keywords: [Maya]Group

创建Group

假设有两个模型

想把两个模型分成一个Group,框选两个物体,再点击:Edit -》 Group,快捷键:Ctrl + G。

再点开Outliner,就可以看到创建的Group:

当点击该Group,就可以同时选中两个物体。点击其中一个物体名称,就可以选中单个物体。

当选中某个物体后,再敲方向键上(Up),就会选中整个Group

删除Group(取消分组)

选中Group之后,再点击:Edit -》 Ungroup。

有时取消分组后,两个对象之间的相对rotation会发生变化,比如向前或向后旋转90度。
原因是创建分组前,修改过某个对象的rotation等transform信息。
解决办法:取消分组前,先删除transform历史记录。即:Edit -> Delete by Type -> History。(Alt + Shift + D)

Sets

A set is a collection of objects or components. Any item you can select can be in a set. The set exists as a separate node representing the collection. Unlike groups, sets do not alter the hierarchy of the scene - they’re simply an arbitrary collection. They are always saved at the scene level, and cannot be part of an object, group, or hierarchy.

You can create two different types of custom sets: sets and quick select sets. Both of them can contain selected objects, components, or groups, but a quick select set can’t be added to a partition. As their name implies, quick select sets are most useful for making it convenient to select any collection of objects or components. For example, you can select many vertices on a polygon object and put them in a set so that you can select and model with them easily.

In some instances, Maya creates sets for you as you work with objects. For example, when you add a cluster deformer to some CVs of a NURBS surface, Maya makes a set for the CVs. You can edit the set to control the effect of the deformation. Maya also creates sets that represent shading groups and layers, and points controlled by deformers, flexors, and skin.

Sets are useful for the following:

  • Simplifying the selection of objects or components that you regularly select, have difficulty selecting in the view panel, or are nested in hierarchies so they’re difficult to access easily.
  • Assigning objects to shading groups for rendering.
  • Moving objects from one layer to another.
  • Adjusting deformer, skin, and flexor deformation.
  • Adjusting the weight of cluster, cluster flexor, and skin points.
  • Working with shading groups.
Partitions

A partition is a collection of related sets. Partitions prevent the sets in them from having any overlapping members. Maya uses partitions to keep sets separate where overlapping members could cause problems.

Maya creates partitions to keep character sets, shading groups, skin point sets, and exclusive deformers from having overlapping members.

You can create your own partitions when you want to create sets that have no overlap.

For example, suppose you’re animating a cartoon character’s nose as he smiles and laughs. You added a cluster to several CVs for adjusting the nose as he smiles and another cluster to different CVs for adjusting the nose as he laughs.

Creating the two clusters creates a set for each group of CVs. Occasionally you want to move CVs from one set to the other. When you move the CVs from one set to the other set, they remain in the first set. You might not want the CVs in the first set because they add undesirable deformations as you transform the cluster.

To avoid this problem, you can create a partition and put both sets in it. The partition prevents one set from having members of another set. When you move the CVs from the first set to the second set, they’re automatically removed from the first set.

References

Sets and partitions
https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-B1DE4646-E52B-4611-87B6-E741F25E284B


宁为鸡口,无为牛后。---《战国策》