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Go from ´beginner´ to ´expert´ with this professional, tutorial-based guide to Maya 2016
Mastering Autodesk Maya 2016 is your professional hands-on coverage to getting the most out of Maya. If you already know the basics of Maya, this book is your ticket to full coverage of all Maya 2016´s latest features, and showcases the tools and methods used in real-world 3D animation and visual effects. From modeling, texturing, animation, and effects to high-level techniques for film, television, games, and more, this book expands your skill set, and helps you prepare for the Autodesk Maya certification exam. Filled with challenging tutorials and real-world scenarios this book provides valuable insight into the entire CG production timeline.
Take your Maya skills to the next level with step-by-step instruction and insight from the industry professionals.
Learn professional techniques used in real-world visual effects
Master Dynamics, Maya Muscle, Stereo Cameras, mental ray, and more
Expand your skills with advanced techniques for cloth, fur, and fluids
Understand everything you need to know for the Maya certification exam
Table of Contents
Introduction xix
Chapter 1 Working in Autodesk Maya 1
Color Management 1
Creating and Editing Nodes 3
Using the Hypergraph 3
Connecting Nodes with the Node Editor 8
Creating Node Hierarchies in the Outliner 13
Displaying Options in the Outliner 17
The Channel Box 20
The Attribute Editor 24
Working with Shader Nodes in the Hypershade 27
Creating Maya Projects 35
Creating a New Project 36
Editing and Changing Projects 37
The Bottom Line 38
Chapter 2 Introduction to Animation 39
Using Joints and Constraints 39
Joint Basics 39
Point Constraints 41
Aim Constraints 41
Inverse Kinematics 44
IK Handle Tool 45
Creating a Master Control 48
Keyframe Animation 51
Creating Keyframes 52
Auto Keyframe 54
Moving and Scaling Keyframes on the Timeline 55
Copy, Paste, and Cut Keyframes 57
The Graph Editor 59
Animation Curves 60
Editing Animation Curves 65
Weighted Tangents 69
Additional Editing Tools 70
Breakdowns and In-Betweens 74
Pre- and Post-Infinity 76
Playblast and FCheck 79
Driven Keys 81
Creating a Driven Key 81
Looping Driven Keys 84
Copying and Pasting Driven Keys 85
Motion-Path Animation 88
Motion Trails 90
Animating Constraints 93
Animation Layers 97
Creating an Animation Layer 97
Layer Mode 99
Other Options in the Layer Editor 102
Layer Hierarchy 103
Merging Layers 106
Grease Pencil 107
The Bottom Line 109
Chapter 3 Hard-Surface Modeling 111
Understanding Polygon Geometry 111
Polygon Vertices 111
Polygon Edges 112
Polygon Faces 113
Working with Smooth Polygons 114
Understanding NURBS 115
Understanding Curves 116
Understanding NURBS Surfaces 118
Surface Seams 121
NURBS Display Controls 121
Using Subdivision Surfaces 122
Employing Image Planes 122
Modeling NURBS Surfaces 126
Lofting Surfaces 134
Attaching Surfaces 136
Converting NURBS Surfaces to Polygons 139
Modeling with Polygons 140
Using Booleans 141
Cleaning Topology 146
Creating Your Own Polygons 148
Multi-Cut Tool 151
Combining and Merging Geometry 153
Bridge Polygon 155
Mirror Cut 159
The Bottom Line 160
Chapter 4 Organic Modeling 163
Implement Box Modeling 163
Shaping Using Smooth Mesh Polygon Geometry 164
Multi-Cut with Edge Flow 175
Slide Edge Tool 177
Offset Edge Loops 178
Employ Build-Out Modeling 179
Extrude along a Curve 181
Sculpt Polygons 185
Soft Select Tool 185
Sculpting Tools 187
Use Retopology Tools 189
Importing and Exporting 189
Alembic Cache Files 190
Slide on Surface 190
Quad Draw 193
Reduce 198
The Bottom Line 199
Chapter 5 Rigging and Muscle Systems 201
Understanding Rigging 201
Creating and Organizing Joint Hierarchies 203
Orienting Joints 211
Naming Joints 212
Mirroring Joints 215
Rigging the Giraffe 216
IK Legs 216
FK Blending 219
Rotate-Plane Solver 221
Creating Custom Attributes 225
Spline IK 230
Human Inverse Kinematics 237
Skeleton Generator 237
Character Controls 239
Interoperability 241
Skinning Geometry 242
Interactive/Smooth Binding 243
Weighting the Giraffe 243
Geodesic Voxel Binding 250
Painting Skin Weights 253
Editing Skin Weights in the Component Editor 258
Copying Skin Weights 259
Mirroring Skin Weights 260
The Maya Muscle System 260
Understanding the Maya Muscle System 260
Using Capsules 261
Creating a Muscle Using the Muscle Builder 262
Editing Muscle Parameters 268
Converting the Smooth Skin to a Muscle System 270
Sliding Weights 272
The Bottom Line 273
Chapter 6 Animation Techniques 275
Working with Deformers 275
ShrinkWrapping Geometry 275
Using Textures to Deform Objects 278
Delta Mush 281
Animating Facial Expressions Using Blend Shapes 283
Creating Blend Shape Targets 286
Creating Blend Shapes 292
Painting Blend Shape Weights 294
Adding Targets 297
Animating a Scene Using Nonlinear Deformers 298
Creating a Wave Deformer 299
Squashing and Stretching Objects 300
Twisting Objects 302
Creating a Jiggle Effect 304
Applying Jiggle Deformers 304
Painting Jiggle Weights 305
Optimizing Animations with the Geometry Cache 307
Creating a Geometry Cache 307
Editing the Cache Playback 308
Applying Motion Capture 309
The Bottom Line 311
Chapter 7 Lighting with mental ray 313
Shadow-Casting Lights 313
Shadow Preview 314
Depth Map Shadows 316
mental ray Shadow Map Overrides 320
Raytrace Shadows 322
Indirect Lighting: Global Illumination 323
Color Bleeding 326
Indirect Illumination: Final Gathering 326
Light-Emitting Objects 327
Using Lights with Final Gathering 331
Image-Based Lighting 332
Enabling IBL 332
IBL and Final Gathering 333
Physical Sun and Sky 335
Enabling Physical Sun and Sky 335
Editing the Sky Settings 337
mental ray Area Lights 338
Light Shaders 341
Physical Light Shader 341
Tone Mapping 343
Photometric Lights and Profiles 344
The Bottom Line 345
Chapter 8 mental ray Shading Techniques 347
Shading Concepts 347
Diffusion 350
Reflection 351
Refraction 351
The Fresnel Effect 353
Anisotropy 353
Layering Shaders 354
Creating Reflections and Refractions 355
Creating Metals and Plastics 362
Adding Shaders to Individual Polygons 364
Building a Layered Car Paint Shader 365
Base Parameters 367
Flake Parameters 369
Specular Reflection Layer 370
Glossy Reflection Parameters 370
The Bottom Line 371
Chapter 9 Texture Mapping 373
UV Texture Layout 373
What Are UV Texture Coordinates? 374
Mapping the Giraffe Leg 376
Unfolding UVs 381
Mapping the Giraffe Head 38