Professional Documents
Culture Documents
v1.015
USER MANUAL
(tested in Autodesk Maya 2017-2020)
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Table of contents:
Click on the list or select from the menu directly ->
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Introduction
GS Toolbox is a collection of tools created to fill some of the gaps in
Autodesk Maya 2019+ modeling tools and provide quick access to
some of the existing tools. GS Toolbox is mainly focused on hard
surface modeling, however some of the features can be easily and
effectively used in all types of workflows. GS Toolbox has interactive
UI that reacts to certain commands and prompts user for action.
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Installation
0. Pay for WinRAR
1. Unpack and copy gs_toolbox folder to Documents/Maya/{Maya_Version}/scripts/
2. Run Maya
3. In MEL script field copy and paste this command:
source "gs_toolbox/gs_toolbox_init.mel";
4. Click Enter
You can use middle mouse drag to drag TB UI button to any tab.
All the hotkeys are now available in Hotkey Editor > Custom Scripts > GS > GS_ToolBox
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Button indication
Most of the buttons in GS Toolbox have alternative modes, some options attached to them
or other color coordination.
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Visibility and Reference Toggle
Some of the features in GS Toolbox change visual representation and selectability of the
objects.
To be able to control this manually, two togglable buttons were added:
• Quick Groups “Toggle Group Reference” disables selectability of the entire group
• Instance + disables selectability of an instanced object and changes the visibility of
an original object to “wireframe”
• Boolean Output -> Wireframe changes the visibility of the output object of the
Boolean operation to “wireframe”
• Boolean Output -> Shaded same as previous but vice versa
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Constraints
When modeling it is very important to be able to quickly change the selection or
transformation constraints to select or move components.
These buttons allow you to quickly enable/disable constraints as well as provide indication
of whether the constraints are active right now.
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Dot Select
Dot select button selects the next component based on the pattern
between first two selected components.
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Select Edges by Angle
To quickly select edges based on the angle between faces “Select Edges” button in
conjunction with “Angle” slider can be used.
Select edges is a Context Sensitive function which means that it will select edges
based on the selected object or selected faces. If you select an object, it will look on
all the edges of an object. If you select faces it will look only on the edges of the
selected faces.
Additional Options:
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Quick Groups
Quick Groups is a powerful selection and
organization tool. It supports grouping of objects,
components or both.
It supports up to 20 different groups per scene (for additional 40 groups, download a free
Maya script GS Quick Groups in the Online Store)
Group operations:
• Left Click on an orange group (not empty) will select all the contents of the group
• Shift + Left Click on multiple groups will select them additively
• Ctrl + Left Click on an orange group will hide/show an entire group (notice how
hidden groups are now light grey)
• Hold Right Mouse Button will open
additional operations marking menu
o Clear Group will remove all the
objects from the group (it will not
delete the objects)
o Toggle Group Visibility/Reference will toggle viewport visibility or
selectability of this group
o Merge to this Group will merge any selected objects to this group. If added
object is in another group, it will be removed from that group
o Add Selection to this Group will add any selection to this group. If added
object is in another group, it will now be in both groups
o Remove Selection from this Group will remove any selected object from
the selected groups
Options:
In the options menu you can force-update all groups (in case of an error), clear all the
groups (objects are not deleted) and show/hide groups in the outliner.
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Creasing and Beveling
One of the main features of GS Tools is its creasing and beveling
workflow.
User can quickly crease and bevel entire objects based on the
angle between faces, manipulate crease sets, convert creases to
bevels and more
Crease+ Button:
Quick Crease by Angle (Crease+):
1. Select objects
2. Select angle using Angle Slider
3. Select Subdivision level using SubD slider
4. Select Crease amount using Crs slider
5. Click Crease+
Crease by angle (Crease+) is a Context Sensitive function which means that it will
crease edges based on the selected object or selected faces. If you select an object,
it will look on all the edges of an object. If you select faces it will look only on the
edges of the selected faces.
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“Crease+” Marking Menu:
Hold RMB on Crease+
UnCrease+ Button:
UnCrease+ will remove creases from all the edges of the selected
objects
Bevel+ Button:
Bevel+ functionality is very similar to Crease+. It will bevel edges
based on the selected angle tolerance and options in the Marking
Menu.
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Crease/UnCrease Buttons:
Selecting face components will crease face perimeter, unless Shift modifier is pressed
before slider drag action (this functionality can be inverted if Crease/Uncrease Face
Perimeter option is changed in the Options)
Selecting edges or vertex components will change their crease level when dragging the
slider.
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Mirroring
Quick mirroring is an important part of any workflow. That’s why
there is an entire section of GS Toolbox menu dedicated to this
task.
Buttons X,Y,Z and their negative counterparts will Mirror, Flip,
Instance or Delete geometry based on the selected options below:
By default, Flip and Instance modes use advanced matrix transformation. To use
vanilla (Maya native) functionality, hold Shift when clicking on XYZ buttons.
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• Delete Geo mode – this mode will delete the geometry that
is beyond mirror line based on the selected options:
o World – Delete geometry based on world Axis
o Object – Delete geometry based on Pivot of the object
o B.Box – Delete geometry based on the Bounding Box
of an object
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Instancing
Instancing is a powerful workflow that allows to create
multiple copies of the same object in the scene to then edit them as one object. Editing
one object in an instance will change all of the other objects as well.
GS Toolbox allows user to quickly create multiple instances of an object in one click as well
as some advanced functionality of an Instance+.
Instance button:
Marking Menu:
• XYZ and -X-Y-Z – user can instance objects on any axis using
this selector
• Instance – check to enable Instancing of the selected objects
• Copy – check to enable copying (without history) of the
selected objects
• Copy with History – check to enable copying (with history) of the selected objects
• No Offset – removes any translations from the instanced mesh
• Offset – instanced mesh will be offset based on the
bounding box of an object and selected Offset value (found
in options menu next to Offset radio button)
• Offset + Gap - instanced mesh will be offset based on the bounding box of an
object, selected Offset value and constant Gap based on the bounding box of an
object
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• Randomize Transforms window. Contains
options to randomize selected objects
Transformations.
Example workflow:
• Create multiple instances of an object by using Instance and Snap option in Snap
to Poly function.
• Open Randomize Transforms
window and select Translation X and
Y and Rotation X and Z
• Preview randomizations by using
main sliders
• Apply Randomizations by clicking
Randomize button.
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Instance+ button:
Example workflow:
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Store Edits
Default Maya behavior when it comes to vertex
(edges/faces) movement is to save those edits in the mesh
itself, not in the node that can be deleted. If later on we
want to, for example, delete some of the nodes to undo
mesh edits (Delete Node button) we will encounter a problem where those edits, stored
in the mesh, will still be applied and result in an unpredictable mesh modification.
To avoid this problem, Store Edits button was created.
Note that Store Edits button only work with Vertex Tweaks (Vertex/Edge/Face
Movements). Other Maya functions does not require any special treatment.
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Store Edits Example:
• Create a mesh
• Extrude some polygons. Note how Extrude function
does not activate Store Edits Button (if you are not
using Gizmo Extrude)
• Now move some vertices/edges/faces. Note how
after you moved the camera or selected other part of the mesh, Store Edits button
changed to orange. This indicates that there are some edits that can be stored in a
node. Don’t touch the button just yet.
• Try Extruding (using Extrude command, not Gizmo Extrude)
some additional faces. Note how after regular extrustion
command, button highlight changed to its detaulf state. That is
because when you apply other functions on top of vert edit, Maya
automatically saves vert edits in a polyTweak node.
• Now move some verts once more. Store Edits button is now
orange. Click on it and you will see either polyTweak or tweak
node appear in the Channel Box.
• Now move some more verts. Store Edits button become
orange again. If you click it now, you will see another polyTweak
or tweak node appear in the Channel Box.
• Now try Deleting those last tweaks using Shift + Delete Node
button (delete last node command). Note how edits you just did dissapeared and
you can safely delete other nodes down to the original mesh.
Note that Shift + Delete Node button already checks for applied tweaks, so even if
you forget to store your last edits, Shift + Delete Node button will always work as
intended.
Note that Gizmo Extrude will activate Store Edits button because it is a
combination of extrusion and vert transform
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Delete Node
Construction history in Maya is a powerful tool that (if
properly used) can create complex node networks and
procedural tools. However, for regular modeling workflow
there is rarely a need for complex node networks. Most of
the modeling is linear.
In some cases, though, it is very useful to be able to step back in construction history a
few steps. Delete some of the unwanted edits. Remake some of the failed parts.
Delete Node and Shift + Delete Node allows you to do just that.
Delete Node button will delete any selected node from the construction history of the
mesh. However, be very careful which nodes you are deleting and especially in what order.
If you delete a node that changes vertex order from the middle of the history stack, you
are guaranteed to get an unpredictable result. For example, deleting a polyExtrudeFace
node from the middle of the history stack will change the vert order and all the nodes that
come after polyExtrudeFace will change their behavior. However, if you delete
polyCrease node, most of the times nothing will happen to your mesh (there are some
exceptions).
So, to be safe, try deleting nodes from top to bottom.
Shift + Delete Node will do just that. It will delete the latest node in
the construction history and 99.9% of the time no problems will
occur. It will also auto apply any vertex tweaks that were not applied
using Store Edits button.
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Snapshot
When you are modeling, your construction history will
rapidly grow and at some point, Maya will slow down
significantly. Unfortunately, that is the price of procedural
node system.
The best way avoid that is, of course, delete your construction history from time to time.
However, you might want to store a snapshot of your object with all the history intact (for
future reference or review).
Snapshot button will automatically duplicate selected object, hide
it, constrain it to the original object and create a group “_sn” that will
hold all the snapshots from this object. Moving original object will
also move all the hidden snapshots.
Shift + Snapshot will also automatically delete construction history of the original object.
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Snap to Poly
When you create buttons on a character or place bolts on
your starship armor, it is sometimes tedious to align your
meshes correctly.
Shift + Snap to Poly resets pivots before snapping. This can solve some of the issues if
you moved/rotated your pivot point before snapping.
Marking Menu:
• Simple Snap will simply snap your selected objects to
selected faces.
• Instance and Snap will instance your selected object
enough times to fill every selected face.
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Solidify
Default Maya Extrude (faces) command only applies to
faces that you select or to all the faces that are currently
available on the object. This functionality works just fine if
you have a classic linear workflow, however if you introduce
something like Instance+ to the equation, this behavior becomes unreliable.
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Straighten
Straighten command will straighten any selected edge
groups between the first and the last vertex of that group.
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Straighten Marking Menu:
Best way of thinking about them is Local and World Zeroing of the Scale.
Local XYZ is the same as World XYZ but is uses gizmo position instead.
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Interpolate
Interpolate function will move vertices from a selected
edge group (same auto-sorting as Straighten) to a
smooth line between three verts: first (1), middle (2) and
last (3).
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Combine & Separate
Maya already has Combine and Separate
objects features, however they have some very
prominent downsides. Every time you separate
objects, Maya creates a new group for
separated objects. Same with combine.
Moreover, Maya will rename resulting objects
which can have a negative impact on your scene organization. After four-five such
operations, your outliner will have a very messy collection of groups in groups in groups
etc.
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Duplicate & Extract
Maya already has Duplicate Faces and Extract Faces functions, however, just like with
Combine and Separate they have grouping and renaming issues.
Extract – will extract selected faces (or separate selected edges) but will not separate
resulting objects.
Shift + Extract – will extract selected faces and separate them into different objects.
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Booleans
One of the more advanced features of GS Toolbox menu is
its Boolean section.
In this section you have the option to quickly Boolean objects using Union, Difference or
Intersection commands (Bool + , Bool - , Bool = ).
The main difference between this command and regular Booleans in Maya is:
• GS Toolbox will organize Booleans in a convenient group
• It will automatically show wireframe of a cutter object (so you can edit it after initial
Boolean operation)
• It supports instances
• Has three different algorithms (in the options menu) that can be used depending
on the situation
To immediately hide wireframe after Boolean operation, use Shift + Click when applying
Boolean operation.
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Delete Boolean Cutter – will delete any selected cutter object without interfering with
other cutter objects. Select cutter object -> Click Delete Boolean Cutter
Apply Booleans - will apply any Boolean cutters to the base object and clear the history
If you select Cutter object and look at the Channel Box you
will see three new attributes. Every Cutter object (or cutter
object group) will have Boolean Bypass, Boolean Operation
and Boolean Classification attribute. You can change them on the fly.
Options:
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Construction Plane
Constriction Plane on Ply will create a live plane aligned
to a selected polygon.
You can then dynamically adjust its resolution using Res
slider.
Switch to Constr. Cam. – will switch your viewport to a
special camera that is aligned with the construction plane.
Clicking on this button again will return you to a persp
viewport.
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Quick Materials
In GS Toolbox you have 12 empty material slots that you
can use to quickly:
• apply materials
• select material node
• save/load presets
• create MatCap materials
• make material a global shader.
General workflow:
Enter the marking menu of any empty slot (Hold
RMB):
• Select from Scene Materials will open a
window that will allow you to choose from
already existing materials.
o Here you can select the material,
press OK to add it to the slot
o Delete (first unlock it) this material
from the scene.
o Update List can also be used if you
renamed your materials while this window was opened.
o Double Click on material name to select it for editing
• Now that you have a material in a material slot you can select objects and click on
that slot with LMB to apply that material to selected objects or components.
• Shift + LMB on the material slot will select this material for editing
• Ctrl + LMB on the material slot will select all the objects with that material applied
• Clear Slot will remove the material from the slot but will not delete the material
itself
• Save Preset will save a preset of the material. You can
then use this preset in other scenes as well. Entire
Shading Network is saved in the preset, so you can
add file nodes and other adjustments if you need. You
can have unlimited number of presets saved
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• Your saved presets can then be accessed
using Manage Preset button in the
marking menu.
o Import to load preset
o Rename to rename saved preset
o Delete to Delete preset
• Create MatCap will create a “material capture” material from the image that you
provide. MatCaps can then be saved as presets as well.
• Global Shader check box will make a selected slot a Global Shader Slot. Any newly
created meshes will automatically have this material applied to them. You can have
only one Global Shader Slot per scene. Unchecking this box will return the scene
to its default global material (lambert1)
Note at this point only default Maya materials can create swatches. Other materials
(Arnold, V-ray etc.) will not show properly. But you can still save them as presets and
select them from scene with no problem.
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Options
Options can be accessed from the drop-down menu
“Options”.
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