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Table Of Contents

To restore your custom user preferences after doing the lessons
Basics Lessons: Introduction
Basics Lessons: Preparing for the lessons
Basics Lesson 1: Introduction
Starting Maya To start Maya on Windows
To start Maya on Mac OS X
To start Maya on Linux
The Maya interface
The Maya workspace
Main Menu bar
To select a specific menu set
To create a primitive 3D object from the Modeling menu set
Status Line
Shelf
To create an object using a tool from the Shelf
Tip
To hide or show the Channel Box
Saving your work
To save your Maya scene
Exiting Maya
To exit Maya
Basics Lesson 1: Beyond the lesson
Basics Lesson 2: Introduction
Creating a new scene
To create a new scene
Primitive objects
To create a polygonal cylinder for the base
Note
The Toolbox: Layout shortcuts
To change the panel layout to view the base from a side view
The Toolbox: Transformation tools
Selection and de-selection of objects
To select the base primitive object in the scene view
To use the Move Tool to adjust the position of the base
To use the Rotate Tool to adjust the position of the base
The Channel Box
To move and rotate the base using the Channel Box
To rename the cylinder primitive using the Channel Box
Duplicating objects
To change the panel layout to a four view layout
To duplicate the temple base
Creating a project
To create a project
Save your work
Basics Lesson 2: Beyond the lesson
Basics Lesson 3: Introduction
Camera tools
Dolly Tool
To dolly the perspective view
Tumble Tool
To tumble the perspective view
Track Tool
To track the perspective view
Workflow overview
To create a polygonal cube for the pedestal
To create a polygonal cylinder for the shaft
To duplicate the pedestal to create the capital
To create a NURBS sphere for the column base
To rotate and position the sphere on the pedestal
Viewing objects in shaded mode
To display the objects in smooth shaded mode
Grouping objects
To group the objects for the column
The Hypergraph
To view the Hypergraph
To rename the parent node in the Hypergraph
To position the column on the temple base
To create a duplicate copy of the column
To move the duplicate column into position on the base
Selection modes and masks
To use the Hierarchy and Combinations selection mask
Pivot points
To group the two columns
To duplicate and rotate the group
Basics Lesson 3: Beyond the lesson
Basics Lesson 4: Introduction
Template display
To template the base and columns
To create and position a torus primitive for the entablature
Components
To select components of the entablature
To create a roof for the temple
To rotate and position the roof on the entablature
To untemplate objects
The Attribute Editor
To view object attributes using the Attribute Editor
Surface materials
To assign a new material to the temple objects
To edit the shading material's attributes
Basics Lesson 4: Beyond the lesson
Polygon Lessons: Preparing for the lesson
Polygon Lessons: Introduction
Polygon Lesson 1: Introduction
Creating a foundation shape from a primitive
To create a foundation shape
Splitting polygons
To split polygons and manipulate the foundation shape
Using the poly extrude manipulator
To modify the claw's shape using the manipulator
To extrude the pounding head for the hammer
To create a depression at the top of the head
Subdividing polygon faces
To subdivide the handle
Smoothing edges
To smooth the polygon edges and make final modifications
Polygon Lesson 1: Beyond the lesson
NURBS Lessons: Introduction
NURBS Lessons: Preparing for the lessons
NURBS Lesson 1: Introduction
Creating a profile curve
To create a profile curve
Creating a revolve surface
To create a revolve surface
Editing a revolve surface
To edit a surface with construction history
NURBS Lesson 1: Beyond the lesson
NURBS Lesson 2: Introduction
Preparing a surface for sculpting
To prepare a sphere for sculpting
Modifying the surface material for easier viewing
To assign a Blinn surface material
Basic sculpting techniques
To practice sculpting using basic sculpting operations
Additional sculpting techniques
To practice additional sculpting techniques
Sculpting a nose
To sculpt a nose for the character
Sculpting eye sockets
To sculpt eye sockets for the character
Sculpting eyebrows
To sculpt eyebrows for the character
Sculpting a mouth
To insert additional isoparms
To sculpt a mouth for the character
Sculpting other facial features
To import existing models into your scene:
NURBS Lesson 2: Beyond the lesson
NURBS Lesson 3: Introduction
Creating profile curves for a surface
To create profile curves for the salt shaker's body
Duplicating curves
To duplicate curves for the lofted surface
Lofting a surface
To loft a surface for the salt shaker's body
Modifying a primitive object
To create and modify a sphere for the salt shaker's cap
Using the Outliner to parent objects
To parent an object using the Outliner
NURBS Lesson 3: Beyond the lesson
Subdivision Surfaces Lessons: Introduction
Subdivision Surfaces Lessons: Preparing for the lesson
Subdivision Surfaces Lesson 1: Introduction
Creating a subdivision surface
To create a polygon cube
To convert a polygonal cube to a subdivision surface
To display a subdivision surface in polygon proxy mode
Splitting a surface in polygon proxy mode
To split the polygon face into multiple faces
Extruding polygon faces
To extrude the polygon faces to create fingers
To split and extrude a face for the thumb
Deleting polygon faces
To create a hole at the wrist by deleting a face
Subdivision surface levels
To refine the fingers using subdivision surface levels
Refining surface components
To create more precision in the fingernail region
Creating a crease in a subdivision surface
To crease the edge of the fingernail
Subdivision Surfaces Lesson 1: Beyond the lesson
Animation Lessons: Introduction
Animation Lessons: Preparing for the lessons
Animation Lesson 1: Introduction
Setting the playback range
To open the scene
To set the playback range for the scene
Setting keyframes
To set beginning and ending keyframes
To set intermediate keyframes
To set keyframes to make the ball bounce
Using the Graph Editor
To edit animation curves using the Graph Editor
Changing the timing of an attribute
To speed up the animation of the ball's movement
Fine tuning an animation
To adjust the animation curves to match the above images
Deleting extra keyframes and static channels
To delete static channels
Using Playblast to playback an animation
To preview the animation with more accurate timing
Animation Lesson 1: Beyond the lesson
Animation Lesson 2: Introduction
Lesson setup
Using Set Driven Key to link attributes
To link the door's movement to the ball's movement
Viewing the results in the Graph Editor
To view the set driven key results in the Graph Editor
Animation Lesson 2: Beyond the lesson
Animation Lesson 3: Introduction
Open the scene for the lesson
Animating an object along a motion path
To attach the aircraft to the motion path
Changing the timing of an object along a motion path
To view the attributes for the motion path
To change the timing for the aircraft along the path
To view the Graph Editor
To edit the tangents for the keys in the Graph Editor
Rotating an object along a motion path
To animate the roll of the aircraft along the path
Frame Select Set channel attributeChoose
Blending keyframe and motion path animation
To move the motion path
To keyframe the motion for the aircraft
To blend between the two animation types
To edit the rotation interpolation type for blending
To playback the animation using Playblast
Animation Lesson 3: Beyond the lesson
Animation Lesson 4: Introduction
Animation Lesson 4: Open the first scene for the lesson
To set a panel layout for use with the Trax Editor
To set the Outliner to display clips
Creating clips with Trax
To create keyframe animation for the aircraft
To playback the animation using the playback controls
To create an animation clip of the keyframe animation
Anatomy of a clip
To edit the name of the clip in the Trax Editor
To create an animation clip of the aircraft taking off
To create an animation clip of the aircraft landing
Changing the position of clips with Trax
To change the position of a clip in a track
Editing the animation of clips
To use the Graph Editor to modify a clip in Trax
Reusing clips within Trax
To load a clip from disk
To place clips into a track from the Outliner
Soloing and muting tracks
To solo a track
To mute a track
Scaling clips within Trax
To scale multiple clips in the Trax Editor
Animation Lesson 4: Open the second scene for the lesson
To resize the joints on the skeleton
To preview the motion capture animation
Creating clips from motion capture data
To create a source clip of the motion capture data
Extending the length of motion capture data
To create a clip that can be cycled
To cycle the motion for the walk clip
Redirecting the motion within a clip
To create a redirection control for the skeleton
To move the redirection control to the ball of the foot
To keyframe the redirection control
To insert the source clip
To extend the WalkCycle clip to correct the jump cut
To reset the joint size
Animation Lesson 4: Beyond the lesson
Blending clips
Key into clip
Visor and Outliner
Audio clips
Animation Lesson 5: Introduction
Animation Lesson 5: Open the scene for the lesson
Understanding hierarchies
Viewing hierarchies using the Hypergraph
To view hierarchies using the Hypergraph
To select an item using the Hypergraph
Creating a skeleton hierarchy
To create a skeleton for the mechanical arm
Parenting a model into a skeleton hierarchy
To parent the mechanical arm into the skeleton
Applying IK to a skeleton hierarchy
To create an IK handle for the mechanical arm
Creating a control object for an IK system
To create a control object using a locator
To rename the control object using the Hypergraph
To freeze the transformations for the control object
To label the control object in the scene view
To simplify the display of the Arm Control node
Constraining an IK system
To constrain the IK Handle to the control object
To set the IK system to its default position
To apply an orient constraint for the IK system
Limiting the range of motion of an IK system
To lock the Translate X channel for ArmControl
To lock the Rotate X and Z channels for SwivelBase
To parent the IK Handle into the skeleton hierarchy
To determine translation limits for the Arm Control
To set translation limits for the Arm Control
Simplifying the display of a hierarchy
To collapse the display of the hierarchy
Applying parent constraints on an IK system
To set parent constraints for the cargo box
To set the weighting for the parent constraints
Planning an animation for an IK system
Frame Mechanical Arm Cargo Box
Animating an IK system
To set the playback range in the Time Slider
To set keyframes for the mechanical arm
Frame Select Set attribute Select
To set keyframes for the parent constraint weights
To playback the animation using the playback controls
Animation Lesson 5: Beyond the lesson
Character Setup Lessons: Introduction
Character Setup Lessons: Preparing for the lessons
Character Setup Lesson 1: Introduction
Character Setup Lesson 1: Open the scene for the lesson
To open the scene
Creating joints
To create joints for the legs
Creating joints for the arms is similar to creating joints for the legs
To create joints for the arms
Adding joints to a skeleton
To add ribs to the skeleton
To parent the arm and leg joint chains to the spine
Forward and inverse kinematics
Forward kinematics (FK)
Inverse kinematics (IK)
Posing and animating using inverse kinematics
To set up the character prior to creating IK handles
To practice additional IK techniques
Posing and animating using forward kinematics
Character Setup Lesson 1: Beyond the lesson
Character Setup Lesson 2: Introduction
Character Setup Lesson 2: Open the scene for the lesson
Smooth binding a skeleton
To bind the skeleton using smooth skinning
Skin weighting and deformations
To see how skin weights affect a skin's deformation
Modifying skin weights
To modify skin weights using the Paint Skin Weights Tool
Influence objects
To return the skeleton to the bind pose
To position a sphere to be used as an influence object
To make the sphere an influence object
Character Setup Lesson 2: Beyond the lesson
To add the new target object to the blend shape
Character Setup Lesson 3: Beyond the lesson
Texturing Lesson: Introduction
Creating a cracker box model
To create a cracker box model using a cube primitive
Applying a texture map to a polygon mesh
To assign a shading material to the cracker box
Viewing UVs in the UV Texture Editor
To open the UV Texture Editor in a two pane layout
To view UVs in the UV Texture Editor
Mapping UV texture coordinates
To map UVs using Automatic Mapping
Working with UVs in the UV Texture Editor
Selecting UV components
To select UVs for a 3D model in the scene view
Sewing UVs
To sew shell edges together in the UV Texture Editor
Moving UV components
To move UVs in the UV Texture Editor
Beyond the lesson
Rendering Lessons: Introduction
Rendering Lessons: Preparing for the lessons
Rendering Lesson 1: Introduction
Rendering Lesson 1: Open the scene for the lesson
Creating shading materials for objects
Material Description
To create materials for the apple stem
To create materials for the apple
To create materials for the counter and wall
Refining shading materials for objects
To connect a procedural texture to the counter surface
To connect a ramp texture to the apple surface
Maya renderers
Renderer Use
Scene View Render View
Rendering a single frame using IPR
To render the scene using IPR
To select a subregion to render using IPR
To increase the size of the rendered image
Rendering using the Maya software renderer
To switch camera views and playback the animation
To test render the current frame of animation
Batch rendering a sequence of animation frames
To set the Render Settings for batch rendering
To batch render animation frames
To check the status of the batch render
Viewing a sequence of rendered frames
To use FCheck to view a sequence of rendered frames
Rendering Lesson 1: Beyond the lesson
Using IPR
Batch rendering
Hardware rendering
Rendering in layers
Rendering Lesson 2: Introduction
Rendering Lesson 2: Open the scene for the lesson
Assigning a shading material
To assign a material to an object
Modifying surface specularity
To modify the specularity of a material
Material types
To set the material type
Assigning textures
To apply a texture to a material
Using the Hypershade editor
To view and edit material attributes using Hypershade
Creating a texture within the Hypershade editor
To create a bump texture within the Hypershade Editor
Modifying a bump texture
To interactively position a 3D texture
Rendering Lesson 2: Beyond the lesson
Placement of textures
Layered textures
Shader Library
Rendering Lesson 3: Introduction
Rendering Lesson 3: Open the scene for the lesson
Directional lights
To create a directional light
To edit the directional light
Spotlights
To create a spotlight
Editing light attributes
To modify the attributes of a spotlight
Shadows
To create shadows using a spotlight
Creating additional cameras in a scene
To create a second camera for the scene
Animating camera moves
To animate the camera
Rendering Lesson 3: Beyond the lesson
Rendering Lesson 4: Introduction
Rendering Lesson 4: Open the scene for the lesson
Render the scene using raytracing
Using the mental ray for Maya renderer
To change the renderer to mental ray for Maya
Setting render settings for raytracing
To set presets for rendering
Setting the image size for rendering
To set the image size for rendering
Turning on shadows
To turn on shadows for the spotlight
Rendering the image
To render an image using mental ray for Maya
Render the scene using Global Illumination
To turn on Global Illumination rendering attributes
To turn on Global Illumination lighting attributes
To set a panel layout for rendering
Rendering the scene with Global Illumination
To render the scene using Global Illumination
Increasing the brightness of Global Illumination
To increase the Global Illumination lighting
To render the scene
To increase the Global Illumination quality settings
To increase the Global Illumination photons
To render the image
To increase the image size and antialiasing
To render a final image of the scene
Rendering Lesson 4: Beyond the Lesson
Light sources for Global Illumination
Photon maps
Rendering Lesson 5: Introduction
Rendering Lesson 5: Open the scene for the lesson
Setting a panel layout for rendering
To turn on the mental ray for Maya renderer
Setting the image size for rendering
Setting render presets for raytracing
To set Render options for raytracing
Render the scene using caustics
To turn on the caustics preset settings
To turn on the caustics lighting settings
Rendering the scene with caustics
To render the scene using caustics
Adjusting the refraction levels
To increase the refraction levels
To increase the photon refraction settings
Increasing the brightness of caustics
To increase the Photon Intensity
To render the scene
Adjusting the quality of caustics
To increase the caustics quality settings
To increase the number of caustic photons
Rendering Lesson 5: Beyond the Lesson
Light sources for caustics
Dynamics Lessons: Introduction
Dynamics Lessons: Preparing for the lessons
Dynamics Lesson 1: Introduction
Creating an emitter
To create a particle emitter
Creating volume axis fields
To create a cone volume axis field
To create a torus volume axis field
Adjusting the velocity of moving particles
To adjust the velocity of moving particles
Setting the particle render type
To set the particle render type
Adding dynamic attributes
To add dynamic attributes
Adding per particle attributes
To add a per particle color attribute
Adding color to particles with a color ramp
To add color to particles using a color ramp
Hardware rendering particles
To test render the scene
To render the sequence and playback the results
Dynamics Lesson 1: Beyond the lesson
Dynamics Lesson 2: Introduction
Dynamics Lesson 2: Lesson setup
To create polygonal objects for the rigid body simulation
To position the objects for the rigid body simulation
Creating hinge constraints
To create a hinge constraint
Running a dynamics simulation
To create a ball for the simulation
To add gravity attributes to the ball
To run the dynamics simulation
Changing an active rigid body to passive
To change an active rigid body to a passive rigid body
Dynamics Lesson 2: Beyond the lesson
Painting Lessons: Introduction
Painting Lessons: Preparing for the lessons
Painting Lesson 1: Introduction
Painting strokes
To paint strokes on the 2D canvas
Modifying the default brush settings
To edit the template brush settings
Modifying the canvas
To modify canvas settings
Modifying the colors of a preset brush
To change the color of a brush
Editing strokes with tubes attributes
To edit tube attributes
Saving brush settings for future use
To save a brush to the Shelf
Blending brushes
To blend brushes
Painting Lesson 1: Beyond the lesson
Painting Lesson 2: Introduction
Painting Lesson 2: Preparing for the lessons
Brushes and strokes
To select a Paint Effects preset brush from the Shelf
To paint 3D strokes in the scene view
To modify the attributes of an existing paint stroke
Rendering Paint Effects strokes
To render the paint strokes in the scene view
To display rendered paint strokes as you paint
Paint Effects on 3D objects
Creating a surface to paint on
To create a surface terrain for the underwater scene
To sculpt a terrain using the Sculpt Geometry Tool
To select preset brushes from the Visor
Painting on objects
To paint on a 3D object
Using turbulence with brush stroke tubes
To increase the turbulence on the kelp brush tube
Using additional preset brushes
Mesh brushes
To select a mesh brush preset from the Shelf
To render the paint effects stroke
Converting mesh strokes to polygons
To convert a mesh stroke to polygons
Modifying a converted polygonal mesh
To render the polygonal mesh teapot
Painting Lesson 2: Beyond the lesson
Painting Lesson 3: Introduction
Painting Lesson 3: Open the scene for the lesson
Preparing for painting
Painting with an Artisan brush
To paint using an Artisan brush
Painting symmetrical strokes
To paint using the reflection option
Using Flood All to apply a single color
To use Flood All to apply a single color
Brush shapes
To modify the shape of the brush
Painting with a Paint Effects brush
To paint with a Paint Effects brush
Smearing and blurring
To smear and blur with Paint Effects brushes
Painting a bump map texture
To paint a bump map texture
Painting Lesson 3: Beyond the lesson
Location of 3D Paint Tool file textures
Preparing UVs for painting
Expressions Lessons: Introduction
Expressions Lessons: Preparing for the lessons
Expressions Lesson 1: Introduction
Creating expressions to control a single attribute
To create an expression
Editing expressions
To edit the expression
Using expressions to control multiple attributes
Linking multiple attributes on the same object
Controlling attributes in two objects
Expressions Lesson 1: Beyond the lesson
Behind the lesson
Expressions Lesson 2: Introduction
Creating a conditional expression
To create an expression using conditional statements
Other conditional statement options
To add an if statement to the expression
Fixing a problem in an expression
To fix the skipping in the animation
Using else statements
Simplifying expressions
Editing expressions to refine an animation
To edit the expression to scale the balloon more slowly
To edit the expression to change the balloon's initial scale
Expressions Lesson 2: Beyond the lesson
Expressions Lesson 3: Introduction
Creating particle objects
To create a particle object
Using creation expressions to set a constant color
To create a creation expression
Using runtime expressions
To create a runtime expression
Modifying runtime expressions
To adjust the timing of the change of color
Expressions Lesson 3: Beyond the lesson
MEL Lessons: Introduction
MEL Lessons: Preparing for the lesson
MEL Lesson 1: Introduction
Using MEL commands
To use the script editor
Creating a Shelf button for a MEL command
To create a Shelf button for MEL commands
To use the MEL button
Downloading Alias MEL scripts
To examine the MEL script's contents
To execute the MEL script
Creating a user interface slider using a MEL script
MEL Lesson 1: Beyond the lesson
Introduction to Getting Started with Maya Unlimited
About Getting Started with Maya Unlimited
To use the lessons from the Maya Help
Before you begin Getting Started with Maya Unlimited
Installing Maya Unlimited
Using the lesson files
Hair Lessons: Introduction
To make Marion's hair collide with her head and neck
Rendering the hair
To render Paint Effects hair using the Maya Software renderer
Modifying hair attributes
To modify the thickness of the hair all over
To make hair curly
Setting up shadowing on hair
To set up shadows and self shadows on hair
To create specular highlights on hair
Hair Lesson 1: Beyond the lesson
Hair Lesson 2: Introduction
Hair Lesson 2: Lesson setup
Setting up the curtain scene
To create the curtain using Hair
Making the hair collide with another object
To enhance the curtain for collisions
To make the hair collide with the sphere
Assigning a Paint Effects brush to the hair
To turn the hair curtain into a beaded curtain
Setting up constraints
To model the curtain into a tied-back position
To constrain the curtain in the tied-back position
To reset the Start position
Rendering the curtain scene
To render the Paint Effects hair using the Maya Software renderer
Hair Lesson 2: Beyond the lesson
Fluids Lessons: Introduction
Fluids Lessons: Preparing for the lessons
To add fluid to the container
Defining shader attributes for a fluid
To define shader attributes for the fluid
Texturing the contents of a fluid container
To texture the density of a fluid
Adding self shadowing to texture density
To add self shadowing to the texture density
Fluids Lesson 2: Beyond the lesson
Fluids Lesson 3: Introduction
Creating a 3D container
Painting Fuel and Density into a container
To paint Fuel and Density into a container
Painting Temperature values into a container
To paint Temperature values into a container
Adding color to Density and Temperature
To add color to the Density and Temperature
Fluids Lesson 3: Beyond the lesson
Fluids Lesson 4: Introduction
Creating an ocean plane and shader
To create an ocean plane with ocean shader
Adding a preview plane to an ocean
To add a preview plane to the ocean
Modifying ocean attributes
To modify attributes for the ocean shader
Floating objects
To float a cube in the ocean
Fluids Lesson 4: Beyond the lesson
Motor Boats
Boat Wakes
Ponds
Introduction
About cloth animation
Posing and animating a character
Constructing a garment
Fitting a garment onto a character
Animating the cloth
Lesson workflow
Cloth Lessons: Preparing for the lessons
Cloth Lesson 1: Introduction
Cloth Lesson 1: Lesson setup
Creating panels
To create the front vest panel
To create the front sleeve panels
To create the back vest panel
To create the back sleeve panels
Creating a garment
To create a garment
Seaming panels in a garment
To seam the panels in the garment
Selection Action
Creating and editing a property for a garment
To create and edit a property for the garment
Making a 3D character a collision object
To make the 3D character a collision object
Running a cloth simulation
To run the cloth simulation
Increasing a garment's resolution
To increase the Base Resolution for the garment
Changing the Collision Offset
To decrease the Collision Offset for the simulation
Cloth Lesson 1: Beyond the lesson
Cloth Lesson 2: Introduction
Cloth Lesson 2: Lesson setup
Creating panel curves
To create the front curves
To create the back curves
Creating front and back panels
To create the front panels
To create the back panels
To create the garment
Increasing the resolution of panels
To increase the resolution of panels that affect the waistband
Creating a collision object
To create the collision object for the simulation
Running and modifying a simulation
To set the solver and property options
To add and edit properties for specific panels
Increasing the Base Resolution
Cloth Lesson 2: Beyond the lesson
Cloth Lesson 3: Introduction
Cloth Lesson 3: Exporting garments
To export the shirt
To export the pants
To open the animation scene
To import the shirt
Positioning an imported garment
To position the shirt on the character
Creating a collision object for an imported garment
To create a collision object
To run the simulation
To import and position the pants
Importing solvers
To create a collision object for the pants
To run the simulation for the pants
Transferring solvers
To transfer the pants solver to the shirt
Adding mesh constraints
To add a mesh constraint for the pants
Manually adjusting garments
To manually adjust the shirt
Running a simulation for an animation sequence
To run the simulation for the first part of the animation
Saving the initial state for garments
To save the initial state for the shirt and pants
To run the simulation for the walk cycle
Eliminating interpenetration
To solve interpenetration problems
Cloth Lesson 3: Beyond the lesson
Other cloth features
Using stationary cloth
To create stationary cloth
Fur Lessons: Introduction
Fur Lessons: Preparing for the lesson
Fur Lesson 1: Introduction
Fur Lesson 1: Lesson setup
Creating fur on a surface
To create fur on a surface
Modifying fur attributes
Rendering fur
To render the fur
To modify the fur density
Fur Lesson 1: Beyond the lesson
Live Lessons: Introduction
Live Lessons: Preparing for the lessons
About Live
Setting up
Track
Solve
Fine Tune
Live Lessons: Lesson setup
To load and set up the images for the lesson
Live Lesson 1: Introduction
Tracking preparation
To review a shot and plan for the tracking
To evaluate the solved solution
Importing additional tracking data
To import the additional tracking data
Live Lesson 1: Beyond the lesson
Exporting and rendering solutions
Live Lesson 2: Introduction
Creating a Distance constraint
To create a Distance constraint
Live Lesson 2: Beyond the lesson
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Maya 7 Tutorial

Maya 7 Tutorial

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Published by: Samuel Holsten on Feb 13, 2011
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