In this series of Maya tutorials, we will be taking a detailed look at each of the commands found in Maya's Normals menu. Each video is a self-contained lesson centering on one of the commands found in the Normals menu in Maya. This means that these lessons can be viewed in any order you wish, allowing you to jump straight to the content that is most relevant to you. Over the course of these lessons, we'll take a detailed look at each of the Normals commands and how each of them can be used to speed up our workflow. Software required: Maya 2011 and up.
Dan is an author at Pluralsight with a passion for helping others. Long before Dan ever officially donned his recording headset, he was a dedicated forum moderator with Digital-Tutors (now a Pluralsight company), helping out members with problems they encountered across a wide variety of software. Since then, he joined our team and continues to help others every day with their CG challenges.
Introduction and Project Overview [Autogenerated] in this lesson. Well, look at the Vertex Normal Edit Tool. Now with the Vertex normal edit tools were able to manually controlled direction of the normals for our vergis ese. And because his tools going to adjust the normals four are verte sees. There's actually three different types of selections that we can use with this tool. One is to simply select the entire mesh and control the normal direction for all of the Vergis is on that mesh. So, for example, if I were to select this guard here, come up to my polygons menu set and open the tool by going to normals and Vertex Normal Edit tool Let's go ahead and open up the option box here. And as soon as I enter this tool, there's a few different things that we notice here in our view Port. The first is that our Vertex normal display is automatically enabled for the mess that we had selected. Now also, given this manipulator here, where we can come in and rotate the direction of our vertex normals to whatever direction that we want now, the blue arrow here in the center is going to actually give us visual indication of the direction that are normals will be facing. And here in the option boxes, actually only a couple different options here. One is to rotate along our object space. The other is to rotate within world space so we can switch this back and forth however we may need for our particular mesh. Now, as I'm rotating, this doesn't really look like a whole lot is going on. Now that brings up an important point because if we have our smooth mesh preview turned on, we're gonna want to make sure that either we disable that by going to our low resolution or enable our cage around the smooth mesh preview. So if I hit two to enable my cage, we can see the Vertex normals of four. Our mess here and I can go ahead and rotate thieves. You can see how they're all rotating along our manipulator here, or I can hit one in order to go into my low resolution mode. And we can see how the adjusting the normals for my virtue sees is affecting our mesh. If he also notice here on the backside, because all of our vortices are being adjusted since I am selected the entire mesh on the backside here. We're really it's really going to be very dark simply because all of our fur text normals are facing the opposite direction. So if we're not wanting to change the direction of all of the Vertex Normal's on a given mesh, we need to go into our Vertex selection mode or the Vertex face selection mode in order to control which Vergis is. We adjust s O for example, Let's go ahead and right click and go into Vertex mood. We can select some of these. Vergis is here. Let's go ahead and select a few of these courtesies. And if we come back into our Vertex normal edit tool, we can adjust the direction for on Lee. These particular Vergis is that we have selected. See, as I adjust this, the normals are being adjusted along with our manipulator. And very similarly, if we come into our Vertex face selection mode, we can adjust. The Vergis is here in our Vertex face selection mode. Now, just as a tip. If we are in our high quality renderers, it's kind of difficult to be able to see our Vertex face selection mode so we can switch to our default quality render. And we kind of get a better visual ization of this particular selection mode so we can select Our Vergis is here. Come back up and enter our Vertex normal edit tool didn't go ahead and rotate thes verte seas are the normal for these verses. So just to recap with the Vertex Normal edit tool were able to gain a fine level of control over a single Vertex or multiple Vergis ease by rotating the normals for them in either local or world space.