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Todd Palamar - Mastering Autodesk Maya 2014: Autodesk Official Press+DVD

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Todd Palamar - Mastering Autodesk Maya 2014: Autodesk Official Press+DVD
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Mastering Autodesk Maya 2014: Autodesk Official Press+DVD

Год: July 2013
Автор: Todd PalamarЖанр: CG 3D Graphics MAYA
Издательство: Sybex
ISBN: 978-1-118-57496-6
Язык: Английский
Формат: ePUB
Качество: Изначально компьютерное (eBook)
Интерактивное оглавление: Да
Количество страниц: 1008
Описание: Autodesk Maya is the industry-leading 3D animation and effects software used in movies, visual effects, games, and other genres. If you already know the basics of Maya and are ready to elevate your skills, then this book is for you. Nearly 1,000 pages are packed with organized, professional, and valuable insight on the leading 3D application on the market, enabling you to unlock the software's more complex features. Ideal as both a tutorial and study guide for the Autodesk Maya exam, this Autodesk Official Press book gets you up to speed on Maya's latest features and expands your skills with advanced instruction on cloth, fur, and fluids.
Features challenging tutorials and real-world scenarios from some of the leading professionals in the industry
Provides you with valuable insight into the entire CG production pipeline
Covers the very latest Maya 2014 tools and features, including updates to dynamics, Maya muscle, stereo cameras, assets, rendering with mental ray, and more
Helps you gain proficiency in high-level techniques for film, television, game development, and more
If you've been looking for a complete, professional quality Maya resource to turn to again and again, look no further than Mastering Autodesk Maya 2014.

Примеры страниц

Оглавление
Chapter 1 * Working in Autodesk Maya 1
Creating and Editing Nodes 2
Using the Hypergraph 3
Connecting Nodes with the Node Editor 7
Creating Node Hierarchies in the Outliner 12
Displaying Options in the Outliner 16
The Channel Box 19
The Attribute Editor 23
Working with Shader Nodes in the Hypershade 25
Creating Maya Projects 35
Creating a New Project 35
Editing and Changing Projects 37
File Path Editor 38
Organizing Complex Node Structures with Assets 38
Creating an Asset 38
Publishing Asset Attributes 43
Using the Asset Editor 44
Viewing Assets in the Node Editor 46
File References 46
Referencing a File 47
Bounding Box Representations 50
The Bottom Line 51
Chapter 2 * Virtual Filmmaking 53
Determining the Image Size and Film Speed of the Camera 53
Setting the Size and Resolution of the Image 54
Setting the Film Speed 56
Creating and Animating Cameras 57
Creating a Camera 57
Setting Camera Attributes 63
Limiting the Range of Renderable Objects with Clipping Planes 67
Composing the Shot Using the Film-Back Settings 69
Creating a Camera-Shake Effect 71
Using an Expression to Control Alpha Offset 75
Creating Custom Camera Rigs 77
Swivel Camera Rig 78
Swivel Camera Rig Asset 80
Applying Depth of Field and Motion Blur 83
Rendering Using Depth of Field 84
Creating a Rack Focus Rig 87
Adding Motion Blur to an Animation 91
Using Orthographic and Stereo Cameras 98
Orthographic Cameras 98
Stereo Cameras 99
Using the Camera Sequencer 101
The Bottom Line 105
Chapter 3 * Modeling I 107
Understanding Polygon Geometry 107
Polygon Vertices 108
Polygon Edges 108
Polygon Faces 110
Working with Smooth Polygons 110
Using Subdivision Surfaces 112
Understanding NURBS 113
Understanding Curves 113
Understanding NURBS Surfaces 117
Surface Seams 119
NURBS Display Controls 120
Employing Image Planes 120
Modeling NURBS Surfaces 126
Lofting Surfaces 131
Intersecting Surfaces 136
Trim Surfaces 137
Working with Trim Edges 139
Fillet Surfaces 142
Creating Rail Surfaces 147
Lofting Across Multiple Curves 154
Live Surfaces 156
NURBS Tessellation 160
Modeling with Polygons 161
Shaping Using Smooth Mesh Polygon Geometry 161
Insert Edge Loops 166
Extruding Polygons 169
Edge Creasing 172
Mirror Cut 177
The Bottom Line 182
Chapter 4 * Modeling II 183
Modeling with Deformers 183
Using a Lattice 183
Soft Modification Tool 188
Combining Meshes 189
Using Bevel Plus 193
Creating the Curves 193
Projecting the Curve 196
Bevel Edges 200
Using Curves 205
Create an Extrusion Curve 205
Extrude Along a Curve 207
Drawing Curves on a Live Surface 209
Converting NURBS Surfaces to Polygons 211
Employing Revolved Surfaces 211
NURBS Extrusions 215
Boolean Operations 217
Using Booleans 218
Cutting Polygons 223
Sculpting Polygons Using Artisan 224
Advanced Polygon-Editing Tools 229
Append a Polygon 229
Interactive Split Tool 230
Spin a Polygon Edge 232
Bridge Polygons 232
Reduce 234
The Bottom Line 235
Chapter 5 * Animation Techniques 237
Using Joints and Constraints 237
Joint Basics 237
Point Constraints 239
Aim Constraints 239
Inverse Kinematics 242
IK Handle Tool 243
Creating a Master Control 246
Keyframe Animation 249
Creating Keyframes 249
Auto Keyframe 251
Moving and Scaling Keyframes on the Timeline 253
Copy, Paste, and Cut Keyframes 254
The Graph Editor 256
Animation Curves 257
Editing Animation Curves 262
Weighted Tangents 267
Additional Editing Tools 268
Breakdowns and In-Betweens 271
Pre- and Post-Infinity 273
Playblast and FCheck 276
Driven Keys 278
Creating a Driven Key 279
Looping Driven Keys 281
Copying and Pasting Driven Keys 282
Motion-Path Animation 284
Motion Trails 287
Animating Constraints 289
Animation Layers 293
Creating an Animation Layer 293
Layer Mode 294
Other Options in the Layer Editor 297
Layer Hierarchy 298
Merging Layers 301
Grease Pencil 302
The Bottom Line 304
Chapter 6 * Animating with Deformers 307
Animating Facial Expressions Using Blend Shapes 307
Creating Blend Shape Targets 310
Creating Blend Shapes 316
Painting Blend Shape Weights 318
Adding Targets 321
Creating a Custom Mouth Control 322
Connecting the Controls 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 335
Creating a Lattice 335
Using the Lattice Membership Tool 337
Adding an Object to an Existing Lattice 338
Animating Lattices 339
Animating Object Components with Clusters 342
Adding Cluster Objects 342
Painting Cluster Weights 343
Applying Cluster Components 345
Constraining Clusters 347
Animating a Scene Using Nonlinear Deformers 348
Creating a Wave Deformer 349
Squashing and Stretching Objects 351
Twisting Objects 352
Creating a Jiggle Effect 354
Applying Jiggle Deformers 354
Painting Jiggle Weights 355
Optimizing Animations with the Geometry Cache 357
Creating a Geometry Cache 357
Editing the Cache Playback 359
The Bottom Line 360
Chapter 7 * Rigging and Muscle Systems 363
Understanding Rigging 363
Creating and Organizing Joint Hierarchies 365
Orienting Joints 372
Naming Joints 374
Mirroring Joints 377
Rigging the Giraffe 378
IK Legs 378
FK Blending 381
Rotate Plane Solver 383
Creating Custom Attributes 387
Spline IK 390
Human Inverse Kinematics 397
Skeleton Generator 397
Character Controls 398
Interoperability 401
Skinning Geometry 402
Interactive/Smooth Binding 403
Weighting the Giraffe 403
Painting Skin Weights 410
Editing Skin Weights in the Component Editor 415
Copying Skin Weights 415
Mirroring Skin Weights 417
The Maya Muscle System 417
Understanding the Maya Muscle System 417
Using Capsules 418
Creating a Muscle Using the Muscle Builder 420
Editing Muscle Parameters 425
Converting the Smooth Skin to a Muscle System 427
Sliding Weights 429
The Bottom Line 430
Chapter 8 * Paint Effects 431
Using the Paint Effects Canvas 431
The Paint Effects Window 432
Painting in Scene Mode 436
Painting on 3D Objects 437
Understanding Strokes 439
The Anatomy of a Paint Effects Stroke 439
Brush Sharing 442
Understanding Brush Curve Nodes 444
Designing Brushes 445
Starting from Scratch 446
Tubes 449
Growing Flowers 450
Adding Leaves 456
Create Complexity by Adding Strokes to a Curve 459
Shaping Strokes with Behavior Controls 462
Applying Forces 462
Displacement, Spiral, and Bend 463
Animating Strokes 465
Animating Attribute Values 467
Adding Turbulence 467
Animating Growth 469
Modifiers 470
Surface Collisions 470
Rendering Paint Effects 472
Illumination 472
Shadow Effects 473
Shading Strokes and Tubes 475
Texturing Strokes 478
Converting Strokes to Geometry 481
The Bottom Line 483
Chapter 9 * Lighting with mental ray 485
Shadow-Casting Lights 485
Sha
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