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
Beyond the lesson
In this lesson you learned how to:
■ Create and edit simple expressions using the Expression Editor.
■ Use variables, for example time, to control the specific attributes within
expressions.
When you write expressions, it is common to assign the built-in time
variable to an attribute so the attribute value predictably increases as the
animation plays. It’s also useful to link an attribute’s value to the value of
another attribute, such as setting the ball’s scale Y and Z attributes to equal
the scale X value.
■ Control multiple attributes with a single expression.
Your expressions can control multiple attributes of the same object or of
multiple objects. Alternatively, you can write a single expression for each
attribute or object.
For more information on the various mathematical operators that are
possible with expressions, refer to the Maya Help.
Behind the lesson
Although not shown in the lessons, you can decrease an attribute value during
playback by subtracting time from some number. Example:
Ball.scaleY = 3 - time;
This decreases the value of Ball’s scaleY attribute for the first three seconds of
playback.
When you use the predefined time variable, note the animation start frame
value. The lessons in this chapter use a start time of 0. In your work, you might
create an animation with a start time of 1. With Maya’s default frame rate of
24 frames per second, time is 0.0417 at frame 1.
Because of this small time offset from 0, the prior lesson would have required
more steps and instructions to work with frame 1 as the start time. For instance,
suppose you use following expression with the start time at 1.
Ball.scaleY = time + 1;
If you go to the start time, the expression sets the initial value of Ball’s scaleY
attribute to time + 1, which equals 0.0417 + 1, or 1.0417. Because Ball’s scaleY
attribute was 1 when you created it, going to the start time sets scaleY to a
value 0.0417 larger than its initial value.
Beyond the lesson | 573