Maya 4.5 Savvy
John Kundert-Gibbs, Sybex Inc ISBN:0782141099, Edition: , 2003-01-14 Price: $55.59
- Cover
- Table of Content
- BackCover
- Maya 4.5 Savvy
- Foreword
- Introduction
- Who Should Read This Book
- How to Use This Book
- How This Book Is Organized
- Hardware and Software Considerations
- The Next Step
- Part I: Maya Fundamentals
- Chapter 1: The Maya Interface
- What's Behind the Maya Interface?
- Interface Elements
- Summary
- Chapter 2: Your First Maya Animation
- Setting the Scene: Modeling
- Texturing Your Models Using the Hypershade
- Lighting the Scene
- Animating the Scene
- Creating a Follow Camera
- Rendering the Animation
- Advanced Topic: Adding Exhaust
- Summary
- Chapter 3: Techniques for Speeding Up Workflow
- Adjusting Interface Options
- Using the Hotbox Instead of Menu Sets
- Shelves
- Hotkeys
- Marking Menus
- Working in Layers
- Object Annotation
- The Outliner
- The Hypergraph
- The Hypershade
- Hands On: Building an Arm
- Summary
- Part II: Modeling
- Chapter 4: Modeling Basics
- What Is Modeling?
- Modeling Tools
- Modeling with Primitives
- Hands On: Creating a Living Room Scene with Primitives
- Summary
- Chapter 5: NURBS Modeling
- Curve and Surface Concepts
- Creating Curves
- Editing Curves
- Creating Surfaces
- Editing Surfaces
- Hands On: Aftershave Bottle
- Hands On: Building a Character I (Advanced)
- Summary
- Chapter 6: Polygons and Subdivision Surfaces
- Polygon Concepts and Terms
- Creating Polygons
- Editing Polygons
- Subdivision Surface Modeling
- Hands On: Building a Hand
- Hands On: Building a Character II (Advanced)
- Summary
- Chapter 7: Painting with Artisan
- The Artisan Tools: An Overview
- Sculpting Polygons: Deforming a Sphere
- Sculpting (NURBS) Surfaces: Sculpting across Seams
- Creating Sets
- Painting Selections
- Painting Cluster Weights
- 3D Paint: Painting Textures
- Painting Weights
- Summary
- Chapter 8: Organic Modeling
- Laying the Groundwork for Modeling
- Building the Head and Body
- Cutting Up the Body
- Building the Legs
- Rebuilding the Parameters
- Stitching tools
- Building the Face
- Mirroring and Attaching the Model
- Cleaning Up the Model
- Globally Stitching the Model
- Hands On: Building a Character III (Advanced)
- Summary
- Part III: Animation
- Chapter 9: Animating in Maya
- Keyframe Animation
- Animation Controls
- Creating Keyframes
- Editing Keyframes
- Hands On: Animating a Finger
- Summary
- Chapter 10: Paths and Bones
- Attaching an Object to a Path
- Making an Object Float
- Previewing and Playblasting
- Making the Camera Move
- Skeletons and Kinematics
- Constraints
- Hands On: Setting Up a Character for Animation
- Summary
- Chapter 11: Deformers
- Lattice Deformation
- Cluster Deformation
- Nonlinear Deformations
- Sculpt Deformation
- Wire Deformation
- Blend Shape Deformation
- Editing Deformations
- Advanced Facial Animation
- Summary
- Chapter 12: Binding
- Skinning
- Binding and Subdivision Surfaces
- Hands On: Binding a Character
- Hands On: Binding a Puppy
- Summary
- Chapter 13: Character Animation Exercises
- Setting Up for the Walk Cycle
- Animating the Hip and the Legs
- Animating the Upper Body
- Creating More Interesting Walks
- A Dog Walk
- A Run Cycle
- Ball Tossing
- Maya Character Creation and Animation
- Summary
- Chapter 14: Animation Using the Trax Editor
- Characters
- Poses
- Clips
- Hands On: Creating a Walk Cycle
- Hands On: Using Trax to Lip-Synch
- Summary
- Chapter 15: Working with Rigid Body Dynamics
- Creating a Simple Rigid Body
- Catapult! Converting a Body from Passive to Active Mode
- Using Fields to Add Effects to Rigid Bodies
- Using the Rigid Body Solver
- Working with Fields
- Using Impulse and a Newton Field to Simulate Orbital Dynamics
- Converting (Baking) a Rigid Body Animation into Keyframes
- Throwing Dice: Working with the Dynamics Simulator
- Building a Chain: Adding Constraints to a Rigid Body
- Summary
- Part IV: Rendering
- Chapter 16: Rendering Basics
- Rendering an Object
- Using Other Rendering Techniques
- Summary
- Chapter 17: Shading and Texturing Surfaces
- Using the Hypershade
- Using Shading and Texturing Attributes
- Using Shading and Texturing Techniques
- Shading and Texturing Polygons and Subdivision Surfaces
- Hands On: Texturing a Character
- Summary
- Chapter 18: Lighting
- Types of Lights
- Shadows
- Light Effects
- Lighting Techniques
- Summary
- Part V: Advanced Tools and Techniques
- Chapter 19: Paint Effects
- Paint Effects Theory
- Strokes and Brushes
- Painting on a 2D Canvas
- Modifying and Saving Brushes
- Painting a 2D Texture onto a 3D Object
- Painting in a 3D Scene
- Rendering
- Hands On Maya: Painting Hair on a Head
- Summary
- Chapter 20: MEL
- MEL Is Fundamental
- What Is a Scripting Language?
- The Script Editor
- What Is an Attribute?
- How to Get Help with MEL
- A Comment on Commenting
- Hands On: Building a Room Automatically
- Variables, Loops, and Branching
- Debugging MEL Scripts
- Hands On: Making a Mountain
- Creating a GUI
- Using Procedures and Scripts
- Hands On: Creating, Moving, and Naming an Object¡ªwith One Keystroke
- Placing Objects Using a Marking Menu
- Using Expressions with MEL
- Learning from the Masters
- Summary
- Chapter 21: Particle Basics
- What Are Particles?
- Creating Particles
- Working with Particles
- Adding Particles to Objects: Plop, Plop, Fizz, Fizz
- Colliding with Rigid Bodies
- Attaching Fields to Objects
- Summary
- Chapter 22: Particle Rendering
- Particle Rendering in Maya
- And in This Corner: Hardware versus Software Rendering
- Hardware Rendering
- Software Rendering
- Pictures from Outside: Using Sprite Particles
- Fine-Tuning Particle Rendering
- Summary
- Chapter 23: Using Particle Expressions, Ramps, and Volumes
- Volume Emitters
- A Simple Expression and a Simple Ramp
- Moving Particles Around in a Volume Field
- Changing Color and Lifespan per Particle
- Changing Radius by Position
- Moving Particles Upward in a Spiral
- Collision Events and Expressions
- Transparency Ramps: Disappearing Bubbles
- Emitter Expressions
- Changing Opacity with Motion
- Changing Rotation with Motion
- More Expressions: Animated Sprites
- Summary
- Chapter 24: Dynamics of Soft Bodies
- What Are Soft Bodies?
- Creating a Basic Soft Body
- Adjusting Goal Weights
- Using Goal Weights to Create Fluid Motion
- Adding Springs to Soft Bodies
- Faking a Bounce
- Denting Soft Bodies
- Hands On: Painting Goal Weights on Hair
- Advanced Hands On: Adding Ripples to the Fountain Project
- Advanced Hands On: Creating a Watery Body and Face
- Summary
- Chapter 25: Fluid Effects
- What Is a Fluid (and What Isn't It)?
- Drag-and-Drop Fluids
- Creating and Editing Fluids
- Painting into Containers
- Creating an Ocean Effect
- Hands On: Creating Coffee and Cream with 2D and 3D Fluids
- Summary
- Appendix: Interviews
- Interview with Shai Hinitz
- Chapter Gallery: Maya 4.5 Color Gallery
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