Game Development Reference
In-Depth Information
FIGURE 2.28 Scene contents in the Outliner
You can also use Maya's Hypergraph (Windows > Hypergraph) to organize the
scene's contents.
3. Delete group1 and group2, as these are no longer of use.
Tip
It's important to stay on top of object naming. Remember that other
people may use your work, so try and make it as easy for them as possible.
4. Next you will need to combine the objects into a single mesh. To do this, simply
select all the cubes and go to Polygons > Combine. (For the first time, you will
need to switch from the default Animation menu set to the Modeling menu set, or
you won't see the Polygons menu.)
As you have built this character, each action you have taken has created an extra node in
the construction history. Look in the Channel Box when you have an object selected, and
in the Inputs section you can see this history in the form of a long list. This is helpful for
going back and editing things, but it also increases the file size and eats up your system's
memory. Having a long history could also throw Maya into terminal lock-up if operations
suchasPolygons>Combine,EditPolygons>Extract,orPolygons>Smoothareexecuted
on a complex model.
What we can do now to clean up the history is to bake it onto the model by first selecting
the character and going to Edit > Delete By Type > History.
AlternativelyifyouwishtodeletethehistoryoneveryobjectinthescenesimplygotoEdit
> Delete All by Type > History. This does not require anything to be selected beforehand.
With this version of the Kila model, the amount of detail is really up to you. You could use
cylinders, as I will in the upcoming Basic Shape tutorial, to get in a bit more of the char-
acter's shape. Or you could just stick to basic boxes. Whatever you choose, make sure you
don't spend too long on this version; it is only a placeholder character, after all.
You will find my version of Primitive Kila on the CD in Project Files/02, named
Kila_Primitive.mb.
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