MTU Cork Library Catalogue

Syndetics cover image
Image from Syndetics

Mastering Maya Complete 2 / Perry Harovas ... [et al.].

By: Harovas, Perry.
Contributor(s): Kundert-Gibbs, John L | Lee, Peter.
Material type: materialTypeLabelBookPublisher: San Francisco : Sybex, Inc., c2000Description: xxxi, 842 p. : ill. ; 23 cm.ISBN: 0782125212 (m) (pbk).Subject(s): Maya (Computer file) | Computer animation | Three-dimensional display systemsDDC classification: 006.696
Contents:
Part I: MAYA fundamentals -- Your first maya animation -- The maya interface -- Techniques for speeding up workflow -- The hypergraph: Your roadmap to a scene -- Part II: Modeling -- Modeling basics -- NURBS modeling -- Polygon modeling -- Organic modeling -- Working with artisan -- Part III: Animation -- Animating in maya -- Paths and bones -- Deformers -- Skinning and character setup -- Character animation: a walk cycle and more -- Working with rigid body dynamics -- Part IV: Working with MEL -- MEL basics -- Programming with MEL -- Part V: Rendering -- Rendering basics -- Shading and texturing surfaces -- Lighting -- Part V: Advanced MAYA effects -- Particle basics -- Particle rendering -- Using particle expressions and ramps -- Dynamics of soft bodies -- Paint effects.
Holdings
Item type Current library Call number Copy number Status Date due Barcode Item holds
General Lending MTU Bishopstown Library Lending 006.696 (Browse shelf(Opens below)) 1 Available 00075254
General Lending MTU Bishopstown Library Store Item 006.696 (Browse shelf(Opens below)) 1 Available 00086339
Total holds: 0

Enhanced descriptions from Syndetics:

Maya is a tool for 3-d modelling, animation and a wide range of special effects. This book is a guide, step-by-step, to realizing concepts in models, characters and settings. Beyond the basics, this book shows how to create and animate complex models, use dynamics effects like particles and soft and rigid bodies, and programme Maya's interface with MEL scripting.

Part I: MAYA fundamentals -- Your first maya animation -- The maya interface -- Techniques for speeding up workflow -- The hypergraph: Your roadmap to a scene -- Part II: Modeling -- Modeling basics -- NURBS modeling -- Polygon modeling -- Organic modeling -- Working with artisan -- Part III: Animation -- Animating in maya -- Paths and bones -- Deformers -- Skinning and character setup -- Character animation: a walk cycle and more -- Working with rigid body dynamics -- Part IV: Working with MEL -- MEL basics -- Programming with MEL -- Part V: Rendering -- Rendering basics -- Shading and texturing surfaces -- Lighting -- Part V: Advanced MAYA effects -- Particle basics -- Particle rendering -- Using particle expressions and ramps -- Dynamics of soft bodies -- Paint effects.

Table of contents provided by Syndetics

  • Introduction (p. xxv)
  • Part 1 Maya Fundamentals (p. 1)
  • Chapter 1 Your First Maya Animation (p. 3)
  • Setting the Scene: Modeling (p. 6)
  • Texturing Your Models Using the Hypershade (p. 16)
  • Lighting the Scene (p. 21)
  • Animating the Scene (p. 25)
  • Creating a Follow Camera (p. 30)
  • Rendering the Animation (p. 31)
  • Advanced Topic: Adding Exhaust (p. 33)
  • Summary (p. 36)
  • Chapter 2 The Maya Interface (p. 37)
  • What's Behind the Maya Interface? (p. 40)
  • Interface Elements (p. 43)
  • Summary (p. 71)
  • Chapter 3 Techniques for Speeding Up Workflow (p. 73)
  • Adjusting Interface Options (p. 76)
  • Using the Hotbox Instead of Menu Sets (p. 77)
  • Shelves (p. 78)
  • Hotkeys (p. 79)
  • Marking Menus (p. 81)
  • Working in Layers (p. 85)
  • The Outliner (p. 86)
  • The Hypergraph (p. 88)
  • The Hypershade (p. 89)
  • A Workflow Example: Building an Arm (p. 93)
  • Summary (p. 99)
  • Chapter 4 The Hypergraph: Your Roadmap to a Scene (p. 101)
  • What Is the Hypergraph? (p. 104)
  • Getting to Know the Hypergraph (p. 104)
  • Summary (p. 121)
  • Part II Modeling (p. 123)
  • Chapter 5 Modeling Basics (p. 125)
  • What Is Modeling? (p. 127)
  • Modeling Tools (p. 130)
  • Modeling with Primitives (p. 141)
  • Hands-On Modeling: Creating a Living Room Scene with Primitives (p. 147)
  • Summary (p. 152)
  • Chapter 6 Nurbs Modeling (p. 153)
  • Curve and Surface Concepts (p. 156)
  • Editing Curves (p. 165)
  • Hands-On Maya: Aftershave Bottle, Part 1 (p. 173)
  • Creating Surfaces (p. 176)
  • Editing Surfaces (p. 184)
  • Hands-On Maya: Aftershave Bottle, Part 2 (p. 191)
  • Hands-On Maya: Building a Face (Advanced) (p. 192)
  • Summary (p. 199)
  • Chapter 7 Polygon Modeling (p. 201)
  • Polygon Concepts and Terms (p. 203)
  • Creating Polygons (p. 207)
  • Selecting Polygons (p. 218)
  • Editing Polygons (p. 221)
  • Mapping Textures (p. 234)
  • Hands-on Maya: Building a Hand (p. 244)
  • Summary (p. 252)
  • Chapter 8 Organic Modeling (p. 253)
  • Laying the Groundwork--Start with a Sketch (p. 256)
  • Building the Head and Body (p. 257)
  • Cutting Up the Body (p. 260)
  • Building the Legs (p. 263)
  • Rebuilding the Parameters (p. 267)
  • Stitching the Puppy (p. 268)
  • Building the Face (p. 274)
  • Mirroring and Attaching the Model (p. 275)
  • Cleaning Up the Model (p. 276)
  • Global Stitching (p. 276)
  • Summary (p. 277)
  • Chapter 9 Working with Artisan (p. 279)
  • The Tools: a Quick Overview (p. 282)
  • Sculpting Polygons: Deforming a Sphere (p. 283)
  • Sculpting NURBS Surfaces: Sculpting across Seams (p. 289)
  • Creating Sets with Artisan (p. 293)
  • Painting Selections (p. 296)
  • Painting Weights (p. 298)
  • Painting Scripts: Hair on a Head (p. 302)
  • Painting Vertex Colors (p. 304)
  • Painting Attributes: Painting Goal Weights (p. 305)
  • Painting Skin Weights (p. 307)
  • Summary (p. 310)
  • Part III Animation (p. 311)
  • Chapter 10 Animating in Maya (p. 313)
  • Keyframe Animation (p. 315)
  • Animation Controls (p. 317)
  • Creating Keyframes (p. 319)
  • Editing Keyframes (p. 323)
  • Working with Breakdowns (p. 332)
  • Hands-on Maya: Setting a Driven Finger (p. 334)
  • Summary (p. 339)
  • Chapter 11 Paths and Bones (p. 341)
  • Path Animation (p. 343)
  • Skeletons and Kinematics (p. 354)
  • Constraints (p. 370)
  • Hands-on Maya: Setting Up the Puppy for Animation (p. 373)
  • Summary (p. 378)
  • Chapter 12 Deformers (p. 379)
  • Creating Deformers (p. 381)
  • Editing Deformations (p. 398)
  • Advanced Facial Animation (p. 402)
  • Summary (p. 410)
  • Chapter 13 Skinning and Character Setup (p. 411)
  • Skinning (p. 413)
  • Advanced Character Setup (p. 429)
  • Summary (p. 446)
  • Chapter 14 Character Animation: a Walk Cycle and More (p. 447)
  • Creating a Walk Cyclexix (p. 449)
  • Advancing Beyond Walk Cycles (p. 461)
  • Summary (p. 468)
  • Chapter 15 Working with Rigid Body Dynamics (p. 469)
  • What Are Rigid Body Dynamics? (p. 471)
  • Creating a Simple Rigid Body (p. 472)
  • Catapult! Converting a Body from Passive to Active Mode (p. 475)
  • Using Fields to Add Effects to Rigid Bodies (p. 478)
  • Using the Rigid Body Solver (p. 479)
  • Using Impulse and a Newton Field to Simulate Orbital Dynamics (p. 483)
  • Converting (Baking) a Rigid Body Animation into Keyframes (p. 486)
  • Throwing Dice: Working with the Dynamics Simulator (p. 487)
  • Building a Chain: Adding Constraints to a Rigid Body (p. 489)
  • Summary (p. 492)
  • Part IV Working With Mel (p. 493)
  • Chapter 16 Mel Basics (p. 495)
  • MEL is Fundamental (p. 498)
  • What is a Scripting Language? (p. 498)
  • The Script Editor (p. 498)
  • Hands-On MEL: Building Lights Automatically (p. 502)
  • Hands-On MEL: Creating, Moving, and Naming an Object--with One Keystroke (p. 505)
  • Placing Objects Using a Marking Menu (p. 507)
  • What's an Attribute? (p. 511)
  • Using Expressions with MEL (p. 513)
  • Summary (p. 517)
  • Chapter 17 Programming with MEL (p. 519)
  • How To Get Help with MEL (p. 522)
  • Debugging MEL Scripts (p. 523)
  • Placeholders, Circles, and Trees (Variables, Loops, and Branching) (p. 525)
  • Creating a GUI (p. 530)
  • Using Procedures and Scripts (p. 535)
  • A Comment on Commenting (p. 538)
  • Studying the Masters (p. 539)
  • Summary (p. 547)
  • Part V Rendering (p. 549)
  • Chapter 18 Rendering Basics (p. 551)
  • Rendering an Object (p. 554)
  • Using Other Rendering Techniques (p. 567)
  • Summary (p. 571)
  • Chapter 19 Shading and Texturing Surfaces (p. 573)
  • Using Hypershade (p. 575)
  • Using Shading and Texturing Attributes (p. 581)
  • Using Shading and Texturing Techniques (p. 593)
  • Summary (p. 606)
  • Chapter 20 Lighting (p. 607)
  • Types of Lights (p. 609)
  • Shadows (p. 617)
  • Light Effects (p. 622)
  • Lighting Techniques (p. 628)
  • Summary (p. 634)
  • Part VI Advanced Maya Effects (p. 635)
  • Chapter 21 Particle Basics (p. 637)
  • What Are Particles? (p. 639)
  • Creating Particles (p. 640)
  • Working with Particles (p. 644)
  • Adding Particles to Objects: Plop, Plop, Fizz, Fizz (p. 654)
  • Colliding with Rigid Bodies (p. 658)
  • Attaching Fields to Objects (p. 660)
  • Summary (p. 663)
  • Chapter 22 Particle Rendering (p. 665)
  • And in This Corner: Hardware vs. Software Rendering (p. 668)
  • Pictures from Outside: Using Sprite Particles (p. 681)
  • Fine-Tuning Particle Rendering (p. 684)
  • Summary (p. 686)
  • Chapter 23 Using Particle Expressions and Ramps (p. 687)
  • A Simple Expression and a Simple Ramp (p. 690)
  • Changing Color and Lifespan per Particle (p. 699)
  • Changing Radius by Position (p. 701)
  • Moving Particles Around (p. 703)
  • Collision Events and Expressions (p. 706)
  • Disappearing Bubbles: Radius Ramps (p. 708)
  • Emitter Expressions (p. 709)
  • Changing Opacity with Motion (p. 710)
  • Changing Rotation with Motion (p. 711)
  • Animated Sprites: the UFO Again (p. 713)
  • Summary (p. 714)
  • Chapter 24 Dynamics of Soft Bodies (p. 715)
  • What Are Soft Bodies? (p. 717)
  • Creating a Basic Soft Body (p. 718)
  • Adjusting Goal Weights (p. 722)
  • Using Goal Weights to Create Fluid Motion (p. 726)
  • Adding Springs to Soft Bodies (p. 728)
  • Faking a Bounce (p. 730)
  • Denting Soft Bodies (p. 732)
  • Advanced Hands-On Maya: Adding Ripples to the Fountain Project (p. 737)
  • Advanced Hands-On Maya: Creating a Watery Body and Face (p. 739)
  • Summary (p. 741)
  • Chapter 25 Paint Effects (p. 743)
  • Paint Effects Theory (p. 746)
  • Strokes and Brushes (p. 747)
  • Painting on a 2D Canvas (p. 750)
  • Modifying and Saving Brushes (p. 753)
  • Painting a 2D Texture onto a 3D Object (p. 762)
  • Painting in a 3D Scene (p. 764)
  • Rendering (p. 773)
  • Tutorial: Painting Hair on a Head (p. 774)
  • Summary (p. 784)
  • Appendix Interviews (p. 787)
  • Index (p. 811)

Powered by Koha