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Table Of Contents

Refining the animated channels
Cleaning up your curves
SQUASH AND STRETCH
Adding a scale node
Maintaining volume
Adding shear
Editing timing
Conclusion
Hiding the general UI
Hotkeys
SHADING GROUPS
Creating materials
Texture maps
Positioning the texture
Lighting
Placing a spot light
Rendering animations
Project set-up
Add an emitter to the ball
Add gravity to the particles
Set particle attributes
Create the look of the particles
Create a particle collision
Create a particle event
Hardware rendering
Compositing particles
Resetting the user interface
The workspace
Layouts
View panels
View tools
Other panel types
Saved layouts
Display options
Texturing and lighting
Display smoothness
Show menu
The Show menu
UI preferences
Menus
Menu sets
The shelf
Hotbox
Hotbox marking menus
Customizing the hotbox
Tool manipulators
Transform manips
Using the mouse buttons
Shift gesture
Set pivot
Coordinate input
Channel box
Channel box and manips
Attribute Editor
SELECTING IN MAYA
Selection masks
The selection user interface
Grouping and parenting
Selection modes
Scene hierarchy mode
Object mode
Component mode
RMB select
Combined select modes
TOOLS AND ACTIONS
Tools
Actions
A typical action: 2D fillet
Hierarchies and dependencies
Shading group nodes
Shading group node
Making your own connections
Adding a texture node
Animating the sphere
Building scene hierarchies
Hiding objects
Procedural animation
Creating a curve on surface
Create group hierarchy
Create a path animation
Layer the animation
File management
Editing CVs
Positioning the CVs
Finishing touches
Building skeleton joints
Bind the surface to the joints
Templating objects
Building the front flipper
The side shape
Refining the flipper
The back flipper
Mirroring the flippers
Add joints for the flippers
Joining the flippers to the body
Binding the surfaces
Initial set-up
Building Salty’s right eyeball
Creating a target for the eyeball
Creating the eyelid
The Hypergraph
Deforming the eye
Adding a cluster deformer
Positioning the eye
Creating the second eye
Building the eye control node
Adding a blink attribute
Adding a pupil attribute
Building the whiskers
Texturing the whiskers
Building SaltyÕs nose
Parenting to the skeleton
Adding IK single chain handles
Add an IK spline handle
2Add an IK spline handle
Cluster the spline curve
Create a ball
Connect the ball to SaltyÕs nose
Connect the ball to Salty’s nose
Setting up for the animation
DYNAMICS
Dropping the ball
Baking the simulation
2Bake the simulation
Finishing SaltyÕs motion
Finishing Salty’s motion
Making the whiskers flop
Playblasting the animation
2Playblast the animation
Creating the pool
Creating the back wall
LIGHTING THE SET
Creating spot lights
Creating background lighting
Animating the camera
Creating the deck shading
Adding a bump map
Refining the floor materiality
The water shading group
LAYERED SHADERS
The wall shading group
Adding to the layered shader
REFINING THE LIGHTING
Adding reflected lighting
Turning on shadows
RENDERING
Preparing the surfaces
Setting the Render Globals
Starting a new file
1Start a new file
WHAT IS MEL?
Typing commands
The Command line
The Script Editor window
Learning more about commands
Expressions
Building a blink procedure
Writing the script
Adding the function to the UI
Building a custom UI script
Keyframing SaltyÕs blink
Keyframing Salty’s blink
THE SCRIPTS
blink.mel
blinkWindow.mel
Starting the ship
Air intake ports
The front cockpit
Creating a more organic look
Finishing the model
TEXTURING THE SHIP
Creating the polyShip shading
Projecting the texture
Mapping the fin
Mapping the cockpit
Rendering the ship
Adding different texture maps
Main thruster
Construction history
THE HULL
Drawing character curves
Profile curves
Birail surface
The side surface
Aligning surfaces
TRIM SURFACES
The back surface
A circular fillet
The photon recess
Building the wing
Details
Deleting history
Grouping the shapes
TEXTURING SURFACES
Texturing the thrusters
Texturing the cockpit
Cylindrical projection map
Planar projection map
STARS AND PLANETS
Create the starfield
Creating three planets
1Create three planets
Creating the planet textures
Create more planet shaders
Render the scene
THE SPACESHIP SCENE
Creating a reference
Path animation
Animate a second ship
Setting up the image plane
Edit the path curves
CREATING OPTIF/X
Building a thruster light
Adding the fog effects
Animate the fog effect
Building a photon torpedo
Animate the effect
Building an explosion
Updating the polyShip animation
PARTICLE EFFECTS
Create a particle emitter
Particle attributes
1Set particle attributes
Rendering the particles
Particle smoke
The final rendering
Resetting the move tool
BUILDING A CHARACTER
Drawing a skeleton leg
Adding IK chains to the leg
Rolling the foot
Orienting the toe
Creating geometry
Binding the geometry
Editing the sets
Adding a flexor
Creating the second leg
Create the torso and head
Building arms
Tuck and bulge
Duplicate the arm
Animate the pelvis
Animate the feet sliding
Edit the animation curves
Animate the feet (up and down)
Animate the pelvic rotations
Animate the heel rotation
Setting keys for the spine
Keying the arm motion
The rotate plane IK solver
Animating a two-node camera
Props, color and lighting
Testing the motion
Rendering the animation
The Maya directory
The preferences directory
The projects directory
Creating a new project
Setting projects
Scene files
REFERENCING FILES
A single user project with referencing
A multiple-user project with referencing
Understanding References
Importing vs. Referencing
The rules of referencing
Setting up the project
Creating an Alias proxy file
Displacement maps
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Graphics - Maya Learning Book

Graphics - Maya Learning Book

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Published by Tiểu Hồ Đồ

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Published by: Tiểu Hồ Đồ on Nov 27, 2012
Copyright:Attribution Non-commercial

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11/20/2013

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