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Full Description
Expand your skills with complete Maya mastery Mastering Autodesk Maya is the ultimate guide to the popular 3D animation software. Author Todd Palamar draws on his extensive professional animation experience to help readers take their Maya skills to the next level. Written for those who already know the basics of this enormous program, the book covers advanced topics and professional techniques for modeling, animation, texturing, and visual effects.Fully updated to reflect Maya's latest features, the book takes a hands-on approach to instruction, providing readers with a diverse set of tutorials designed by real-world professionals to showcase 3D animation and visual techniques used in industry settings. Complete and comprehensive, the book makes an excellent desk reference for the working animator, and is an ideal resource for those seeking Maya certification. The unique combination of challenging material and practical instruction make this one-of-a-kind guide the ultimate Maya handbook. Topics include:Animation using inverse kinematics, keyframes, and deformersHard surface and organic modelingProper rigging techniques, and working with Maya MuscleXgen, Paint Effects, and rendering with mental rayTexture mapping, compositing, nParticles, and moreVirtual filmmaking and scene managementThe most complex skills are useless if they can't be applied, so the book emphasizes the practical, day-to-day uses of each skill, and discusses which solutions best fit which scenario. For the computer animation professional seeking a more in-depth mastery of this popular animation program, Mastering Autodesk Maya is an excellent investment in the future of your career.
Contents
Introduction xxiii Chapter 1 ? Working in Autodesk Maya 1Creating and Editing Nodes 1Using the Hypergraph 3Connecting Nodes with the Node Editor 7Creating Node Hierarchies in the Outliner 11Displaying Options in the Outliner 15The Channel Box 18The Attribute Editor 22Working with Shader Nodes in the Hypershade 25Creating Maya Projects 34Creating a New Project 34Editing and Changing Projects 36The Bottom Line 37Chapter 2 ? Introduction to Animation 39Using Joints and Constraints 39Joint Basics 39Point Constraints 41Aim Constraints 41Inverse Kinematics 44IK Handle Tool 45Creating a Master Control 48Keyframe Animation 51Creating Keyframes 51Auto Keyframe 53Moving and Scaling Keyframes on the Timeline 54Copy, Paste, and Cut Keyframes 56The Graph Editor 58Animation Curves 59Editing Animation Curves 64Weighted Tangents 68Additional Editing Tools 69Breakdowns and In-Betweens 72Pre- and Post-Infinity 75Playblast and FCheck 78Driven Keys 80Creating a Driven Key 80Looping Driven Keys 82Copying and Pasting Driven Keys 83Motion-Path Animation 86Motion Trails 88Animating Constraints 90Animation Layers 94Creating an Animation Layer 94Layer Mode 96Other Options in the Layer Editor 98Layer Hierarchy 99Merging Layers 102Grease Pencil 103The Bottom Line 105Chapter 3 ? Hard-Surface Modeling 107Understanding Polygon Geometry 107Polygon Vertices 108Polygon Edges 108Polygon Faces 109Working with Smooth Polygons 111Understanding NURBS 112Understanding Curves 113Understanding NURBS Surfaces 115Surface Seams 118NURBS Display Controls 118Using Subdivision Surfaces 119Employing Image Planes 119Modeling NURBS Surfaces 123Lofting Surfaces 131Attaching Surfaces 134Converting NURBS Surfaces to Polygons 137Modeling with Polygons 139Using Booleans 139Cleaning Topology 144Creating Your Own Polygons 147Multi-Cut Tool 151Combining and Merging Geometry 153Bridge Polygon 155Mirror Cut 159The Bottom Line 161Chapter 4 ? Organic Modeling 163Implement Box Modeling 163Shaping Using Smooth Mesh Polygon Geometry 164Connect Components 177Slide Edge Tool 179Offset Edge Loops 181Employ Build-out Modeling 182Extrude Along a Curve 184Sculpting Polygons 188Soft Select Tool 188Sculpting Polygons Using Artisan 190Use Retopology Tools 194Importing and Exporting 194Alembic Cache Files 195Slide on Surface 195Quad Draw 198Reduce 205The Bottom Line 206Chapter 5 ? Rigging and Muscle Systems 207Understanding Rigging 207Creating and Organizing Joint Hierarchies 209Orienting Joints 217Naming Joints 220Mirroring Joints 222Rigging the Giraffe 223IK Legs 224FK Blending 226Rotate Plane Solver 229Creating Custom Attributes 232Spline IK 236Human Inverse Kinematics 242Skeleton Generator 243Character Controls 244Interoperability 247Skinning Geometry 247Interactive/Smooth Binding 248Weighting the Giraffe 248Geodesic Voxel Binding 256Painting Skin Weights 257Editing Skin Weights in the Component Editor 262Copying Skin Weights 262Mirroring Skin Weights 263The Maya Muscle System 263Understanding the Maya Muscle System 264Using Capsules 264Creating a Muscle Using the Muscle Builder 266Editing Muscle Parameters 270Converting the Smooth Skin to a Muscle System 274Sliding Weights 275The Bottom Line 277Chapter 6 ? Animation Techniques 279Working with Deformers 279ShrinkWrapping Geometry 279Using Textures to Deform Objects 282Animating Facial Expressions Using Blend Shapes 286Creating Blend Shape Targets 290Creating Blend Shapes 296Painting Blend Shape Weights 296Adding Targets 300Animating a Scene Using Nonlinear Deformers 302Creating a Wave Deformer 302Squashing and Stretching Objects 304Twisting Objects 305Creating a Jiggle Effect 307Applying Jiggle Deformers 307Painting Jiggle Weights 308Optimizing Animations with the Geometry Cache 310Creating a Geometry Cache 310Editing the Cache Playback 311Applying Motion Capture 312The Bottom Line 315Chapter 7 ? Lighting with mental ray 317Shadow-Casting Lights 317Shadow Preview 318Depth Map Shadows 320mental ray Shadow Map Overrides 324Raytrace Shadows 326Indirect Lighting: Global Illumination 327Tuning Global Illumination 332Working with Photon Maps 334Color Bleeding 336Importons 336Caustics 337Caustic Light Setup 340Indirect Illumination: Final Gathering 342Light-Emitting Objects 342Final Gathering Maps 347Using Lights with Final Gathering 352Image-Based Lighting 353Enabling IBL 353IBL and Final Gathering 354Physical Sun and Sky 356Enabling Physical Sun and Sky 356Editing the Sky Settings 358mental ray Area Lights 360Light Shaders 363Physical Light Shader 363Tone Mapping 366Photometric Lights and Profiles 367The Bottom Line 367Chapter 8 ? mental ray Shading Techniques 369Shading Concepts 369Diffusion 372Reflection 372Refraction 373The Fresnel Effect 374Anisotropy 375Creating Blurred Reflections and Refractions Using Standard Maya Shaders 375Reflection Blur 375Refraction Blur 376mental ray Shaders 380Using the mia Material Presets 380Adding Shaders to Individual Polygons 383Creating Thick and Thin Glass 384Other mia Material Attributes 386Layering Shaders 389Building a Layered Car Paint Shader 390Diffuse Parameters 392Flake Parameters 393Specular Reflection Layer 394Glossy Reflection Parameters 395Rendering Contours 396The Bottom Line 398Chapter 9 ? Texture Mapping 399UV Texture Layout 399What Are UV Texture Coordinates? 400Mapping the Giraffe Leg 404Unfolding UVs 406Mapping the Giraffe Head 408Mirroring UVs 411More UV Tools 414Arranging UV Shells 416Additional UV Mapping Considerations 418Transferring UVs 419Multiple UV Sets 419Optimizing Textures 420Bump and Normal Mapping 421Bump Maps 421Normal Maps 422Creating Normal Maps 423Applying Normal Maps 428Displacement Mapping 430Subsurface Scattering 435Fast, Simple Skin-Shader Setup 435Subsurface Specularity 439Viewport 20 443The Bottom Line 445Chapter 10 ? Paint Effects 447Using the Paint Effects Canvas 447The Paint Effects Window 448Painting in Scene Mode 451Painting on 3D Objects 453Understanding Strokes 454The Anatomy of a Paint Effects Stroke 455Brush Sharing 458Understanding Brush Curve Nodes 459Designing Brushes 460Starting from Scratch 461Tubes 464Growing Flowers 466Adding Leaves 471Create Complexity by Adding Strokes to a Curve 475Shaping Strokes with Behavior Controls 478Applying Forces 478Displacement, Spiral, and Bend 479Animating Strokes 481Animating Attribute Values 483Adding Turbulence 483Animating Growth 485Modifiers 486Surface Collisions 486Rendering Paint Effects 488Illumination 488Shadow Effects 489Shading Strokes and Tubes 491Texturing Strokes 493Converting Strokes to Geometry 497The Bottom Line 499Chapter 11 ? Rendering for Compositing 501Render Layers 501Creating Render Layers 502Render Layer Overrides 505Creating Overrides for Rendering Cameras 509Material Overrides 510Render Layer Blend Modes 510Render Passes 516Upgrading Materials for Rendering Passes 518Rendering Multiple Passes from a Single Render Layer 519Creating an Ambient Occlusion Render Pass 523Setting Up a Render with mental ray 530File Tokens 532Specifying Frame Range 535Renderable Cameras 536File Formats and the Frame Buffer 536Starting a Batch Render 537Command-Line Rendering 538mental ray Quality Settings 541Tessellation and Approximation Nodes 541Unified Sampling 543Filtering 543The Bottom Line 544Chapter 12 ? Introducing nParticles 545Creating nParticles 545Drawing nParticles Using the nParticle Tool 546Spawning nParticles from an Emitter 549Emitting nParticles from a Surface 552Filling an Object with nParticles 554Making nParticles Collide with nRigids 559Passive Collision Objects 559Collide Strength and Collision Ramps 563Using nParticles to Simulate Liquids 566Creating Liquid Behavior 567Converting nParticles to Polygons 571Shading the nParticle Mesh 573Emit nParticles Using a Texture 575Surface Emission 575Using Wind 580Shading nParticles and Using Hardware Rendering to Create Flame Effects 583Shading nParticles to Simulate Flames 583Creating an nCache 586Using the Hardware Render Buffer 587nParticles and Fields 589Using Multiple Emitters 590Volume Axis Curve 593Working with Force Fields 600Painting Field Maps 602Using Dynamic Fields 605Rendering Particles with mental ray 609The Bottom Line 612Chapter 13 ? Dynamic Effects 615Creating nCloth Objects 615Making a Polygon Mesh Dynamic 616Applying nCloth Presets 619Making Surfaces Sticky 621Creating nConstraints 623Making nCloth Objects Expand Using Pressure 627Additional Techniques 629Creating an nCache 629Creating nCloth and nParticle Interactions 631Creating an nParticle Goal 632Controlling Collision Events 635Bursting an Object Open Using Tearable nConstraints 637Rigid Body Dynamics 639Creating an Exploding Tower 639Tuning the Rigid Body Simulation 641Baking the Simulation 642Crumbling Tower 644Soft Body Dynamics 646Creating Flying Debris Using nParticle Instancing 647Adding nParticles to the Scene 647Sending the Debris Flying Using a Field 650Creating a More Convincing Explosion by Adjusting nParticle Mass 652Instancing Geometry 653Animating Instances Using nParticle Expressions 656Randomizing Instance Index 656Connecting Instance Size to nParticle Mass 660Controlling the Rotation of nParticles 664Bullet Physics 665The Bottom Line 670Chapter 14 ? Hair and Clothing 671Understanding XGen 671Creating an XGen Description 672Rendering an XGen Description 678Animating Using Dynamic Curves 681Using Dynamic Curves with IK Splines 682Creating an IK Spline Handle from the Dynamic Curve 686Using Forces 687Adding Hair to a Character 688Applying Hair to a Surface 689Determining Hair Shape 692Styling Hair 695Start and Rest Positions 696Painting Follicle Attributes 698Modifying Curves 700Curling, Noise, Sub Clumping, and Braids 701Rendering Hair 701Creating Clothing for Characters 702Modeling Clothes for nCloth 703Using Constraints 705Connecting Buttons to the Shirt 710Applying Forces 713Painting nCloth Properties 713The Bottom Line 717Chapter 15 ? Maya Fluids 719Using Fluid Containers 719Using 2D Containers 720Adding an Emitter 721Using Fields with Fluids 725Using 3D Containers 728Fluid Interactions 729Emitting Fluids from a Surface 729Making Flames 732Igniting the Fuel 734Filling Objects 736Rendering Fluid Containers 742Create Fluids and nParticle Interactions 744Emitting Fluids from nParticles 744Creating Flaming Trails 748Creating Water Effects 750Bifrost Liquid Simulation 750Shading Bifrost Liquids 757Creating an Ocean 761The Bottom Line 764Chapter 16 ? Scene Management and Virtual Filmmaking 767Organizing Complex Node Structures with Assets 767Creating an Asset 768Publishing Asset Attributes 772Using the Asset Editor 773Viewing Assets in the Node Editor 775File References 775Referencing a File 776Bounding-Box Representations 778Determining the Image Size and Film Speed of the Camera 780Setting the Size and Resolution of the Image 780Setting the Film Speed 782Creating and Animating Cameras 782Creating a Camera 783Setting Camera Attributes 786Limiting the Range of Renderable Objects with Clipping Planes 791Composing the Shot Using the Film-Back Settings 793Creating a Camera-Shake Effect 795Using an Expression to Control Alpha Offset 798Creating Custom Camera Rigs 801Swivel Camera Rig 801Swivel Camera Rig Asset 803Applying Depth of Field and Motion Blur 806Rendering Using Depth of Field 807Creating a Rack Focus Rig 810Adding Motion Blur to an Animation 814Using Orthographic and Stereo Cameras 818Orthographic Cameras 818Stereo Cameras 819Using the Camera Sequencer 821The Bottom Line 825Appendix A ? The Bottom Line 827Chapter 1: Working in Autodesk Maya 827Chapter 2: Introduction to Animation 827Chapter 3: Hard-Surface Modeling 829Chapter 4: Organic Modeling 830Chapter 5: Rigging and Muscle Systems 831Chapter 6: Animation Techniques 832Chapter 7: Lighting with mental ray 833Chapter 8: mental ray Shading Techniques 834Chapter 9: Texture Mapping 835Chapter 10: Paint Effects 836Chapter 11: Rendering for Compositing 838Chapter 12: Introducing nParticles 839Chapter 13: Dynamic Effects 840Chapter 14: Hair and Clothing 841Chapter 15: Maya Fluids 842Chapter 16: Scene Management and Virtual Filmmaking 844Appendix B ? Autodesk Maya 2015 Certification 847Index 851