Mastering Autodesk Maya 2013 /
Annotation
Clasificación: | Libro Electrónico |
---|---|
Autores principales: | , , |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Indianapolis, Ind. :
John Wiley & Sons,
©2012.
|
Colección: | Autodesk official training guide.
Serious skills. |
Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
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 CamerasUsing the Camera Sequencer
- The Bottom Line
- Chapter 3: Modeling I
- Understanding 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 ToolsWorking with SubDs
- The Bottom Line
- Chapter 5: Animation Techniques
- Using Joints and Constraints
- Inverse Kinematics
- Keyframe Animation
- The Graph Editor
- Playblast 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 DeformersCreating 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 Kinematics
- Skinning 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 ControlsAnimating 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 Techniques
- Shading Concepts
- Creating Blurred Reflections and Refractions Using Standard Maya Shaders
- Basic mental ray Shaders
- Car Paint Materials