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Recommnded text for those preparing for the Maya Associate exam
Maya, the industry-leading 3D animation and effects software used in movies, games, cartoons, and commercials, is challenging to learn. This full-color guide features approachable, hands-on exercises and additional task-based tutorials that allow new users to quickly become productive with the program and familiar with its workflow in a professional environment. You'll learn the basics of modeling, texturing, animating, and lighting; explore different parts of the production pipeline; and practice on some real-world projects.
Autodesk Maya Essentials provides beginners with a solid foundation in Maya 3D software.
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Veröffentlichungsjahr: 2012
Acquisitions Editor: Mariann Barsolo
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Copyright © 2012 by John Wiley & Sons, Inc., Indianapolis, Indiana
Published simultaneously in Canada
ISBN: 978-1-118-16774-8 ISBN: 978-1-118-22637-7 (ebk.) ISBN: 978-1-118-23968-1 (ebk.) ISBN: 978-1-118-26426-3 (ebk.)
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Dear Reader,
Thank you for choosing Autodesk Maya 2013 Essentials. This book is part of a family of premium-quality Sybex books, all of which are written by outstanding authors who combine practical experience with a gift for teaching.
Sybex was founded in 1976. More than 30 years later, we’re still committed to producing consistently exceptional books. With each of our titles, we’re working hard to set a new standard for the industry. From the paper we print on, to the authors we work with, our goal is to bring you the best books available.
I hope you see all that reflected in these pages. I’d be very interested to hear your comments and get your feedback on how we’re doing. Feel free to let me know what you think about this or any other Sybex book by sending me an email at [email protected]. If you think you’ve found a technical error in this book, please visit http://sybex.custhelp.com. Customer feedback is critical to our efforts at Sybex.
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To everyone who I’ve worked with, I’ve learned from, and has encouraged me over the years, but especially to Donna and Kyle.
And to my students, who keep me on my toes and teach me things every day without ever realizing it. Now go do your homework!
—Paul
A couple of years ago at SIGGRAPH, I was trying to find a book to use as a textbook for an introduction to a 3D class I was teaching. I hit every publisher’s booth, complaining to anyone who would listen that there wasn’t a good, basic, introductory book for learning Autodesk® Maya® software. In the Wiley/Sybex booth, Mariann Barsolo listened to my whining and then simply said, “Why don’t you write one?” The end result of that brief (but certainly not final) conversation is the book you hold in your hands. My thanks to Mariann for giving me this terrific opportunity.
Thanks also go to the editing team at Wiley: Kim Beaudet, Liz Britten, Pete Gaughan, Rebecca Anderson, and Jon McFarland. I may have typed the words into the computer, but they made sure it all made sense.
None of this would have been possible without the support and encouragement of the staff and faculty of Cañada College. I am especially grateful to my dean, Linda Hayes, and our division office staff, Jonna Pounds and Peter Tam, who frequently looked the other way or picked up the slack when I was on deadline. I can never fully express my gratitude for how you all made this easier for me.
Paul Naas is an assistant professor and coordinator for the Multimedia Arts & Technology department at Cañada College in Redwood City, California. Trained as a traditional animator, Paul got some early professional experience while still in college, working on station IDs for MTV. He transitioned into CG in 1994 with his first job in the video game industry, working on 3D Studio DOS. Later he became one of the first animators hired at the Disney Institute in Orlando, Florida, where he taught animation, character design, animation history, and voice-over. Over the course of his nearly 20-year career, Paul has worked on independent films, TV spots, video games, e-learning projects, location-based entertainment, and mobile-device applications. Paul holds a Master of Fine Arts degree in animation from Academy of Art University, San Francisco, California.
Introduction
Chapter 1: Understanding the Maya Interface
Exploring Interface Elements
Views
Time Slider
Range Slider
Toolbox Window
Shelves
Moving Views and Manipulating Objects
Using Maya Windows and Menus
Setting Preferences
Preferences Window
Settings Used for the Tutorials
Getting Help
Chapter 2: Creating Your First Animation
Using Good Scene-File Management
Creating and Animating a Bouncing Ball
Selecting a View and Turning On the Resolution Gate
Creating a Ball
Setting Movement Keyframes
Refining Movement in the Graph Editor
What’s Wrong with the Way My Ball Is Bouncing?
Adjusting Spline Tangents
Breaking Tangents for Fast Direction Changes
Using Animation Principles to Improve Your Work
Squash
Stretch
Creating a Playblast of Your Animation
Chapter 3: Modeling with Polygons, Part 1
Understanding Polygons
Vertex
Edges
Constructing a Good Model
The Importance of Quads
The Problem With Ngons
Getting Started and Using Main Modeling Tools
Setting Up View Planes
Starting with a Cube
Extruding Faces
Box Modeling and Building a Character
Refining the Character’s Geometry
Using the Insert Edge Loop Tool
Using the Interactive Split Tool
Shaping Your Character
Chapter 4: Modeling with Polygons, Part 2
Creating Edge Loops
Getting Started: Deleting Edges and Setting Tool Options
Building Your Edge Loops
Adjusting Vertices, Polygons, and Edges
Chapter 5: Modeling with Polygons, Part 3
Refining and Cleaning Up
Adding Geometry for Good Deformations
Cleaning Up the Model
Positioning Your Character for Rigging
Mirroring Your Model
Deleting History
Chapter 6: Modeling with Subdivision Surfaces
Understanding the Characteristics of Subdiv Models
Creating Your Subdiv Model
Converting Polygons to Subdivs
Using the Extrude Tool to Build the Legs
Building the Back
Using the Insert Edge Loop Tool
Refining Your Subdiv Model
Working with Display Levels
Creasing Your Surface
Chapter 7: Surfacing Your Character
Creating a Surface
Using the Hypershade Window
Using the Marking Menu
Laying Out UVs
Understanding the UV Space
Performing the UV Layout
Texture Mapping
Creating a Color Map
Applying Your Color Map
Chapter 8: Getting Bent Out of Shape: Blend Shapes
Understanding Blend Shapes and How They Work
Deformer Order
Blend Shapes
Creating Deformers for Your Character
Planning for Facial Deformers
Creating Your Facial Blend Shapes
Setting Up the Blend Shape Interface
Chapter 9: Dem Bones: Setting Up Your Joint System
Understanding How Joints Work
Building Your Joint Chains
Picking the Correct View for a Chain
Starting in the Middle (of the Character)
Naming Joints
Creating the Leg Chain
Creating the Arm Chain
Putting It All Together
Mirroring Joint Chains
Using Variables for Naming
Connecting All Your Chains
Putting It to Use: Connecting Your Joints to Your Model
Using Smooth Bind
Skinning Joints to Your Model
Chapter 10: Weighting Your Joints
Understanding Joint Weighting and Why It’s Important
Joint Influence on Deformation
Why You Used the Options You Did at the End of the Last Chapter
Adjusting Weights
Strategies for Assigning Weights
Paint Skin Weights Tool—Add
Paint Skin Weights Tool—Replace
Painting Your Weights
Mirroring Weights
Chapter 11: Rigging Your Character
Understanding Basic Rigging Concepts
Forward Kinematics
Inverse Kinematics
Setting Up the Leg Controls
Creating Leg IK Chains
Creating an External Control Handle
Connecting the IK Chains to the Handle
Using Pole Vector Constraints for Controlling the Knee
Setting Up the Torso Control
Creating the Torso Control Handle
Connecting the Torso Control
Setting Up the Character Control
Creating the Character Control Handle
Connecting the Character Control Handle
Creating a Custom Shelf
Chapter 12: Making It Move: Animating Your Character
Setting Up Maya for Animation
Setting Key Tangents
Creating a Camera and Turning On the Resolution Gate
Locking Down the Camera
Animating Your Character
Creating a Pop-Thru
Timing the Pop-Thru
Adding Breakdown Poses
Polishing the Animation
Chapter 13: Let There Be Light: Lighting Your Shot
Understanding the Three-Point Lighting System
Key Light
Fill Light
Rim Light
Using the Maya Lights
Directional Light
Spot Light
Point Light
Lighting Your Scene
Prepping the Scene
Placing Your Lights
Setting the Intensity of Your Lights
Casting Shadows
Performing Light Linking
Chapter 14: Rendering and Compositing Your Scene
Making 2D Images Out of 3D Scenes
Smoothing Your Model
Setting Your Render Preferences
Running a Batch Render
Finding Your Frames
Performing Compositing
Compositing Your Frames
Using Other Compositing Options
Index
Welcome to Autodesk Maya 2013 Essentials. Autodesk Maya software is one of many 3D computer graphics (CG) packages available on the market, and while it has many unique features, it shares one trait with every other package out there: it is very powerful and very complex. The goal of this book is to walk you through some of the features of the software and familiarize you with the tools Maya provides and how to use them.
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!