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
To set up the character prior to creating IK handles
1 Select the root of the hierarchy, back_root, and then select Skeleton > Set
Preferred Angle.
This sets the current joint angles throughout the skeleton as the preferred
angles. This is a useful step after you complete a skeleton. Maya thereafter
uses the current bend in the knees and elbows as the preferred initial
rotation direction of these joints during inverse kinematics (IK) posing.
This makes it easier to pose the character with motion that is natural for
a human character.
2 Select Jackie in the Outliner and, from the main menu, select Hide
Selection. (You must select and hide Jackie from the Outliner because
Jackie is a template object.) By hiding Jackie, you’ll lessen scene clutter
as you pose the skeleton in the following steps.
To create, pose, and animate IK handles for the legs
1 Select Skeleton > IK Handle Tool >
.
2 In the Tool Settings window, make sure Current Solver is set to ikRPsolver.
This type of IK solver has characteristics that work well for this
application.
3 In the perspective view, click left_hip and left_ankle.
This creates an IK handle that lets you control all joints from left_hip
through left_ankle. The handle’s main manipulator is at the left_ankle.
The IK handle is the selected object after you create it. If you
unintentionally cancel the selection of the handle, you can select it again
by clicking the left_ankle—the last joint you clicked after using the IK
Handle Tool. Whenever you select a handle, make sure you do not select
joints or other objects along with the handle. You can check the Outliner
to confirm your selection.
4 Go to the start of the playback range.
5 With the IK handle selected, select Animate > Set Key to key the leg’s
current position at the first frame.
6 Go to frame 12.
Posing and animating using inverse kinematics | 315