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
3 Select Window > Settings/Preferences > Preferences. In the Preferences
window, click the Kinematics Category. Enter 0.4 for the Joint Size, then
click the Save button.
This displays the joints smaller. At the default size, 1.0, the large size of
the joints obstructs the view of the skin.
Smooth binding a skeleton
You use Jackie as the surface to be bound to the skeleton.
To bind the skeleton using smooth skinning
1 Select Jackie.
2 Shift-select the back_root joint.
The back_root joint is at the base of Jackie’s spine. If you are not sure
which joint it is, select it in the Hypergraph (Window > Hypergraph:
Hierarchy).
3 Select Skin > Bind Skin > Smooth Bind >
.
The Smooth Bind Options window appears.
4 In the Smooth Bind Options window, set Max Influences to 3, then click
Bind Skin.
A Max Influences value of 3 specifies that three joints influence each skin
point. By default, the joint closest to the point has the most influence.
The second most influential joint is that joint’s parent or child joint,
whichever is closest to the point. The third most influential joint is the
nearest parent or child of the second joint. The influence drops with the
distance from the joints. The amount of influence each joint has on any
skin point is the skin weight.
The default skin weights create smooth deformations of the skin at elbows,
knees, and elsewhere as the nearby joints rotate.
5 Select and move any or all of the four IK handles to pose the arms and
legs in various positions in order to get used to posing with the IK handles.
To select an IK handle, drag a selection box around a wrist or ankle joint.
To move a handle, use the Move tool to drag the handle in the desired
direction.
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