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
Extending the length of motion capture data . . . . . . . . . . . 248
Redirecting the motion within a clip . . . . . . . . . . . . . . . 252
Beyond the lesson . . . . . . . . . . . . . . . . . . . . . . . . . 259
Lesson 5: Inverse kinematics . . . . . . . . . . . . . . . . . . . . . . . 262
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
Open the scene for the lesson . . . . . . . . . . . . . . . . . . . 263
Understanding hierarchies . . . . . . . . . . . . . . . . . . . . . 264
Viewing hierarchies using the Hypergraph . . . . . . . . . . . . 265
Creating a skeleton hierarchy . . . . . . . . . . . . . . . . . . . 267
Parenting a model into a skeleton hierarchy . . . . . . . . . . . 271
Applying IK to a skeleton hierarchy . . . . . . . . . . . . . . . . 274
Creating a control object for an IK system . . . . . . . . . . . . 276
Constraining an IK system . . . . . . . . . . . . . . . . . . . . . 280
Limiting the range of motion of an IK system . . . . . . . . . . 284
Simplifying the display of a hierarchy . . . . . . . . . . . . . . . 290
Applying parent constraints on an IK system . . . . . . . . . . . 291
Planning an animation for an IK system . . . . . . . . . . . . . 294
Animating an IK system . . . . . . . . . . . . . . . . . . . . . . 297
Beyond the lesson . . . . . . . . . . . . . . . . . . . . . . . . . 301
Chapter 7
Character Setup . . . . . . . . . . . . . . . . . . . . . . . . . 303
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303
Preparing for the lessons . . . . . . . . . . . . . . . . . . . . . . . . . 304
Lesson 1: Skeletons and kinematics . . . . . . . . . . . . . . . . . . . 304
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
Open the scene for the lesson . . . . . . . . . . . . . . . . . . . 305
Creating joints . . . . . . . . . . . . . . . . . . . . . . . . . . . 305
Adding joints to a skeleton . . . . . . . . . . . . . . . . . . . . 311
Creating a skeleton hierarchy . . . . . . . . . . . . . . . . . . . 313
Forward and inverse kinematics . . . . . . . . . . . . . . . . . . 314
Posing and animating using inverse kinematics . . . . . . . . . 314
Posing and animating using forward kinematics . . . . . . . . . 318
Beyond the lesson . . . . . . . . . . . . . . . . . . . . . . . . . 318
Lesson 2: Smooth skinning . . . . . . . . . . . . . . . . . . . . . . . 319
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 319
Open the scene for the lesson . . . . . . . . . . . . . . . . . . . 320
Smooth binding a skeleton . . . . . . . . . . . . . . . . . . . . 321
Skin weighting and deformations . . . . . . . . . . . . . . . . . 323
Modifying skin weights . . . . . . . . . . . . . . . . . . . . . . 324
Influence objects . . . . . . . . . . . . . . . . . . . . . . . . . . 326
Beyond the lesson . . . . . . . . . . . . . . . . . . . . . . . . . 329
Lesson 3: Cluster and blend shape deformers . . . . . . . . . . . . . . 330
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 330
Open the scene for the lesson . . . . . . . . . . . . . . . . . . . 330
Creating a target object for a blend shape . . . . . . . . . . . . . 331
Creating a cluster deformer on a target object . . . . . . . . . . 332
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