Loft Object

Loft Object

Maya 2012 Tutorial

 

How to Create a Loft Object in Maya

 

 

A loft object is started by drawing multiple curves in the workspace. By selecting the curves in the correct order a skin is added connecting the profiles. The curves should have the same number of points and travel in the same direction. A loft surface requires two or more curve shapes. The curve shapes can be either open or closed, but should be of the same type for the entire object.

Since a Nurbs circle is a curve object, it works fine for this example.

 

Step One

Choose Create > NURBS Primitives > Circle and include the options.

Step Two

In the options box set the Number of Sections to 16 and click Create.

Step Three

Scale the circle in one direction so it becomes an oval shape.

Step Four

Duplicate the oval twice (Edit > Duplicate) and move the two new ovals in the y direction. Space the shapes so you have a top, middle and bottom. If you are having difficulty selecting the shapes, open the Outliner and click the circle name.

Step Five

Scale the middle oval a bit larger.

Step Six

Shift-select the ovals from top to bottom and choose Surfaces > Loft from the Surfaces menu set. Be sure to include the options.

Step Seven

Set the Section Spans to 16.

Step Eight

In the Loft Options you can choose to create a Nurbs, Polygon, Subdiv or Bezier object.

Step Nine

Click Loft or Apply to create your new loft object.

Twisted Shapes

Be careful when creating lofts with closed curves. In addition to the same point count, each curve's starting point (first vertex) must line up. If you have multiple curves and the starting points don't line up, your geometry may become twisted.

Resetting Loft Settings

Whenever you create a Loft object, a new object is created based on the last time the tool was used. To reset the Loft tool to the default values, open it's options and choose Edit > Reset Settings.

 

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