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
15 Select Display > UI Elements > Channel Box/Layer Editor.
Beyond the lesson
In this lesson you were introduced to a few basic techniques related to the 3D
Paint Tool. You learned how to:
■ Paint textures directly onto surfaces using the 3D Paint Tool.
■ Paint symmetrically onto surfaces.
■ Paint grey scale attributes to create bump texture effects.
There are several other capabilities in the Paint Operations section, such as
the Clone option for Artisan brushes. With the Clone option, you can duplicate
the color and pattern from an area of the texture and then paint that pattern
elsewhere on the texture. For details on these options and other 3D Paint Tool
techniques, refer to the Maya Help.
Location of 3D Paint Tool file textures
If you need to move or rename a file texture that Maya creates from your
painting, look in the 3dPaintTextures directory under the current project
directory. If you paint an existing file texture that you created previously, for
example, with a paint program, Maya creates a copy and stores it in the
3dPaintTextures directory.
Preparing UVs for painting
In this lesson you worked with a polygonal model that was specially prepared
for painting in this lesson. To paint successfully on a polygonal or subdivision
surface, you must set up the surface UVs beforehand. UVs are points positioned
around the surface like vertices. They control how Maya stretches a texture
around a surface. For polygons and subdivision surfaces, you must arrange
the UVs so that textures—including the ones you paint with the 3D Paint
Tool—look correct when applied to the surface material. (The UVs on NURBS
surfaces are automatically arranged for you, so you do not have to change
them.)
You view and edit UVs using the UV Texture Editor (Window menu). You can
obtain an introduction to UVs and the UV Texture Editor by completing the
UV Texture Mapping lesson in this book. You can also learn more about UVs
Beyond the lesson | 561