2009
Table Of Contents
- Contents
- Overview
- Maya Basics
- Polygonal Modeling
- Introduction
- Preparing for the lesson
- Lesson 1: Modeling a polygonal mesh
- Introduction
- Setting modeling preferences
- Using 2D reference images
- Creating a polygon primitive
- Modeling in shaded mode
- Model symmetry
- Selecting components by painting
- Selecting edge loops
- Editing components in the orthographic views
- Editing components in the perspective view
- Drawing a polygon
- Extruding polygon components
- Bridging between edges
- Adding polygons to a mesh
- Splitting polygon faces
- Terminating edge loops
- Deleting construction history
- Mirror copying a mesh
- Working with a smoothed mesh
- Creasing and hardening edges on a mesh
- Beyond the lesson
- NURBS Modeling
- Subdivision Surfaces
- Animation
- Introduction
- Preparing for the lessons
- Lesson 1: Keyframes and the Graph Editor
- Lesson 2: Set Driven Key
- Lesson 3: Path animation
- Lesson 4: Nonlinear animation with Trax
- Introduction
- Open the first scene for the lesson
- Creating clips with Trax
- Changing the position of clips with Trax
- Editing the animation of clips
- Reusing clips within Trax
- Soloing and muting tracks
- Scaling clips within Trax
- Open the second scene for the lesson
- Creating clips from motion capture data
- Extending the length of motion capture data
- Redirecting the motion within a clip
- Beyond the lesson
- Lesson 5: Inverse kinematics
- Introduction
- Open the scene for the lesson
- Understanding hierarchies
- Viewing hierarchies using the Hypergraph
- Creating a skeleton hierarchy
- Parenting a model into a skeleton hierarchy
- Applying IK to a skeleton hierarchy
- Creating a control object for an IK system
- Constraining an IK system
- Limiting the range of motion of an IK system
- Simplifying the display of a hierarchy
- Applying parent constraints on an IK system
- Planning an animation for an IK system
- Animating an IK system
- Beyond the lesson
- Character Setup
- Polygon Texturing
- Rendering
- Introduction
- Preparing for the lessons
- Lesson 1: Rendering a scene
- Introduction
- Open the scene for the lesson
- Creating shading materials for objects
- Refining shading materials for objects
- Maya renderers
- Rendering a single frame using IPR
- Rendering using the Maya software renderer
- Batch rendering a sequence of animation frames
- Viewing a sequence of rendered frames
- Beyond the lesson
- Lesson 2: Shading surfaces
- Lesson 3: Lights, shadows, and cameras
- Lesson 4: Global Illumination
- Lesson 5: Caustics
- Dynamics
- Painting
- Introduction
- Preparing for the lessons
- Lesson 1: Painting in 2D using Paint Effects
- Lesson 2: Painting in 3D using Paint Effects
- Introduction
- Preparing for the lessons
- Brushes and strokes
- Rendering Paint Effects strokes
- Paint Effects on 3D objects
- Creating a surface to paint on
- Painting on objects
- Using turbulence with brush stroke tubes
- Using additional preset brushes
- Mesh brushes
- Converting mesh strokes to polygons
- Modifying a converted polygonal mesh
- Beyond the lesson
- Lesson 3: Painting textures on surfaces
- Expressions
- Scripting in Maya
- Index
■ Source In and Source Out indicates the range of frames from the original
source clip.
■ Duration indicates the length (duration) of the original source clip in frames.
■ Clip Name...the name of the clip. A default clip name is assigned to the
clip, unless you specify it from the Create Clip Options window when you
first create the clip.
■ Scale indicates the scale percentage for the clip. The scale percentage is the
multiplier on the length of the original clip. For example, if you scale a
clip fifty percent longer than its original length, the scale value would read
150%.
Each area on the clip has a hot spot which you can either double-click on for
numeric values, and in some cases, click-drag to modify the related attribute.
For example, you can double-click on the hot spot for the clip name to edit
the name. For more information about clips and tracks, see Track view area
in the Maya Help.
To edit the name of the clip in the Trax Editor
1 In the Trax Editor, double-click on the clip1 name on the clip.
The clip highlights in yellow to indicate it is selected and the clip1 name
becomes highlighted.
2 Type Travel_Forward and then press Enter.
The clip is renamed to Travel_Forward. The clip and the source clip’s
name are updated in the Outliner to reflect the change.
If you play this clip in Trax, the animation is played back from the clip data,
not the keyframe data that you set previously in the scene. When you created
the clip, the source of the animation for the aircraft was changed to come
from the clip instead of the keyframes.
When you create a clip, Maya creates a character set to contain the clip. A
character set is the parent of the hierarchy of clips and tracks for a particular
animated object. A clip’s animation resides under the character set node and
additional clips are placed under that node unless you specify otherwise.
232 | Chapter 6 Animation