Mastering Autodesk Maya 2013

Provides hands-on intermediate-to-advanced coverage of the leading 3D software Maya is the industry-leading 3D animation and effects software used in movies, visual effects, games, and other genres. For intermediate and advanced users who already know Maya basics, this official Maya guide provides...

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Detalles Bibliográficos
Autor principal: Palamar, Todd (-)
Otros Autores: Lanier, Lee, 1966-, Honn, Anthony
Formato: Libro electrónico
Idioma:Inglés
Publicado: Indianapolis : John Wiley & Sons 2012.
Edición:1st ed
Colección:Autodesk official training guide.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628819806719
Tabla de Contenidos:
  • Mastering Autodesk Maya 2013; Acknowledgments; Untitled; About the Author; About the Contributing Authors; Contents at a Glance; Contents; Introduction; Chapter 1: Working in Autodesk Maya; Creating and Editing Nodes; Creating Maya Projects; Organizing Complex Node Structures with Assets; File References; The Bottom Line; Chapter 2: Virtual Filmmaking; Determining the Image Size and Film Speed of the Camera; Creating and Animating Cameras; Creating Custom Camera Rigs; Applying Depth of Field and Motion Blur; Using Orthographic and Stereo Cameras; Using the Camera Sequencer; The Bottom Line
  • Chapter 3: Modeling IUnderstanding Polygon Geometry; Using Subdivision Surfaces; Understanding NURBS; Employing Image Planes; Modeling NURBS Surfaces; NURBS Tessellation; Modeling with Polygons; The Bottom Line; Chapter 4: Modeling II; Modeling with Deformers; Combining Meshes; Using Bevel Plus and Bevel Edges; Using Curves; Converting NURBS Surfaces to Polygons; Boolean Operations; Sculpting Polygons Using Artisan; Advanced Polygon-Editing Tools; Working with SubDs; The Bottom Line; Chapter 5: Animation Techniques; Using Joints and Constraints; Inverse Kinematics; Keyframe Animation
  • The Graph EditorPlayblast and FCheck; Driven Keys; Motion Path Animation; Motion Trails; Animating Constraints; Animation Layers; The Bottom Line; Chapter 6: Animating with Deformers; Animating Facial Expressions Using Blend Shapes; Animating Blend Shapes Sequentially; Animating with Lattices; Animating Object Components with Clusters; Animating a Scene Using Nonlinear Deformers; Creating a Jiggle Effect; Optimizing Animations with the Geometry Cache; The Bottom Line; Chapter 7: Rigging and Muscle Systems; Understanding Rigging; Creating and Organizing Joint Hierarchies; Rigging the Giraffe
  • Human Inverse KinematicsSkinning Geometry; The Maya Muscle System; The Bottom Line; Chapter 8: Paint Effects; Using the Paint Effects Canvas; Painting on 3D Objects; Understanding Strokes; Designing Brushes; Create Complexity by Adding Strokes to a Curve; Shaping Strokes with Behavior Controls; Animating Strokes; Rendering Paint Effects; The Bottom Line; Chapter 9: Lighting with mental ray; Shadow-Casting Lights; Indirect Lighting: Global Illumination; Indirect Illumination: Final Gathering; Image-Based Lighting; Physical Sun and Sky; mental ray Area Lights; Light Shaders; The Bottom Line
  • Chapter 10: mental ray Shading TechniquesShading Concepts; Creating Blurred Reflections and Refractions Using Standard Maya Shaders; Basic mental ray Shaders; Car Paint Materials; The mia Material; Controlling Exposure with Tone Mapping; Rendering Contours; The Bottom Line; Chapter 11: Texture Mapping; UV Texture Layout; Bump and Normal Mapping; Displacement Mapping; Subsurface Scattering; The Bottom Line; Chapter 12: Rendering for Compositing; Render Layers; Render Passes; Render Pass Contribution Maps; Setting Up a Render with mental ray; mental ray Quality Settings; The Bottom Line
  • Chapter 13: Introducing nParticles