
Santa
3docean
Let's get started on crafting a jolly Santa Claus character that's rigged and ready to go in Maya 2013, exported as an OBJ file for ease of use. First, we'll need to establish a base mesh for our Santa. We can start by creating a simple sphere primitive, which will serve as the foundation for his body. To do this, navigate to the Create menu in Maya and select Sphere. In the Attribute Editor, adjust the Size parameter to around 10 units, depending on how large you want your Santa to be. Next, let's add some basic geometry to create the illusion of Santa's suit. We can achieve this by duplicating the sphere primitive multiple times, scaling each instance differently to create a layered effect. To duplicate the sphere, simply select it and press Ctrl+D (or Command+D on Mac). Then, adjust the scale of each duplicated sphere in the Channel Box to your liking. Now that we have our basic geometry in place, let's move on to creating Santa's face and head. We'll need to create a new mesh for this, so select all the existing geometry and press Ctrl+Shift+R (or Command+Shift+R on Mac) to delete it. Then, go back to the Create menu and select Plane. In the Attribute Editor, adjust the Size parameter to around 2 units. Draw some basic shapes on the plane to create Santa's face, including his eyes, nose, and mouth. You can use the Draw tool or the Polygons tool to achieve this. Once you have your basic shape in place, duplicate it multiple times and scale each instance differently to create a more detailed look. To add some personality to our Santa character, let's give him some eyebrows and a hat. For the eyebrows, simply draw two small rectangles on top of his face using the Draw tool or Polygons tool. For the hat, create a new mesh by duplicating the plane primitive and scaling it up to fit over Santa's head. To rig our Santa character, we'll need to create some joints that will allow him to move his body and limbs. To do this, navigate to the Create menu in Maya and select Joint. In the Attribute Editor, adjust the Name parameter to something descriptive, such as "Santa_Hip". Repeat this process for each joint you want to add, making sure to parent them correctly so they can move together. Once you have all your joints created, let's start setting up some basic skinning. To do this, navigate to the Create menu in Maya and select Skin Cluster. In the Attribute Editor, adjust the Name parameter to something descriptive, such as "Santa_Skin". Select the joint that corresponds to Santa's hip and set it as the root of the skin cluster. Next, let's add some basic animation to our Santa character. To do this, navigate to the Create menu in Maya and select Animation Curve. In the Attribute Editor, adjust the Name parameter to something descriptive, such as "Santa_Animation". Select the joint that corresponds to Santa's hip and set it as the root of the animation curve. Now that we have our basic rigging and animation setup complete, let's export our character as an OBJ file for use in other software. To do this, navigate to the File menu in Maya and select Export Selection As OBJ. In the Save Options window, adjust the File Name parameter to something descriptive, such as "Santa_OBJ". Finally, let's add some basic materials to our Santa character. To do this, navigate to the Shading menu in Maya and select Blinn. In the Attribute Editor, adjust the Color parameter to a red color that matches Santa's suit. Repeat this process for each material you want to add, making sure to assign them correctly to the corresponding parts of the body. That's it! Our Santa character is now complete and ready to use in other software.
With this file you will be able to print Santa with your 3D printer. Click on the button and save the file on your computer to work, edit or customize your design. You can also find more 3D designs for printers on Santa.