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Rentabilidad Nominal y Real del Tipo de Fondo I

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III. RESULTADOS

3.6. Indicadores de Rentabilidad de las AFP

3.6.1. Rentabilidad Nominal y Real del Tipo de Fondo I

When the dialog pops up, under Move Settings, switch from World to Object.

Figure 3-33

Figure 3-34: Change the Move Settings to Object.

4. If you look at the cube you will notice that now the local axis (pivot) is aligned to the cube and no longer aligned to the world.

There are great advantages to being able to switch back and forth between world and object coordinates. Many times you will want to align an object based on the object coordinates.

5. Make two duplicates of the cube. Scale them so that you have a large, a medium, and a small cube. In perspective view, switch back to world coordinates and try to stack them as shown in Figure 3-36.

Figure 3-35

Pretty hard to do, huh?

6. Now switch back to object coordinates and stack the cubes.

Get the idea?

Figure 3-36

Go Tools

Included on the companion CD are a handful of scripts. The one I would like to talk about a little here is the goModTools.mel script, which creates the custom Go Tools dialog (see Figure 3-37). Oftentimes when modeling you get in a groove and find that some of the smallest things seem to impede your progress. Well, this little script is designed to elimi-nate a lot of those issues by allowing you to access common commands quickly and easily from one toolbox.

The toolbox itself is split up into various tabs that allow you to quickly move between tasks. I

developed this script from my own needs as a modeler. Each time I came across a command I found difficult to access I added it to the script. I hope you find it useful in your modeling.

Here is a list of features included in the Go Tools box:

Object — Switches selection to Object mode.

Wireframe — Sets selected object to Wireframe mode.

Shaded — Sets selected object to Shaded mode.

BFCull ON — Sets backface culling on.

BFCull OFF — Sets backface culling off.

Component — Switches selection to Component mode.

Vertex — Escapes tool and sets component selection to Vertex.

Edge — Escapes tool and sets component selection to Edge.

Face — Escapes tool and sets component selection to Face.

Paint Select Faces — Sets selection to Paint Faces mode.

Paint Selected Vertex — Sets selection to Paint Vertex mode.

Paint Selected Edges — Sets selection to Paint Edge mode.

Select Edge Loop — Performs Maya Select Edge Loop command.

Figure 3-37

Select Edge Ring — Performs Maya Select Edge Ring command.

Select Component — Sets selection to select vertices, edges, or faces by clicking on or bounding box selecting components (default selection type).

Select Element — Sets selection to select all vertices, edges, or faces by clicking on an individual component. This works like Grow Select but instantly selects the entire contiguous geometry.

Modeling Tab

Split Poly — Accesses the Split Polygon tool.

Sculpt Poly — Accesses the Sculpt Geometry tool.

Fix Sculpt — This button will perform a fix when the Sculpt Geometry tool fails to work. It is meant to work on an object with mirrored geometry.

Insert Edge Loop — Accesses the Insert Edge Loop tool [v7: Split Edge Ring tool].

Extrude Face — Accesses the Extrude Face tool.

Extrude Faces Separately — Extracts each selected face individually.

Extrude Edge — Accesses the Extrude Edge tool.

Merge Vertex — Accesses the Merge Vertices option box.

Collapse Edge — Accesses the Collapse tool.

Delete Vertex — Accesses the Delete Vertex tool.

Delete Edge — Accesses the Delete Edge tool.

Append Poly — Accesses the Append to Polygons tool.

Cont. Edge — Accesses the Edge Loop Utilities | To Edge Loop option.

Border Edge — Selects the border edge of a geometry.

Center Border Edge — Use to straighten the center border edge of a mirrored geometry.

Poly Extras Tab

Smooth — Adds one smooth node to geometry.

Delete Smooth — Removes most recently applied polySmoothFace node.

Instance X — Creates an instanced geometry on the X-axis.

Instance Y — Creates an instanced geometry on the Y-axis.

Instance Z — Creates an instanced geometry on the Z-axis.

Smooth Normals — Performs All Soft on selected geometry.

Subdiv Proxy [v7: Smooth Proxy] — Creates a smooth proxy model for the selected geometry.

Combine — An improvement on Maya’s Combine. This will combine the selected geometry and allow you to immedi-ately name the new object. It will also remove the leftover transform nodes that are no longer necessary.

Symmetry Merge — Very useful for stitching together the edges of two halves of a selected geometry.

Center Pivot — Aligns the pivot point to the center of the selected geometry.

Create Layer — Creates a new layer using the new name of the selected geometry. It will also add the geometry into the newly created layer.

Extract Faces — Simplifies the Maya face extraction. As the name indicates, it will separate the selected faces from the geometry.

Duplicate Faces — Creates a duplicate of the selected faces, keeping them as part of the selected geometry.

Rigging Tab

Smooth Bind — Skins a geometry to a joint system.

Weighting Tools — Accesses Maya weighting tools.

Bind Pose — Returns joint system to the pose in which the model was initially skinned.

Mirror Weights — Calls up the Mirror Weights option box.

Delete Bind Pose — This is useful in some cases where you may find it necessary to bind additional geometry in a dif-ferent pose. It can also resolve scaling issues when the skeleton was scaled after an animation was applied.

Create Joint — Calls up the Joint tool.

IK Handle — Creates an IK link.

Orient Joint Zup — Allows you to adjust the local rotational axis of each joint so that they all point the same

direction.

Yup Xup

Rotation Angle On/Off — Toggles the local rotation angle on or off for all the joints in the scene.

Freeze Transforms — Calls the Freeze Transform tool.

Editors Tab — This tab contains all of the most commonly used editors in one convenient menu.

Delete History — Using this button will only delete history if an object is selected, and therefore will only delete the history on that particular object. This prevents you from accidentally deleting the history on everything in your scene. This could be a big issue, especially if you have weighted geometry.

Clear Dead Nodes — This is an extremely useful script written by Mike Hovland. It will clear out any extraneous nodes that are left in your scene. Maya is notorious for accumulating nodes that are no longer associated with anything currently in the scene. The Clear Dead Nodes script will get rid of these nodes and then save your nice and clean file.

Wrap-Up

So in review, we learned some of the little tricks to creating models that are entirely quad based. We also discussed some of the issues that might crop up while you model and what to do to resolve them.

We also talked a bit about the types of mapping available. We will, of course, go into more detail on this subject in later chapters.

We took a quick look at the Sculpt Geometry tools, which we will use extensively throughout this book. In addition, you got a sneak peek at a very useful modeling toolbox.

In next chapter we will start on our character! About time, huh?

So from here on out, all the yakking I do will be character centric.

Let the yakking begin!

In document DE POSGRADO (página 81-89)