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Foreword
Introduction
Chapter 1 Working in Maya 1
Creating and Editing Maya Nodes 1
Using the Hypergraph 3
Connecting Nodes with the Connection Editor 7
Creating Node Hierarchies in the Outliner 11
Displaying Options in the Outliner 14
The Channel Box 17
The Attribute Editor 21
Working with Shader Nodes in the Hypershade 23
Creating Maya Projects 31
Creating a New Project 31
Editing and Changing Projects 33
Organizing Complex Node Structures with Assets 34
Creating an Asset 34
Publishing Asset Attributes 39
Using the Asset Editor 40
File References 42
Referencing a File 42
Using Reference Proxies 44
The Bottom Line 47
Chapter 2 Virtual Filmmaking with Maya Cameras 49
Determining the Image Size and Film Speed of the Camera 49
Setting the Size and Resolution of the Image 50
Setting the Film Speed 51
Creating and Animating Cameras 52
Creating a Camera 52
Setting Camera Attributes 58
Limiting the Range of Renderable Objects with Clipping Planes 62
Composing the Shot Using the Film Back Settings 63
Creating a Camera Shake Effect 65
Using an Expression to Control Alpha Offset 68
Creating Custom Camera Rigs 70
Swivel Camera Rig 71
Swivel Camera Rig Asset 72
Applying Depth of Field and Motion Blur 76
Rendering Using Depth of Field 76
Creating a Rack Focus Rig 80
Adding Motion Blur to an Animation 83
Using Orthographic and Stereo Cameras 89
Orthographic Cameras 89
Stereo Cameras 90
The Bottom Line 92
Chapter 3 NURBS Modeling in Maya 95
Understanding NURBS 95
Understanding Curves 96
Understanding NURBS Surfaces 99
Surface Seams 102
NURBS Display Controls 102
Employing Image Planes 103
Creating Image Planes 104
Reference Plane Display Layers 107
Modeling NURBS Surfaces 108
Lofting Surfaces 112
Intersecting Surfaces 117
Trim Surfaces 118
Working with Trim Edges 120
Extrude Surfaces: Distance Extrude 123
Extruding Surfaces: Profile Extrude 126
Fillet Surfaces 129
Creating Rail Surfaces 133
Lofting Across Multiple Curves 139
Live Surfaces 140
Project Curves on the Surface 144
Revolve 148
Using the Bend Deformer 151
Creating Realism 153
NURBS Tessellation 154
The Bottom Line 155
Chapter 4 Polygon Modeling 157
Understanding Polygon Geometry 157
Polygon Vertices 158
Polygon Edges 160
Polygon Faces 162
Working with Smooth Polygons 164
Using Smooth Mesh Polygons 165
Editing Polygon Components 167
Using Soft Selection 167
Create the Shape for the Torso 170
Adding Components 173
Insert Edge Loops 173
Extruding Polygons 175
Edge Creasing 177
Mirror Cut 182
Modeling with Deformers 185
Using a Lattice 186
Soft Modification Tool 189
Combining Meshes 191
Creating the Bolt Detail 191
Using Bevel Plus and Bevel Edges 194
Creating the Curves 194
Bevel Plus 197
Bevel Edges 200
Polygon Modeling with Paint Effects 205
Attaching Strokes to Curves 206
Modifying the Converted Stroke 208
Drawing Curves on a Live Surface 209
Convert NURBS Surfaces to Polygons 211
Employing Revolved Surfaces 211
NURBS Extrusions 214
Boolean Operations 216
Using Booleans 217
Sculpting Polygons Using Artisan 222
Sculpting Polygons 222
Advanced Polygon Editing Tools 227
Append a Polygon 227
Split a Polygon 228
Spin a Polygon Edge 229
Bridge Polygons 230
Using Subdivision Surfaces 232
Working with SubDs 232
SubD Levels 235
The Bottom Line 237
Chapter 5 Animation Techniques 239
Using Joints and Constraints 239
Joint Basics 239
Point Constraints 241
Aim Constraints 246
Inverse Kinematics 249
IK Handle Tool 250
Create a Master Control 253
Keyframe Animation 256
Creating Keyframes 256
Auto Keyframe 258
Move and Scale Keyframes on the Timeline 260
Copy, Paste, and Cut Keyframes 261
The Graph Editor 262
Animation Curves 263
Editing Animation Curves 268
Weighted Tangents 272
Additional Editing Tools 273
Breakdowns and In-Betweens 276
Pre- and Post-Infinity 278
Playblast and FCheck 281
Creating and Viewing a Playblast 281
Driven Keys 283
Creating a Driven Key 283
Looping Driven Keys 285
Copying and Pasting Driven Keys 286
Animation Using Expressions 288
Conditional Statements in Expressions 290
Motion Path Animation 292
Animating Constraints 295
Dynamic Parenting 295
Animation Layers 298
Creating an Animation Layer 298
Layer Mode 300
Other Options in the Layer Editor 302
Layer Hierarchy 303
Merging Layers 305
The Bottom Line 307
Chapter 6 Animating with Deformers 309
Animating Facial Expressions Using Blend Shapes 309
Creating Blend Shape Targets 312
Creating Blend Shapes 317
Painting Blend Shape Weights 318
Adding Targets 322
Creating a Custom Mouth Control Slider 323
Connecting the Slider to the Blend Shape 325
Animating Blend Shapes Sequentially 329
Creating the Base Mesh 329
Creating the Blend Shape Targets 332
Creating the Blend Shape Sequence 333
Animating with Lattices 334
Creating a Lattice 335
Using the Lattice Membership Tool 337
Adding an Object to an Existing Lattice 338
Animating Lattices 338
Animating Object Components with Clusters 340
Adding Cluster Objects 341
Painting Cluster Weights 342
Applying Cluster Components 343
Constraining Clusters 345
Animating a Scene Using Nonlinear Deformers 347
Creating a Wave Deformer 347
Squashing and Stretching Objects 349
Twisting Objects 350
Creating a Jiggle Effect 352
Applying Jiggle Deformers 352
Painting Jiggle Weights 353
Optimizing Animations with the Geometry Cache 354
Creating a Geometry Cache 354
Editing the Cache Playback 356
The Bottom Line 357
Chapter 7 Rigging and Muscle Systems 359
Understanding Rigging 359
Creating and Organizing Joint Hierarchies 361
Orienting Joints 368
Naming Joints 369
Mirroring Joints 371
Rigging the Giraffe 372
IK Legs 373
FK Blending 375
Rotate Plane Solvers 377
Creating Custom Attributes 381
Spline IK 384
Full Body Inverse Kinematics 389
Skinning Geometry 389
Interactive/Smooth Binding 390
Weighting the Giraffe 390
Painting Skin Weights 396
Editing Skin Weights in the Component Editor 401
Copying Skin Weights 401
Mirroring Skin Weights 402
The Maya Muscle System 402
Understanding the Maya Muscle System 403
Using Capsules 403
Creating a Muscle Using Muscle Builder 405
Editing Muscle Parameters 410
Converting the Smooth Skin to a Muscle System 412
Sliding Weights 414
The Bottom Line 415
Chapter 8 Paint Effects and Toon Shading 417
Using the Paint Effects Canvas 417
The Paint Effects Window 418
Painting in Scene Mode 422
Painting on 3D Objects 422
Understanding Strokes 424
The Anatomy of a Paint Effects Stroke 424
Brush Sharing 427
Understanding Brush Curve Nodes 428
Designing Brushes 429
Starting from Scratch 430
Tubes 433
Growing Flowers 434
Adding Leaves 439
Create Complexity by Adding Strokes to a Curve 442
Shaping Strokes with Behavior Controls 446
Applying Forces 446
Displacement, Spiral, and Bend 447
Animating Strokes 449
Animating Attribute Values 450
Adding Turbulence 450
Animating Growth 451
Modifiers 453
Rendering Paint Effects 453
Illumination 453
Shadow Effects 454
Shading Strokes and Tubes 456
Texturing Strokes 458
Converting Strokes to Geometry 462
Using Toon Shading 464
Toon Fills 464
Toon Outlines 466
Using Paint Effects Presets for Toon Lines 468
The Bottom Line 469
Chapter 9 Lighting with mental ray 471
Shadow-Casting Lights 471
Shadow Preview 472
Depth Map Shadows 474
mental ray Shadow Map Overrides 479
Ray Trace Shadows 481
Indirect Lighting: Global Illumination 483
Global Illumination 483
Tuning Global Illumination 488
Working with Photon Maps 491
Color Bleeding 492
Importons 493
Caustics 493
Caustic Light Setup 497
Indirect Illumination: Final Gathering 498
Light-Emitting Objects 499
Final Gathering Maps 503
Using Lights with Final Gathering 508
Image-Based Lighting 509
Enabling IBL 510
IBL and Final Gathering 510
Physical Sun and Sky 512
Enabling Physical Sun and Sky 512
Editing the Sky Settings 514
mental ray Area Lights 515
Using Area Lights 515
Light Shaders 518
Physical Light Shader 519
Tone Mapping 522
Photometric Lights and Profiles 524
The Bottom Line 524
Chapter 10 mental ray Shading Techniques 527
Shading Concepts 527
Diffusion 530
Reflection 530
Refraction 531
The Fresnel Effect 532
Anisotropy 533
Creating Blurred Reflections and Refractions Using Standard Maya Shaders 533
Reflection Blur 533
Refraction Blur 535
Basic mental ray Shaders 536
DGS Shaders 536
Dielectric Material 542
mental ray Base Shaders 544
Car Paint Materials 551
Diffuse Parameters 553
Specular Parameters 554
Flake Parameters 554
Reflection Parameters 555
The MIA Material 557
Using the MIA Material Presets 557
Add Bump to the Rubber Shader 559
Create Beveled Edges Using mia_roundcorners 560
Creating Thick and Thin Glass and Plastic 562
Other MIA Material Attributes 563
Controlling Exposure with Tone Mapping 567
Using Exposure Shaders 567
Rendering Contours 569
Enable Contour Rendering 569
The Bottom Line 571
Chapter 11 Texture Mapping 573
UV Texture Layout 573
What Are UV Texture Coordinates? 574
Mapping the Giraffe Leg 578
Unfolding UVs 583
Mapping the Giraffe Head 586
Mirroring UVs 589
More UV Tools 592
Arranging UV Shells 594
Additional UV Mapping Considerations 596
Transferring UVs 597
Multiple UV Sets 597
Optimizing Textures 597
Bump and Normal Mapping 598
Bump Maps 599
Normal Maps 600
Creating Normal Maps 601
Applying Normal Maps 606
Displacement Mapping 607
Converting Displacement to Polygons 608
Displacement Maps for Characters 608
Combined Displacement and Bump Maps 612
Subsurface Scattering 614
Fast, Simple Skin Shader Setup 614
Subsurface Scattering Layers 619
Subsurface Specularity 621
The Bottom Line 623
Chapter 12 Rendering for Compositing 625
Render Layers 625
Creating Render Layers 626
Render Layer Overrides 629
Creating Overrides for Rendering Cameras 633
Using Different Shaders on Render Layers 634
Material Overrides 636
Render Layer Blend Modes 636
Render Passes 641
Upgrade Materials for Rendering Passes 643
Render Multiple Passes from a Single Render Layer 644
Creating an Ambient Occlusion Pass 649
Render Pass Contribution Maps 655
Lights and Contribution Maps 658
Render Pass Sets 661
Setting Up a Render with mental ray 662
File Tokens 663
Specifying Frame Range 666
Renderable Cameras 666
File Formats and the Frame Buffer 666
Starting a Batch Render 667
Command-Line Rendering 669
Creating a Batch Script 673
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Add Mastering Autodesk Maya 2011: Autodesk Official Training Guide, A beautifully-packaged, advanced reference on the very latest version of Maya If you already know the basics of Maya, the latest version of this authoritative book takes you to the next level. From modeling, texturing, animation, and visual effects , Mastering Autodesk Maya 2011: Autodesk Official Training Guide to the inventory that you are selling on WonderClubX
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Add Mastering Autodesk Maya 2011: Autodesk Official Training Guide, A beautifully-packaged, advanced reference on the very latest version of Maya If you already know the basics of Maya, the latest version of this authoritative book takes you to the next level. From modeling, texturing, animation, and visual effects , Mastering Autodesk Maya 2011: Autodesk Official Training Guide to your collection on WonderClub |