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CONTENTS AUTODESK MAYA 3D TUTORIAL
Learning Maya How to use this book What you should already know Computer hardware Maya packaging Installing tutorial files Understanding Maya The user interface Working in 3D UV coordinate space Views Cameras Image planes THE DEPENDENCY GRAPH Nodes Attributes Connections Pivots Hierarchies MEL scripting ANIMATING IN MAYA Keyframe animation Path animation Reactive animation Dynamics MODELING IN MAYA NURBS curves NURBS surfaces Polygons Construction history DEFORMATIONS Lattices Sculpt objects Clusters CHARACTER ANIMATION Skeletons and joints Inverse kinematics Single chain solver Rotate Plane solver IK spline solver Skinning your characters Flexors RENDERING Shading groups Texture maps Lighting Motion blur Hardware rendering A-buffer rendering Raytrace rendering How the renderer works Autodesk Maya 3D Tutorial Good tutorials animation pdf Software user guide Manuals free Help me Bible Table of Contents Conclusion Lesson 1: Bouncing a Ball Creating a new project BUILDING OBJECTS Creating the ball Create a floor surface Viewing the scene Setting display options Building a simple hierarchy Set pivot ANIMATING THE BALL Setting keys Conclusion Lesson 2: Adding Character Refining the animated channels Cleaning up your curves SQUASH AND STRETCH Adding a scale node Maintaining volume Adding shear Editing timing Conclusion Lesson 3: Rendering Hiding the general UI Hotkeys SHADING GROUPS Creating materials Texture maps Positioning the texture Lighting Placing a spot light Test render the scene Rendering animations Conclusion Lesson 4: Particles and Dynamics Project set-up Add an emitter to the ball Add gravity to the particles Set particle attributes Create the look of the particles Create a particle collision Create a particle event Hardware rendering Compositing particles Resetting the user interface Conclusion Working with Maya The workspace Layouts View panels View tools Other panel types Saved layouts Display options Texturing and lighting Display smoothness Show menu UI preferences Menus Menu sets The shelf Hotbox Hotbox marking menus Customizing the hotbox Tool manipulators Transform manips Using the mouse buttons Shift gesture Set pivot Coordinate input Channel box Channel box and manips Attribute Editor SELECTING IN MAYA Selection masks The selection user interface Grouping and parenting Selection modes Scene hierarchy mode Object mode Component mode RMB select Combined select modes TOOLS AND ACTIONS Tools Actions A typical action: 2D fillet Conclusion The Dependency Graph Hierarchies and dependencies Shading group nodes Making your own connections Adding a texture node Animating the sphere Building scene hierarchies Hiding objects Procedural animation Creating a curve on surface Create group hierarchy Create a path animation Layer the animation Conclusion Lesson 5: Building Salty File management Building SaltyÕs body Editing CVs Positioning the CVs Finishing touches Building skeleton joints Bind the surface to the joints Templating objects Building the front flipper The side shape Refining the flipper The back flipper Mirroring the flippers Add joints for the flippers Joining the flippers to the body Binding the surfaces SaltyÕs shading group Conclusion Lesson 6: Adding Facial Details Initial set-up Building SaltyÕs right eyeball Creating a target for the eyeball Creating the eyelid The Hypergraph Deforming the eye Adding a cluster deformer Positioning the eye Creating the second eye Building the eye control node Adding a blink attribute Adding a pupil attribute Building the whiskers Texturing the whiskers Building SaltyÕs nose Parenting to the skeleton Conclusion Lesson 7: Animating Salty Initial set-up Adding IK single chain handles Add an IK spline handle Cluster the spline curve Create a ball Connect the ball to SaltyÕs nose Setting up for the animation Animating Salty DYNAMICS Dropping the ball Baking the simulation Finishing SaltyÕs motion Animating SaltyÕs eyes Making the whiskers flop Playblasting the animation Conclusion Lesson 8: Building the Set Initial set-up Creating the pool Creating the back wall LIGHTING THE SET Creating spot lights Creating background lighting Animating the camera Playblasting the animation Conclusion Lesson 9: Texture Mapping Initial set-up Creating the deck shading Adding a bump map Refining the floor materiality The water shading group LAYERED SHADERS The wall shading group Adding to the layered shader REFINING THE LIGHTING Adding reflected lighting Turning on shadows RENDERING Preparing the surfaces Setting the Render Globals Conclusion Lesson 10: Blinking using MEL Starting a new file WHAT IS MEL? Typing commands The Command line The Script Editor window Learning more about commands Expressions Building a blink procedure Writing the script Adding the function to the UI Building a custom UI script Keyframing SaltyÕs blink THE SCRIPTS blink.mel blinkWindow.mel Lesson 11: Polygonal Spaceship Initial set-up Starting the ship Air intake ports The front cockpit Creating a more organic look Finishing the model TEXTURING THE SHIP Creating the polyShip shading Projecting the texture Mapping the fin Mapping the cockpit Rendering the ship Adding different texture maps Conclusion Lesson 12: NURBS Spaceship Initial set-up Main thruster Construction history THE HULL Drawing character curves Profile curves Birail surface The side surface Aligning surfaces TRIM SURFACES The back surface A circular fillet The photon recess Building the wing Details Deleting history Grouping the shapes TEXTURING SURFACES Texturing the thrusters Texturing the cockpit Cylindrical projection map Planar projection map Conclusion Lesson 13: Animating the Ships STARS AND PLANETS Initial set-up Create the starfield Creating three planets Creating the planet textures Create more planet shaders Render the scene THE SPACESHIP SCENE Creating a reference Path animation Animate a second ship Setting up the image plane Edit the path curves Conclusion Lesson 14: Visual Effects Initial set-up CREATING OPTIF/X Building a thruster light Adding the fog effects Animate the fog effect Building a photon torpedo Animate the effect Building an explosion Updating the polyShip animation PARTICLE EFFECTS Create a particle emitter Particle attributes Rendering the particles Particle smoke RENDERING Setting the Render Globals The final rendering Resetting the move tool Conclusion Lesson 15: Primitive Man Initial set-up BUILDING A CHARACTER Drawing a skeleton leg Adding IK chains to the leg Rolling the foot Orienting the toe Creating geometry Binding the geometry Editing the sets Adding a flexor Creating the second leg Create the torso and head Building arms Tuck and bulge Duplicate the arm Conclusion Lesson 16: Animating a Walk Cycle Initial set-up Animate the pelvis Animate the feet sliding Edit the animation curves Animate the feet (up and down) Animate the pelvic rotations Animate the heel rotation Setting keys for the spine Keying the arm motion The rotate plane IK solver Animating a two-node camera Props, color and lighting Testing the motion Rendering the animation Conclusion Appendix A: File Management The Maya directory The preferences directory The projects directory Creating a new project Setting projects Scene files REFERENCING FILES A single user project with referencing A multiple-user project with referencing Understanding References Referenced textures and shaders Importing vs. Referencing Exporting parts of a file with reference Making and breaking references The rules of referencing Appendix B: StudioPaint 3D & Maya PAINTING MAYA MODELS Setting up the project Creating an Alias proxy file WORKING IN STUDIOPAINT 3D Importing the painting proxy WORKING WITH FILE TEXTURES Assigning the file textures Mapping attributes other than color Displacement maps Painting in texture channels Refreshing textures updateFileTextures.mel Conclusion Index

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