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Autodesk Maya 3D Tutorial


 









Autodesk Maya 3D Tutorial

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Index 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
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 Salty’s 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
Salty’s shading group
Conclusion
Lesson 6: Adding Facial Details
Initial set-up
Building Salty’s 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 Salty’s 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 Salty’s nose
Setting up for the animation
Animating Salty
DYNAMICS
Dropping the ball
Baking the simulation
Finishing Salty’s motion
Animating Salty’s 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 Salty’s 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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