Mastering Autodesk Maya 2016: Autodesk Official Press

Höfundur Todd Palamar

Útgefandi Wiley Professional Development (P&T)

Snið ePub

Print ISBN 9781119059820

Útgáfa 1

Útgáfuár 2015

5.190 kr.

Description

Efnisyfirlit

  • Introduction
  • Who Should Buy This Book
  • What’s Inside
  • Conventions
  • How to Contact the Author
  • Chapter 1 Working in Autodesk Maya
  • Color Management
  • Creating and Editing Nodes
  • Creating Maya Projects
  • The Bottom Line
  • Chapter 2 Introduction to Animation
  • Using Joints and Constraints
  • Inverse Kinematics
  • Keyframe Animation
  • The Graph Editor
  • Playblast and FCheck
  • Driven Keys
  • Motion-Path Animation
  • Motion Trails
  • Animating Constraints
  • Animation Layers
  • Grease Pencil
  • The Bottom Line
  • Chapter 3 Hard-Surface Modeling
  • Understanding Polygon Geometry
  • Understanding NURBS
  • Using Subdivision Surfaces
  • Employing Image Planes
  • Modeling NURBS Surfaces
  • Converting NURBS Surfaces to Polygons
  • Modeling with Polygons
  • The Bottom Line
  • Chapter 4 Organic Modeling
  • Implement Box Modeling
  • Employ Build-Out Modeling
  • Sculpt Polygons
  • Use Retopology Tools
  • The Bottom Line
  • Chapter 5 Rigging and Muscle Systems
  • Understanding Rigging
  • Creating and Organizing Joint Hierarchies
  • Rigging the Giraffe
  • Human Inverse Kinematics
  • Skinning Geometry
  • The Maya Muscle System
  • The Bottom Line
  • Chapter 6 Animation Techniques
  • Working with Deformers
  • Animating Facial Expressions Using Blend Shapes
  • Animating a Scene Using Nonlinear Deformers
  • Creating a Jiggle Effect
  • Optimizing Animations with the Geometry Cache
  • Applying Motion Capture
  • The Bottom Line
  • Chapter 7 Lighting with mental ray
  • Shadow-Casting Lights
  • Indirect Lighting: Global Illumination
  • Indirect Illumination: Final Gathering
  • Image-Based Lighting
  • Physical Sun and Sky
  • mental ray Area Lights
  • Light Shaders
  • The Bottom Line
  • Chapter 8 mental ray Shading Techniques
  • Shading Concepts
  • Layering Shaders
  • The Bottom Line
  • Chapter 9 Texture Mapping
  • UV Texture Layout
  • Bump and Normal Mapping
  • Displacement Mapping
  • Subsurface Scattering
  • ShaderFX
  • The Bottom Line
  • Chapter 10 Paint Effects
  • Using the Paint Effects Canvas
  • Painting on 3D Objects
  • Understanding Strokes
  • Designing Brushes
  • Create Complexity by Adding Strokes to a Curve
  • Shaping Strokes with Behavior Controls
  • Animating Strokes
  • Rendering Paint Effects
  • The Bottom Line
  • Chapter 11 Rendering for Compositing
  • Render Layers
  • Render Passes
  • Setting Up a Render with mental ray
  • mental ray Quality Settings
  • The Bottom Line
  • Chapter 12 Introducing nParticles
  • Creating nParticles
  • Making nParticles Collide with nRigids
  • Using nParticles to Simulate Liquids
  • Emitting nParticles Using a Texture
  • Using Wind
  • Shading nParticles and Using Hardware Rendering to Create Flame Effects
  • Controlling nParticles with Fields
  • Rendering Particles with mental ray
  • The Bottom Line
  • Chapter 13 Dynamic Effects
  • Creating nCloth Objects
  • Creating nCloth and nParticle Interactions
  • Soft Body Dynamics
  • Creating Flying Debris Using nParticle Instancing
  • Animating Instances Using nParticle Expressions
  • Bullet Physics
  • The Bottom Line
  • Chapter 14 Hair and Clothing
  • Understanding XGen
  • Animating Using Dynamic Curves
  • Adding Hair to a Character
  • Styling Hair
  • Rendering Hair
  • Creating Clothing for Characters
  • Painting nCloth Properties
  • The Bottom Line
  • Chapter 15 Maya Fluids
  • Using Fluid Containers
  • Fluid Interactions
  • Igniting the Fuel
  • Rendering Fluid Containers
  • Creating Fluids and nParticle Interactions
  • Creating Water Effects
  • The Bottom Line
  • Chapter 16 Scene Management and Virtual Filmmaking
  • Organizing Complex Node Structures with Assets
  • File References
  • Determining the Image Size and Film Speed of the Camera
  • Creating and Animating Cameras
  • Creating Custom Camera Rigs
  • Applying Depth of Field and Motion Blur
  • Using Orthographic and Stereo Cameras
  • Using the Camera Sequencer
  • The Bottom Line
  • Appendix A The Bottom Line
  • Appendix B Autodesk Maya 2016 Certification
  • EULA
Show More

Additional information

Veldu vöru

Rafbók til eignar

Aðrar vörur

0
    0
    Karfan þín
    Karfan þín er tómAftur í búð