Download Mari 3.1v1 Getting Started Guide PDF

TitleMari 3.1v1 Getting Started Guide
LanguageEnglish
File Size3.3 MB
Total Pages115
Table of Contents
                            Cover
Contents
Preface
	About This Guide
	Contact Customer Support
Installation and Licensing
	System Requirements
		Officially Supported Operating Systems
		Minimum Hardware Requirements
		Recommended System Requirements
		Tested Workstation Hardware
	Windows
		Installation on Windows
		Launching on Windows
		Licensing on Windows
	Linux
		Installation on Linux
		Launching on Linux
		Licensing on Linux
	Mac OS X
		Installation on Mac
		Launching on Mac OS X
		Licensing on Mac
	About Mari Non-commercial
	Support
		Licensing Mari Non-commercial on Windows
		Licensing Mari Non-commercial on Mac OS X
		Licensing Mari Non-commercial on Linux
Mari Model Requirements
	Model Requirements
The Mari Workspace
	What It Looks Like
Managing Projects
	Creating a New Project
	Opening Existing Projects
		Using the Command Line
	Saving Your Project
Configuring Your Workspace
	Palettes
	Shelves
		Customizing Shelves
Channels
	Adding a Channel to a Project
	Adding a Set of Channels
Layers
	Add a Layer to a Layer Stack
	Add a Mask to a Layer
	Add an Adjustment to a Layer Stack
	Add a Procedural to a Layer Stack
	Group Layers
Shaders
	Create a Shader
Changing the View
	3D Navigation
	Lighting
Painting
	Paint Tools
	Painting a Constant Color
	Customizing Your Brush
	“Painting Through” an Image
	Clone Stamping
		Moving and Warping Paint
	Baking Paint onto the Model
	Blurring Baked Paint
Exporting and Importing
	Exporting Channels
	Exporting Layers
	Importing Channels
	Importing Layers
About the Tutorials
	Download Sample Files
	Tutorial Format
Tutorial 1: Setting up a Project
	What You Should Know Before Starting This Lesson
	Resources You Need to Complete This Lesson
	How Long Should It Take?
	About Mari Projects
	Open a New Project
	Specify Project Options
	Load Geometry
	Save Your Project
	Where Do You Go from Here?
Tutorial 2: Setting the View
	What You Should Know Before Starting This Lesson
	Resources You Need to Complete This Lesson
	How Long Should It Take?
	About Mari View and Lighting
	Open Your Project
	Adjust the View
	Adjust the Lighting
	Where Do You Go from Here?
Tutorial 3: Painting!
	What You Should Know Before Starting This Lesson
	Resources You Need to Complete This Lesson
	How Long Should It Take?
	About Painting in Mari
	Open Your Project
	Open the Colors and Shelf Palettes
	Select a Color
	Select a Brush
	Paint!
	Bake Your Painting
	Where Do You Go from Here?
Tutorial 4: Painting Through and Clone Stamping
	What You Should Know Before Starting This Lesson
	Resources You Need to Complete This Lesson
	How Long Should It Take?
	About Painting from Images in Mari
	Open Your Project
	Load an Image
	Paint Through
	Clone Stamp
	Where Do You Go from Here?
Tutorial 5: Exporting and Importing
	What You Should Know Before Starting This Lesson
	Resources You Need to Complete This Lesson
	How Long Should It Take?
	About Mari Exports
	Open Your Project
	Export a Channel
	Export a Layer
	Import a Channel
	Import a Layer
	Where Do You Go from Here?
                        
Document Text Contents
Page 57

GETTING STARTED GUIDE

Changing the View
As described below, Mari includes features for 3D navigation to view your model from various angles
and perspectives, change the lighting on the mesh, and change the resolution of textures.

3D Navigation

To...

Zoom in and out Alt+Ctrl/Cmd-click and drag, OR Right-click and drag

Pan left and right Alt+Shift-click and drag, OR Middle-click and drag

Rotate the model Alt+left-click and drag

Spin the camera Alt+Ctrl/Cmd+R+left-click and drag

NOTE: In many Linux windows managers, the Alt key is used by default as a mouse modifier
key. This can cause problems in 3D applications where Alt is used for camera navigation in
3D environments.

You can use key mapping to assign the mouse modifier to another key, such as the
(Super orMeta) key, but the method changes depending on which flavor of Linux you're
using. Please refer to the documentation on key mapping for your particular Linux
distribution for more information.

TIP: By default, Mari uses momentum when you are moving the view. When you let go of the
mouse button, the model slowly coasts to a stop. You can turn this behavior off so that the
model only moves when you are holding the mouse button down.

To do so, change the settings in the preferences by uncheckingMomentum Enabled via Edit
> Preferences > Navigation.

57

Page 58

GETTING STARTED GUIDE 58

The navigation toolbar also provides the ability to control panning, zooming, rolling, and orbiting,
with various settings for each. You can easily access the toolbar, shown below, at any time using the
following buttons:

• Reset navigation settings to default.

• Enable panning to move the model on the screen.

• Enable zooming to zoom in or out on the model.

• Enable rolling to turn on the momentum system.

• Enable orbiting mimics the orbiting system in Maya and allows you to move the camera around the
model.

• Disable rotational snapping gives options to turn on and change the angle at which the camera view
snaps to (45 degrees or 90 degrees).

You can also use the keys 1-6 to switch between preset views (left, right, top, bottom, front, and back).

In the UV view, you can also rotate or reset the model for easier viewing and painting. Press 1 to reset
the model back to its default position. Press 2, 3, and 4 to rotate the model counter-clockwise in 90-
degree increments from the default position.

Press Home to cycle between hiding all palettes, hiding docked palettes and showing hidden palettes.

Use the tabs at the top of the canvas to switch between:

• UV - a grid view showing the UV patches.

• Ortho/UV - a splitscreen showing the UV patches and the orthographic view.

• Perspective - a perspective camera view, or

• Ortho - an orthographic camera view.

TIP: You can also use the , , and toolbar buttons or the F10, F11, and F12
keyboard shortcuts to activate a particular view on any tab.

Lighting
You can change the lighting on the main mesh by clicking on the toolbar:

CHANGING THE VIEW | LIGHTING

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