned over this surface, use the right mouse button to
select Isoparm from the marking menu again.

NURBS Modeling
4 Shift-select the second isoparm.
5 To attach the surfaces, select Edit Surfaces → Attach Surfaces.

To select isoparms in component mode:


1 Click the Select by component type icon on the Status Line.
2 With the right mouse button, click the Lines icon and toggle Isoparms on
from the pop-up menu.

3 Click on the first isoparm you want to attach, then Shift-select the second
isoparm.
4 Select Edit Surfaces → Attach Surfaces to attach the two surfaces.
5 To return to object selection mode, click the Select by object type icon on the
Status Line.

Using Maya: Modeling 153


Editing Curves
Attaching curves and surfaces

Setting Attach Curves and Attach Surfaces options


Select Curves → Attach Curves - ❐ or Edit Surfaces → Attach Surfaces - ❐
to open the options window.

Keeping and removing knots


Multiple Knots The Multiple Knots options are used to specify whether the multiple knots
at the join point are kept or removed after the attach is done.
Use Keep to keep the multiple knots created at the join point as a result of
the attach. This is the default.
Use Remove to remove the multiple knots at the join point. The shape of the
geometry can be changed if required.

154 Using Maya: Modeling


Editing Curves
Attaching curves and surfaces

NURBS Modeling
Tip
If you construct the initial curves or surfaces carefully, an attach usually
produces the desired results without knot insertion. If you perform an
attach operation with Multiple Knots set to Remove and then feel you
need more localized control, you can reverse it using Edit → Undo, then
perform the Attach again with Keep selected.

Keeping original geometry


If Keep Original is toggled on, the original curves or surfaces are retained
after the attach is performed. See “Attaching curves and surfaces with
history off” on page 148 for information.

Editing the attachment in the Attribute Editor


You can edit the parameters displayed in the Channel Box and the Attribute
Editor for a selected attached curve or attached surface node.
To open the Attribute Editor, either:
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.
The options you set in the options window or the Channel Box are displayed
in the Attribute Editor. See the option descriptions for details.
These parameters are the same as the Curves → Align Curves parameters.
All Continuity and Scaling options are off by default and should not be
toggled on. The Join parameter can be changed to specify a different end of
the curve or surface isoparm to use in the attach.
See “Editing the alignment using manipulators and the Channel Box” on
page 178 and “Editing the alignment in the Attribute Editor” on page 180 for
more information about these parameters.

Using Maya: Modeling 155


Editing Curves
Detaching curves and surfaces

Detaching curves and surfaces


Use Curves → Detach Curves or Edit Surfaces → Detach Surfaces to break
a curve into two curves, to open a currently closed curve, or to detach a
surface.

To detach a curve:
The following shows what happens when you detach part of the
construction curve used to create a revolved surface. The revolved surface
must be created with the Construction History icon on.
1 Select the original construction curve.

If it is difficult to select the construction curve, open the Hypergraph or


Outliner window and select it from there.

156 Using Maya: Modeling


Editing Curves
Detaching curves and surfaces

2 Click the Select by component type icon from the Status Line.
3 With the right mouse button, click the Parm Points icon and toggle Curve

NURBS Modeling
Points on from the pop-up menu.

or
While the pointer is over the active curve, use the right mouse button to
select Curve Point from the marking menu.
4 Click where you want to detach the curve. A point appears where you click.
This point is the parameter value.

Tip
To change the detach location before detaching the curve, click on another
point and drag it along the curve.

5 Select Curves → Detach Curves. The construction curve is detached at this


parameter value, the detached section of the curve is highlighted, and the
revolved surface is reconstructed.

Using Maya: Modeling 157


Editing Curves
Detaching curves and surfaces

6 To delete the unwanted curve section, deselect everything, select the part of
the curve you want to delete and press the Backspace key.

You can also detach at more than one curve point at a time. Shift-click when
placing the curve points and select Curves → Detach Curves.

To move a periodic curve’s start point:


A periodic curve, such as a NURBS circle or a closed curve, has a start point.
You can move this start point using Detach Curves.
1 Make sure the Construction History icon is off in the Status Line before you
create the curve.

2 With the right mouse button, select Curve Point from the marking menu.
3 Click to determine a detach point, then select Curves → Detach Curves. This
moves the start point to the curve point position.

158 Using Maya: Modeling


Editing Curves
Detaching curves and surfaces

NURBS Modeling
start point start point moved
detach point

To detach a surface:
1 Select the surface you want to detach.

2 Click the Select by component type icon.


3 With the right mouse button, click the Lines icon and toggle Isoparms on
from the pop-up menu.

or
While the pointer is over the active surface, use the right mouse button to
select Isoparm from the marking menu.
4 Click on the isoparm where you want to detach the surface.

Using Maya: Modeling 159


Editing Curves
Detaching curves and surfaces

5 Select Edit Surfaces → Detach Surfaces. The surface is detached from the
isoparm location you specified.

6 You can now transform the detached section of the surface.

You can also detach at more than one isoparm at a time. When you select the
isoparms, Shift-click to select more than one isoparm, then select
Edit Surfaces → Detach Surfaces.

160 Using Maya: Modeling


Editing Curves
Detaching curves and surfaces

NURBS Modeling
Setting Detach Curves and Detach Surfaces options
Select Curves → Detach Curves - ❐ or Edit Surfaces → Detach Surfaces - ❐
to open the options window.

Keeping original geometry


If Keep Original is toggled on when you perform the detach, the original
curve or surface is retained. If you use the Show Manipulator Tool when you
perform the detach, a detach curve manipulator is displayed. This
manipulator lets you interactively change the parameter value for the
detach.

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Editing Curves
Detaching curves and surfaces

If you later want to change this value with the Show Manipulator Tool,
select the detached curve, then select the detach curve node in the Channel
Box, and enter a new parameter value.

Editing the detachment in the Attribute Editor


The Attribute Editor for a detached curve contains the same attributes for
curves. See “Editing curves in the Attribute Editor” on page 79 for details.
To open the Attribute Editor, either:
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.
The Attribute Editor for detached surfaces, however, contains the same
attributes you find in the Channel Box. See “Changing the detach direction
and position,” that follows for details.

162 Using Maya: Modeling


Editing Curves
Detaching curves and surfaces

NURBS Modeling
Input Surface The Input Surface information is read-only. It gives you access to the history
of the surface you detached. Click the arrow button to select the surface and
open its section of the editor.
Direction Use the Direction pop-up menu items to specify the direction of the
detachment.

Keeping the geometry in U or V


The Keep section lets you specify whether or not original geometry is kept
in either U or V when you perform the detachment.

Changing the detach direction and position


You can change the direction of the detachment by selecting U or V from the
Direction pop-up menu in the Channel Box or Attribute Editor. You can also
enter a parameter value to change where the detachment occurs.
In the following, a V isoparm is selected, moved, and then detached twice.
The first detachment moves the seam of the cone, which is periodic in V.

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Editing Curves
Detaching curves and surfaces

If you change the parameter value, the detachment area is increased or


decreased. In the following example, the parameter value is increased to 1.5.

To change the detach direction, select U from the Direction pop-up menu to
detach the isoparm from a parameter value of 1.5 in the U direction.

164 Using Maya: Modeling


Editing Curves
Aligning curves and surfaces

Aligning curves and surfaces

NURBS Modeling
Use Curves → Align Curves and Edit Surfaces → Align Surfaces to
establish continuity between curves and surfaces.

What is continuity?
Continuity between curves or surfaces can be an important factor when you
want to create the perfect surface for animation and rendering purposes.
Aligning always enforces at least positional continuity, and lets you enforce
tangent and curvature continuity. Once the selected elements are aligned,
you can adjust the tangent magnitude at the junction of the two elements by
setting options or manipulators to give you more control when modifying
the aligned elements.

Positional continuity aligns


the first CVs along the
curves or surface isoparms.

1st CV
2nd CV
Tangent continuity uses
the second CVs to achieve
tangent continuity.

1st CV
Curvature continuity uses 3rd CV
the third CVs to achieve
curvature continuity.

When you use Align, the selected elements are modified to positional
continuity based on one option setting, then modified to tangent continuity
based on a second option setting. See “Setting Align options” on page 172
for more information.

Using Maya: Modeling 165


Editing Curves
Aligning curves and surfaces

Important notes
The Align options windows (both for curves and surfaces) contain an
Attach toggle that lets you attach the original curves or surfaces after the
align is performed. Attach is toggled off by default. If this option is on,
toggle history off (the Construction History icon in the Status Line) or odd
behavior can occur if the aligned curve or surface is modified later. See
“Attaching curves and surfaces with history off” on page 148 for examples.

If the Attach option is toggled on in the options window, the aligned


elements are joined together and you get one result.

Selecting curve points and isoparms to align


Align doesn’t always work when you marquee-select curves or surfaces.
Select a component (a curve point or a surface isoparm) to reliably define
which ends to align.

Aligning Curves
To specify the align location for curves, you have to place curve points. Use
the Select by component type icon or the marking menu.
The following alignment is performed using the default option settings.

To align two curves in component mode:


1 Click the Select by component type icon from the Status Line.
2 With the right mouse button, click the Parm Points icon to toggle Curve
Points on from the pop-up menu.

3 Click on the first curve to place the first point, and Shift-click on the second
curve. Points are displayed at each click location.
4 Select Curves → Align Curves to align the two curves.

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NURBS Modeling
If necessary, you can also select the curve point and drag it to the desired
location.

To return to object selection mode, click the Select by object type icon on the
Status Line.

To align two curves from the marking menu:


1 Select the first curve, and while the pointer is over the curve select Curve
Point from the marking menu.

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Aligning curves and surfaces

2 Click on the curve where you want to place the first curve point.

3 Shift-select the other curve and release the mouse button.


4 While the pointer is over this curve, use the right mouse button to select
Curve Point from the marking menu again.
5 Shift-click at the next align location. Another point is displayed.

6 Select Curves → Align Curves to align the curves.

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Aligning curves and surfaces

NURBS Modeling
Tips
A curve can only be aligned to another free curve. A curve-on-surface can
only be aligned to another curve-on-surface, provided it is on the same
surface.

Aligning surfaces
To specify the align location for surfaces, you have to select surface
isoparms. Use the Select by component type icon or the marking menu.
The following alignment is performed using the default option settings.

To align surface isoparms in component mode:


1 Click the Select by component type icon.
2 With the right mouse button, click the Lines icon to toggle Isoparms on from
the pop-up menu.

3 Click on the isoparms where you want to align the surfaces, then select
Edit Surfaces → Align Surfaces.

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Editing Curves
Aligning curves and surfaces

Tips
You can also hold the mouse and drag the isoparm to another location if
necessary.

When aligning a surface to a surface, only surface isoparm boundaries can


be modified, although you can align one surface (the one that is modified)
to any isoparm on the other surface.

To align surface isoparms from the marking menu:


1 With the pointer positioned over the first surface, use the right mouse button
to select Isoparm from the marking menu, and click to select an isoparm.
2 With the pointer positioned over the second surface, use the right mouse
button to select Isoparm from the marking menu again.
3 Shift-select the second isoparm.
4 Select Edit Surfaces → Align Surfaces to align the surfaces.

Align limitations
• You cannot align closed/periodic curves or surface boundaries that are
closed/periodic.
• An exact tangent or curvature continuous surface cannot be guaranteed if
surfaces are rational (if the weight is not 1.0, the surface is rational).
• You cannot align a free curve to a curve-on-surface.
• You cannot align a curve or surface to itself.

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Editing Curves
Aligning curves and surfaces

Aligning to a trimmed edge


You cannot align to a trimmed edge; you can only align to surface isoparms.

NURBS Modeling
For example, if your surfaces look like the following you can still align the
two surfaces, but Align uses the boundary of the underlying surface of the
trimmed surface.

1 Select an isoparm at the edge of the untrimmed surface and one near the
trimmed edge of the other surface.

2 Adjust the Join Parameter value in the Channel Box if necessary.

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Editing Curves
Aligning curves and surfaces

Setting Align options


Select Curves → Align Curves - ❐ or Edit Surfaces → Align Surfaces - ❐ to
open the options window.

See “Editing the alignment using manipulators and the Channel Box” on
page 178 to find out how you can adjust some of these parameters in the
Channel Box to suit your needs.

Setting attachment options


Attach Select Attach if you want to attach the alignment. You can then set the
following options:

Keeping or removing multiple knots


Multiple Knots When objects are joined, Multiple Knots are created at the join parameter.
Select Keep to retain these knots.
Select Remove to remove as many knots as possible without changing the
shape of the object when the attach is performed.

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Aligning curves and surfaces

Determining the continuity between intersections


Continuity means that two curves intersect, or that two surfaces share a

NURBS Modeling
boundary. Continuity options let you specify how to achieve continuity for
the two elements. See “What is continuity?” on page 165 for more
information about continuity.
Position Positional continuity means that the ends of two curves or the edges of two
surfaces meet exactly. The following shows how curves are aligned with
each Modify Position option (First, Second, and Both).
When Keep Original is toggled on, notice how the curves are aligned by
comparing the position of the original curves to the aligned curve. The
alignment occurs depending on which curve is selected first (white) and last
(green).

Both First (default)

Second

See “Changing the order of the alignment” on page 174 for more information
about the order in which you want the curve or surface modified.
Tangent Tangent continuity exists when two elements are placed end to end, but the
tangents at the two endpoints also match.

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Editing Curves
Aligning curves and surfaces

End point of curves


curve 1

curve 2

Curvature Curvature continuity exists when two elements that meet with tangent
continuity also have the same curvature at the joint. When this option is
selected, the curvature scale sliders are enabled.
See also “Scaling the tangent and curvature alignment” on page 177 for
information on increasing or decreasing the tangent magnitude or curvature
at the end of a curve.

Changing the order of the alignment


You can choose in what order you want the curve or surface modified. The
following tables show what is modified when you select the Modify
Position, Modify Boundary, and Modify Tangent options, First, Second, or
Both, for curves or surfaces.

Changing the Modify Position options

Modify Position Curves Surfaces

First The entire first curve The entire first


Only the shape of the moves so its end surface moves so its
first element you point coincides with end boundary
select is modified. the start of the second coincides with the
curve. start boundary of the
second surface. Some
adjustments are made
to the first surface end
boundary CVs.

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Aligning curves and surfaces

Modify Position Curves Surfaces

NURBS Modeling
Second The entire second The entire second
Only the shape of the curve moves so its surface moves so its
second element you start point coincides start boundary
select is modified. with the end of the coincides with the
first curve. end boundary of the
first surface. Some
adjustments are made
to the second surface
start boundary CVs.
Both The entire first and The entire first and
The shapes of both the second curves move second surfaces move
first and second so that the end points so that the end
elements you select coincide with each boundary of the first
are modified. other. The CVs at the surface and the start
end points are moved boundary of the
halfway along the line second surface
of minimum distance. coincide. The adjacent
boundary CVs move
halfway along the line
of minimum distance.

Changing the Modify Boundary options

Modify Boundary Curves Surfaces

First The CV at the All the end boundary


Only the shape of the endpoint of the first CVs of the first surface
first element you curve moves to move to coincide with
select is modified. coincide with the CV the adjacent start
at the start point of the boundary CVs of the
second curve. second surface.

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Editing Curves
Aligning curves and surfaces

Modify Boundary Curves Surfaces

Second The CV at the start All the start boundary


Only the shape of the point of the second CVs of the second
second element you curve moves to surface move to
select is modified. coincide with the CV coincide with the
at the end point of the adjacent end
first curve. boundary CVs of the
first surface.
Both The CVs at the end All the end boundary
The shapes of both the point of the first curve CVs of the first surface
first and second and the start point of and the start boundary
elements you select the second curve CVs of the second
are modified. move to coincide with surface move to
each other. The CVs coincide with each
at the end points are other. The adjacent
moved halfway along CVs move halfway
the line of minimum along the line of
distance. minimum distance.

Changing the Modify Tangent options

Modify Tangent Curves Surfaces

First The tangent at the The tangents at the


Only the shape of the end of the first curve end boundary of the
first element you adjusts to coincide first surface adjust to
select is modified. with the tangent at the coincide with the
start of the second tangents at the start
curve. boundary of the
second surface.
Second The tangent at the The tangents at the
Only the shape of the start of the second start boundary of the
second element you curve adjusts to second surface are
select is modified. coincide with the adjust to coincide with
tangent at the end of the tangents at the end
the first curve. boundary of the first
surface.

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Editing Curves
Aligning curves and surfaces

Note

NURBS Modeling
Curvature continuity is applied to the curve or surface that is modified for
tangent continuity (see the table above).

Scaling the tangent and curvature alignment


The values in the Tangent Scale and Curvature Scale boxes increase or
decrease the tangent magnitude or curvature at the end of the curve or
surface. You can enter a value in the box or drag the slider bar. The
following table shows what happens when the tangent and curvature is
scaled.

Tangent Scale Curves Surfaces

First The tangent The tangent


Only the shape of the magnitude at the end magnitude at the end
first element you of the first curve boundary of the first
select is scaled. adjusts. surface adjusts.

Second The tangent The tangent


Only the shape of the magnitude at the start magnitude at the start
second element you of the second curve boundary of the
select is scaled. adjusts. second surface adjusts.

Curvature Scale Curves Surfaces

First The curvature at the The curvature at the


Only the shape of the end of the first curve end boundary of the
first element you adjusts. first surface adjusts.
select is scaled.
Second The curvature at the The curvature at the
Only the shape of the start of the second start boundary of the
second element you curve adjusts. second surface adjusts.
select is scaled.

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Editing Curves
Aligning curves and surfaces

Keeping original geometry


If Keep Original is toggled off, the original curves or surfaces are replaced
with the aligned curves or surfaces. If toggled on, two new curves or
surfaces are created and the originals are retained.

Editing the alignment using manipulators and the Channel Box


To display manipulators on your curves or surfaces so you can edit the
alignment interactively, turn construction history on before performing an
alignment, then select the Show Manipulator Tool.

Tangent scale
manipulators

Use to adjust
Join parameter

If Continuity is set to Curvature and the scale value is more than 0, more
manipulators are added.
The example on the left shows the manipulators for the default, Curvature
Scale First and Second set to 0.0. The example on the right shows the
manipulators if the scale values are changed to 2.0

Curvature scale = 0 (default) Curvature Scale = 2

You can edit the options in the Channel Box for selected items. For example,
if you edit the tangent scale parameters in the Channel Box for a curve,
notice how the manipulators are adjusted.

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NURBS Modeling
Some of these parameters are also included in the Attribute Editor. See
“Editing the alignment in the Attribute Editor” on page 180 for details.

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Editing Curves
Aligning curves and surfaces

Enter parameter values, or choose items from the Continuity Type pop-up
menus using the left mouse button. Type on or off to toggle the Reverse and
Swap parameters as well as Tangent and Curvature Continuity. The
Direction U parameter determines in which direction the alignment occurs.
If off, the alignment occurs in the V direction.
See the section describing the Reverse, Swap, and Twist toggles in “Editing
aligned surfaces in the Attribute Editor” on page 183.

Editing the alignment in the Attribute Editor


The Attribute Editor for Align Curves and Align Surfaces reflect the options
you see in the Channel Box and the options window for an aligned curve or
an aligned surface. If you aligned curves, the sections of the editor for the
Input Curves are accessible. If you aligned surfaces, the sections of the editor
for the Input Surfaces are accessible.
To open the Attribute Editor, either:
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.

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Editing Curves
Aligning curves and surfaces

Editing aligned curves in the Attribute Editor

NURBS Modeling
The Align History section of the editor for a curve alignment includes
options you set in the options window or the Channel Box.
Input Curve The Input Curve information is read-only. It gives you access to the history
of the curves you aligned. Click the arrow buttons to select an input curve
and open its section of the editor.

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Editing Curves
Aligning curves and surfaces

Positional/ For details on Positional and Tangent Continuity types, see “Determining
Tangent the continuity between intersections” on page 173.
Continuity
Join Parameter The Join Parameter slider becomes available depending on the Positional
Continuity Type you select. Use Join Parameter to define the parameter on
the first/second item at which the alignment is performed. For example, if
Move First is selected for curves, the join parameter defines the point on the
second curve where the first one is aligned.
Reverse For curves, the Reverse toggles specify whether the curves must be reversed
before performing the alignment. Remember, Align uses the end point of the
first curve and the start point of the second curve.
Interior The Interior Blending sections are the same as the Tangent Scale options in
Blending the options window. The sliders become available depending on which type
of continuity you select.

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Editing Curves
Aligning curves and surfaces

Editing aligned surfaces in the Attribute Editor

NURBS Modeling

The Align History section of the editor for a surface alignment includes
options you set in the options window or the Channel Box.
Input Surface The Input Surface information is read-only. It gives you access to the history
of the surfaces you aligned. Click the arrow buttons to select an input
surface and open its section of the editor.

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Editing Curves
Aligning curves and surfaces

Positional/ For details on Positional and Tangent Continuity types, see “Determining
Tangent the continuity between intersections” on page 173.
Continuity
Join Parameter The Join Parameter slider becomes available depending on the Positional
Continuity Type you select. Use Join Parameter to define the parameter on
the first/second item at which the alignment is performed.
Reverse/Swap The Reverse and Swap toggles for surfaces define whether the surfaces have
to be reversed and or swapped before performing the alignment (remember,
align uses the end of the first surface and the start of the second). The
reverse is done in the direction defined by Direction U (on or off) in the
Channel Box.
Twist If Twist is toggled on, the second surface is also reversed in the opposite
direction of Direction U. Turn this on if your aligned surface is twisted.
For example, if you align the surfaces and the surface boundaries are going
in different directions, the following results.

Surface boundaries are not going in the same direction.

When you marquee-select the surfaces, the align result is twisted. Turn
Twist on either from the Attribute Editor or in the Channel Box to correct
the problem.

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Editing Curves
Aligning curves and surfaces

NURBS Modeling
Twist off Twist on

The other alternative is to check the surface U/V direction before you align
the surfaces. Use Edit Surfaces → Reverse Surfaces to reverse the surface
directions if necessary. See “Reversing the curve or surface direction” on
page 195 for details.

Reverse the surface boundary on one of the surfaces.

Align result

Interior The Interior Blending sections are the same as the Tangent Scale options in
Blending the options window. The sliders become available depending on which type
of continuity you select.

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Editing Curves
Projecting curve tangents

Projecting curve tangents


Use Curves → Project Tangent to modify a curve’s tangent at an endpoint
so that it coincides with the tangent of a surface or two other intersecting
curves.
You can also use this method to adjust a curve’s curvature to match a surface
curvature, or the curvature where two other curves intersect. For instance, if
a curve’s end point is on a surface, use this function to make the curve
tangent continuous with either the U or V direction of the surface where the
curve touches the surface.
Although you can use Align Curves (Curves → Align Curves) to establish
tangent plane continuity between construction curves prior to constructing a
surface, it can only align curves to curves or surfaces to surfaces. Project
Tangent can be used to easily re-establish tangent continuity of a curve with
two other curves or with a surface before constructing the next surface.

To project a curve tangent onto a surface:


1 Select the surface you want to use for the project tangent, then select the
curve that you want to modify.
2 Select Curves → Project Tangent.

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Editing Curves
Projecting curve tangents

NURBS Modeling
Note
In some cases, you cannot project one curve tangent onto two surfaces at
different ends of the curve. You must be careful that there are enough
interior CVs to avoid any overlap. For instance, if the curve is cubic and
you want to project both ends of the curve with curvature continuity, you
should make sure that the curve has at least three spans (that is, a total of
six CVs).

To project a curve tangent onto curves:


1 When projecting curve tangents, make sure the endpoint of the curve you
want to project is located at the intersection of the other curves.

Intersection point

2 Select the curve for which you want to project a tangent first then Shift-select
the other curves.
3 The tangent is projected depending on which curve you select last
(highlighted in green).

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Editing Curves
Projecting curve tangents

Setting Project Tangent options


Select Curves → Project Tangent - ❐ to open the options window.

Defining the construction type


Construction The following Construction options lets you determine what construction
method is used to project the curve.
The default project tangent Construction type is Tangent. The curve is
modified by projecting its tangent vector where it intersects the surface onto
the tangent plane of the surface. This means that only necessary
modifications are made to the start or end of the curve where it intersects the
surface.
If you select Curvature, the curve is made tangent and curvature continuous
with the surface in the direction of the tangent vector. An extra manipulator
is displayed on the curve to let you adjust the Curvature Scale value. (The
Curvature Scale slider is also displayed in the options window when this
option is selected).

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Editing Curves
Projecting curve tangents

NURBS Modeling
Setting the tangent align direction
Tangent Align The Tangent Align Direction options provide a convenient way to either:
Direction
• reverse the direction of the curve’s tangent vector,
• automatically align the tangent vector with either the U or V parameter
directions of the intersecting surface or two curves.
Select either U or V to pick which tangent you want to use for the
adjustment. U is the U direction of the surface, or the second selected curve.
V is the V direction of the surface, or the third selected curve.
Normal is the normal vector of the tangent plane. Select the Normal option
to make a curve normal to or perpendicular to a surface or two curves.
When selected, the curve is no longer tangent continuous to the surface since
it is perpendicular to the surface.

Notes
When you select Normal, it becomes the mode you are working in for the
current curve modification. To return to the general project tangent
operation, select either the U or V tangent align direction.

Tangent rotation is not available when the Tangent Align Direction is


Normal.

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Editing Curves
Projecting curve tangents

Scaling the tangent


Tangent Scale The Tangent Scale slider displays the current tangent scale factor. Scaling
the tangent adjusts the length of the tangent vector without changing its
direction. You can adjust the tangent scale by clicking and moving the slider,
or by entering a value. A negative scale factor reverses the direction of the
tangent vector.

Rotating the tangent


Tangent The Tangent Rotation slider displays the current tangent rotation angle.
Rotation Adjusting the rotation rotates the tangent vector on the tangent plane
defined by the surface intersection. You can adjust the tangent rotation angle
by clicking and moving the slider, or by entering a value.

Note
If you change the Tangent Rotation value, the curve is no longer tangent
to the surface or two other curves.

Adjusting the curvature scale


Curvature Scale Project tangent works by first selecting a curve to modify and then selecting
a surface or two other curves that intersect with either of its end points. The
curve is modified by projecting its tangent vector where it intersects the
surface onto the tangent plane of the surface.
If Curvature is selected as the construction type, the curve is made tangent
and curvature continuous with the surface or curves in the direction in
which the tangent vector is going.
Adjusting the Curvature Scale value modifies the curve in such a way that
the tangent or curvature doesn’t change at the curve or surface intersection
point. For example, if you modify a curve at its end point, the curvature
slider moves the third CV from the end of the curve along a line that joins
the end two CVs of the curve (for instance, along the tangent vector line).
Such a modification doesn’t change the curvature at the end of the curve, it
just adjusts the tangent vector.

Reversing the tangent vector direction


Reverse Toggle Reverse Direction on or off to change the direction of the tangent
Direction vector so that it points in the opposite direction. Reverse Direction simply
multiplies the current tangent scale factor by -1.0.

190 Using Maya: Modeling


Editing Curves
Projecting curve tangents

Keeping original geometry


Toggle Keep Original on to keep the original curve after the projection is

NURBS Modeling
performed.

Adjusting the tangent interactively


When you select the Show Manipulator Tool after you project a tangent onto
a surface, manipulators display as well as editable parameter boxes in the
Channel Box.
You can click-drag these manipulators to interactively adjust the curvature
scale, tangent scale, or tangent rotation of the curve. You can also enter
values in the Channel Box, or in the Numerical Input line when a
manipulator is active.

Curvature manipulators
The manipulators correspond to the Construction method you used in the
options window. For example, if the project tangent Construction method is
Curvature, an extra manipulator appears.

Curvature Scale Point


manipulator

If the Curvature Scale value does not equal 0, the Curvature Scale Point
manipulator appears at the specified scale location. In the following, the
scale value is 4.0.

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Editing Curves
Projecting curve tangents

Tangent manipulators
The following examples show the manipulators for a Tangent Construction
method.
Click-drag the Rotation manipulator to rotate the tangent vector.

Rotation manipulator

Click-drag the Tangent Scale Point manipulator to adjust the tangent scale.

Tangent Scale Point manipulator

The same manipulators appear for curves.

Curvature Scale Point manipulator

Rotation manipulator

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Editing Curves
Projecting curve tangents

NURBS Modeling
Tangent Scale Point manipulator

Editing the projected tangent in the Attribute Editor


To edit a projected tangent, use the Attribute Editor. To open the Attribute
Editor, either:
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.

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Editing Curves
Projecting curve tangents

The Attribute Editor for a projected tangent contains the same attributes you
set in the options window and the Channel Box. See the option descriptions
for details.

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Editing Curves
Reversing the curve or surface direction

Reversing the curve or surface direction

NURBS Modeling
Use Curves → Reverse Curves to reverse the sequence (direction) of CVs on
a curve. Use Edit Surfaces → Reverse Surfaces to reverse and examine the
surface normals for surfaces and trimmed surfaces.

Tip
Since motion path curves follow the direction of the curve, you can use
Reverse to change the path direction.

To reverse the direction of CVs on a curve:


1 Make sure the curve is active.
2 To display the curve CVs, select Display → NURBS Components → CVs.
3 Select Curves → Reverse Curve. The CVs are reversed along the U
parametric direction by default.

Start CV After Reverse

To reverse the surface normal direction:


See “What you need to know about surfaces” on page 243 for more
information about the surface direction and surface normals.
1 Make sure the surface is active.
2 To display the surface CVs, select Display → NURBS Components → CVs.
3 Select Edit Surfaces → Reverse Surface. The surface normals are reversed
along the U parametric direction by default.
See “Changing the direction of surface CVs” on page 197 for more
information on how to reverse the surface CV direction.

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Editing Curves
Reversing the curve or surface direction

Setting Reverse Curves options


Select Curves → Reverse Curve - ❐ to open the options window.

Keeping original geometry


Toggle Keep Original on to determine whether the original curves are
retained after a Reverse operation is performed.

To switch start and end CVs using the Show Manipulator Tool:
1 Check to make sure Construction History is on in the Status Line or
manipulators do not display during the Reverse operation.

2 Select the Show Manipulator Tool, toggle Keep Original on, and then
reverse the curve CVs to display a reverse curve manipulator. Click this
manipulator to interactively reverse the curve’s start and end CVs.

196 Using Maya: Modeling


Editing Curves
Reversing the curve or surface direction

Setting Reverse Surfaces options

NURBS Modeling
Select Edit Surfaces → Reverse Surfaces - ❐ to open the options window.

Changing the direction of surface CVs


The following is a close-up view of the U and V indicators on a surface.

U and V indicators.

When you reverse the Surface Direction, notice how the indicators change
depending on what you choose.
Surface Select U to reverse the CVs along the U parametric direction. U is the default
Direction surface direction.
Select V to reverse the CVs along the V parametric direction.
Select Swap to exchange U and V parameterization. Selecting an item a
second time using the same direction restores the original CV sequence.
Reversing the sequence of CVs for a surface reverses the surface normals.
Select Both to reverse the CVs and normals along both U and V parametric
directions.

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Editing Curves
Reversing the curve or surface direction

To quickly reverse a surface:


To quickly reverse a surface in a specific direction, select an isoparm and
then select Edit Surfaces → Reverse Surfaces without opening the options
window.

Reversed direction

Reversed direction

Reversed direction

Editing the reversed item in the Attribute Editor


The Attribute Editor for a reversed curve or surface contains the same curve
and surface history attributes for a curve or an object. See “Editing curves in
the Attribute Editor” on page 79 and “Editing objects in the Attribute
Editor” on page 227 for details.

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Editing Curves
Rebuilding curves

Rebuilding curves

NURBS Modeling
Use Curves → Rebuild Curve to rebuild a NURBS curve or curve-on-surface
to reduce data and construct smoother curves.

To rebuild a curve:
1 Click on the curve or marquee-select the curves that you want to rebuild.
2 Select Curves → Rebuild Curve.
The curve is rebuilt based on the current option settings. In the following
example, the curve is rebuilt with the default settings.

Original curve with CVs Rebuilt curve

3 Toggle Keep Original on in the options window (it is off by default) and
select Display → NURBS Components. Now you can see the CVs or edit
points on the curve when you rebuild the curve. This lets you easily verify
how the rebuild affects the curve.

4 A new curve is rebuilt on top of the original and becomes the active curve.
You can move the new curve and select the original curve to try different
option settings. This way you can compare the results and delete the curves
you don’t want.

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Editing Curves
Rebuilding curves

5 You can also select the original curve from the Channel Box by clicking the
heading to display and edit its parameters if necessary.

Setting Rebuild Curve options


Select Curves → Rebuild Curve - ❐ to open the options window.

The Rebuild Curve options window changes to include the options


associated with a selected option setting, or to hide the options you don’t
need.

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Editing Curves
Rebuilding curves

Changing the curve rebuild type


There are various options you can set to rebuild your curves to suit your

NURBS Modeling
needs. The options window changes depending on the type of rebuild you
select.

Rebuilding the curve uniformly


Uniform Select Uniform (the default) to rebuild a curve with uniform
parameterization. You can change the number of spans and degree of the
curve you want to rebuild. The Number of Spans and Degree values
become available. You can enter a value in the boxes or use the slider bar.
When you press the Rebuild button after you change the values, the curve is
rebuilt as a uniform knot curve of the specified degree and number of spans.

Reducing the number of spans on the curve


Reduce If Reduce is selected, a knot is removed only if its removal does not cause
any of the remaining CVs to move by a distance greater than the tolerance
setting. A higher tolerance setting results in a greater span reduction. See
“Setting the curve’s tolerance,” next.

Setting the curve’s tolerance


Use Tolerance If the Rebuild Type is Reduce or Curvature, the Use Tolerance options are
displayed in the options window.

These options let you rebuild the curve within a specified tolerance of the
original curve. You can select to apply global tolerance or set the specific
tolerance for this function.

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Editing Curves
Rebuilding curves

If you select Global tolerance, the Positional value you set in Options →
General Preferences → Modeling is used.

Select Local tolerance to display the following box. You can enter a new
value to override the Positional tolerance value you set in Modeling
Preferences.

Local tolerance is useful when you often want to change these values often,
but don’t want to change the Global tolerance.

Matching the rebuilt curve’s geometry to another curve


Match Knots More than one curve is required if you want to use Match Knots.
Select Match Knots to rebuild a curve to match the knot values, degree, and
number of spans of another curve. The rebuilt curve is matched to the
settings of last curve you select (the green curve).
The Keep toggles are available when you select this Rebuild Type and the
Match Curve input curve information is available in the Attribute Editor.
See “Editing the rebuilt curve in the Attribute Editor” on page 206 for
details.

Removing multiple knots


No Multiple Select No Multiple Knots to remove all of the multiple knots. The resulting
Knots curve is the same degree as the original curve. The Keep toggles are not
available when you select this option.

202 Using Maya: Modeling


Editing Curves
Rebuilding curves

NURBS Modeling
Tip
While rebuilding curves to remove any multiple interior knots, quite often
the shape of the curve is lost. If you want to preserve the shape of the
curve, enter the following command in the Command Line:
setAttr rebuildNodeName.fr false

Rebuilding the curve with more edit points


Curvature Select Curvature to insert more edit points in the areas of higher curvature.
The resulting curve is the same degree as the original curve.

The Keep toggles are not available when you select this option, however the
Use Tolerance options are displayed. See “Setting the curve’s tolerance” on
page 201 for details.

Setting the parameter range


Parameter The three Parameter Range options are used to specify how parameters are
Range affected during the rebuild.
If 0 to 1 is selected (the default setting), the resulting curve’s parameter
ranges from 0 to 1.0.
Keep means the rebuilt curve’s parameter range matches that of the original
curve.

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Editing Curves
Rebuilding curves

If 0 to # spans is selected, the resulting curve’s 0 to # spans gives you integer


knot values which makes it easier for numerical input. If using the Uniform
Rebuild Type, this option always gives you integer knot values. For
example, if you want to use Detach Surfaces on an isoparm and you prefer
to type a value, it is easier to enter the number 2 than something like 0.362.

Selecting elements of the original curve to keep


Keep toggles The Keep toggles, Ends, Tangents, and CVs, are used to specify whether or
not you want to keep the end points, tangents, or CVs of the original curve.
The Ends toggle is on by default.

Changing the number of spans on the curve


The number of spans in the resulting curve is set by the value you enter in
the Number of Spans box.

Number of Spans = 4
(default)

Number of Spans = 2

Number of Spans = 10

Changing the curve degree


The Degree of the resulting curve is determined by the U or V degree you
select. See the description “What is the curve degree?” on page 55 for
information on curve degrees.

204 Using Maya: Modeling


Editing Curves
Rebuilding curves

NURBS Modeling
Cubic, degree 3 (default)

Linear, degree 1

Keeping original geometry


If Keep Original is toggled on, a new curve is rebuilt on top of the original
and becomes the active curve. You can move it and select the original curve
to try different option settings. This lets you compare the results and delete
the curve you don’t want.

Note
If the rebuild is not successful, the temporary curve is not created and the
original curve remains active.

Editing the rebuilt curve from the Channel Box


When you rebuild a curve, its parameters are displayed in the Channel Box
when you click the rebuildCurve heading. These options are also available
in the options window and the Attribute Editor. You can enter values in the
value boxes, type on or off in the toggle boxes, or select items (Rebuild Type
or Degree) from a pop-up menu.

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Editing Curves
Rebuilding curves

Editing the rebuilt curve in the Attribute Editor


To edit the rebuilt curve’s attributes, use the Attribute Editor. To open the
Attribute Editor, either:
• Click the option box (❐) in the Object pop-up menu in the Channel Box.
• Click the option box (❐) in the History list menu on the Status Line.
• Click the option box (❐) in the Inputs pop-up menu in the marking menu.
• Select Window → Attribute Editor.

The options you set in the options window or the Channel Box are
displayed. See the option descriptions for details.
Input Curve The Input Curve information is read-only. It gives you access to the history
of the original curves you rebuilt. Click the arrow button to select the curve
and open its section of the editor.
Match Curve The Match Curve read-only information is made available only if there is
more than one curve and Match Knots is selected in the options window.

206 Using Maya: Modeling

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