Introducing Autodesk Maya 2013

Introducing Autodesk Maya 2013

Language: English

Pages: 648

ISBN: 1118130561

Format: PDF / Kindle (mobi) / ePub


A complete update to the popular Autodesk Official Training Guide for Maya

Maya is the industry-leading 3D animation and effects software used in movies, visual effects, games, cartoons, and other animation. This bestselling, official guide is a must for 3D beginners who want a thorough grounding in this dynamic and complex software. Fully updated for the newest version of Maya, the book explains the interface and the basics of modeling, texturing, animating, dynamics, visualization, and visual effects. Fun and challenging tutorials lead you through the nuances of the software and offer plenty of chances to practice what you've learned.

  • The Autodesk Official Training Guide for Maya, endorsed and promoted by Autodesk to its 2,500 Authorized Training Centers worldwide
  • Maya is the 3D animation and effects software used in the film, game, and advertising industries; it's a complex program and this book gives beginners the knowledge and confidence they need
  • Shows how to master the interface and the basics of modeling, texturing, animating, and visual effects
  • Step-by-step tutorials offer realistic, professional challenges for those new to 3D and those switching from another 3D application
  • Materials are available for instructors who want to use this guide with their students

Introducing Autodesk Maya is the perfect guide to get you up and running on the world's most popular professional 3D application.

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the first group. In the Outliner, call this new group rotate. 2. With the rotate node selected, press Ctrl+G to create the scale group, and name it accordingly. 3. With the scale group selected, press Ctrl+G one last time to create the translate group and name it accordingly. Figure 8-2 shows the hierarchy. As you animate, you’ll quickly see why you’ve set up a hierarchy for the ball, instead of just putting keys on the sphere itself. Animating the Ball Your next step is to keyframe

clusters, or groups of vertices or CVs, of the geometry to the skeleton to allow the skeleton to deform the model. This is typically how skeletons are used in character animation work. (For more on grouping and parenting, refer to the solar system exercise in Chapter 2, “Jumping in Headfirst, with Both Feet.”) The basic technique of binding a character is easy. However, Maya gives you tremendous control over how your geometry deforms. Binding Overview Binding is, in theory, identical to

finger. Application: Rigging the Locomotive Let’s get back to our locomotive. In the previous chapter, you made sure the hierarchy and pivot placements were proper. In this exercise, you can use the locomotive_anim_v1.mb file from the previous chapter. You can also use a fancy version of the locomotive, called fancy_locomotive_anim_v1.mb; it’s set up similarly to locomotive_anim_v1.mb for the exercise. This scene is shown in Figure 9-67. Figure 9-67: The fancier locomotive model

nice-looking render. You’ll place the textured red wagon into an open scene and apply a Physical Sun and Sky (PSAS) in the following exercise. Use the scene file RedWagonSunlight_v01.ma from the Lighting project on the web page to follow along. Follow these steps: Figure 10-39: Enable mental ray rendering in Render Settings. 1. The camera for this scene is already set up in the persp panel. Switch to mental ray rendering in the Render Using pull-down menu at the top of the Render Settings

sphere in a new scene, and assign a new Lambert shader to it. You can do this through the Hypershade or by choosing Lighting/Shading ⇒ Assign New Material ⇒ Lambert in the Rendering menu set. This creates a new shader and assigns it to the selection, in this case your sphere. 2. Select the sphere, and choose Texturing ⇒ Create PSD Network. In the option box that opens, select Color, Transparency, and Bump from the list of attributes on the left side, and click the right arrow to move them to the

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