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
6 Press stop on the playback controls to stop the playback and reset the
current time indicator to frame 1.
Redirecting the motion within a clip
Motion capture data can be used in a variety of ways. You can redirect the
motion of a character using the same motion capture data. The Redirect tool
allows you to alter the original animation for a character by modifying its
path or orientation at any time during its animation. The Redirect tool does
this by offsetting the translation and rotation attributes for the selected
character.
For example, you can change the start or end point of a character’s animation
by redirecting the character’s starting position or by redirecting its motion
during the animation. You can redirect a character in an existing animation
sequence in the scene or a character associated with a clip within the Trax
Editor.
In the steps that follow, you redirect the skeleton to turn to the right while
walking. The workflow for the redirection is as follows:
■ Scrub forward in the animation to determine a location in the clip where
you want the character to turn. A realistic choice is where the ball of the
skeleton’s right foot is planted on the ground plane because this accurately
simulates how a real person might turn.
■ Select the entire skeleton. In this example, selecting the entire skeleton
selects it at the root joint (the top node of the skeleton’s hierarchy)
Selecting at the root joint ensures that the entire skeleton gets redirected
when the redirection control is applied.
■ Create and position a rotation redirection control using the Redirect tool.
■ Keyframe an initial starting rotation for the redirection control.
■ Rotate the redirection control so the skeleton faces the new direction of
travel.
■ Keyframe the second rotation for the redirection control.
To create a redirection control for the skeleton
1 In the Time Slider, drag the current time indicator to frame 36.
252 | Chapter 6 Animation