- ALIGNED IMAGE PLANES
- ALPHA ONION SKINS
- MAYA CARD TRICKS
- MAPPING VERSUS MODELING
- INSERT HERE WHILE DRAWING CURVES
- EXPLICIT, R-RATED NURB TESSELLATION
- TESSELLATION VERSUS CVs
- LINEAR VERSUS CUBIC HEROICS
- CONSTRAIN THOSE UNRULY CURVES
- THE REVOLUTIONS WILL NOT BE TELEVISED
- BI-RAILING THE MISSING GLASS SLIPPER
- SLIPPER REBUILDING
- SHADY, UNDESIRABLE ELEMENTS IN MAYA
- RANDOMIZE THOSE CVs
- JUNKYARD DUMPING SIMULATION
- USE OF PHOTOSHOP AS A MODELING TOOL
- AUTOTRACING FOR FUN AND PROFIT
- PHOTOSHOP PATHS TO MAYA CURVES
- WRESTLING WITH DISPLACEMENT
- ANIMATE YOUR MODELING
- SET SUBTLETIES
- TRANSFORM TOOLS SHORTCUT
- INTERROGATING POINTS AS TO WHERE THEY LIVE
- FACE PROPOGATION VIA SHELL IN POLY SELECTION CONSTRAINTS
RANDOMIZE THOSE CVs
Here is a great trick for deforming objects without deformers. Say what? Actually, this is a very easy way to slightly perturb surfaces without taking the time to tweak a deforming operation. Simply take a NURBS or poly surface that you want to randomize, select all CVs or vertices, and set a keyframe on them. Now open the Graph Editor and use a MEL randomizing script, such as RandKey.mel, found online at a site such as Highend3d.com. With the script, randomize the value, not time, and update on the Time Slider. The surface will be either too subtle or totally wrecked, so adjust accordingly. After adjusting it to your liking, delete the animation on the surface because you will be carrying a lot of animation baggage you don't need.