Cover image for Maya Secrets of the Pros.
Maya Secrets of the Pros.
Title:
Maya Secrets of the Pros.
Author:
Kundert-Gibbs, John.
ISBN:
9780782150612
Personal Author:
Physical Description:
1 online resource (302 pages)
Contents:
Acknowledgments -- Letter from the Publisher -- About the Authors -- Contents -- Introduction -- 1: Working with Maya Cloth -- Work Flow with Cloth -- Tutorial: Making a Skirt -- Creating the Panels -- Creating the Garment -- Preparing the Garment for Simulation -- Making the Model a Collision Object -- Assigning cpSolver and cpProperty Attributes -- Running the Simulation -- Setting Up Cloth for General Animation -- Saving the Relaxed Garment State -- Mesh Constraining Cloth to the Model -- Animating the Skirt -- Truncating the Cache -- Updating cpSolver and cpProperty Values -- Creating a Gravity Constraint -- Interacting with Collision Objects -- Affecting Cloth Motion Using Constraints -- Transform Constraint -- Mesh Constraint -- Cloth Constraint -- Field Constraint -- Collision Constraint -- Button Constraint -- Avoiding Cloth Problems During Character Animation -- Manually Updating Cloth -- Saving Your Work -- Alternative Uses for Maya Cloth -- Building the Bracelet Garment -- Animating the Bracelet -- Always Learning -- 2: Non-Photorealistic Rendering Techniques -- Photorealism and Non-Photorealism -- Integrating Hand-Drawn Textures with 3D Models -- Creating and Applying the Hand-Drawn Texture -- Creating a Shader for the Hand-Drawn Texture -- Adding Edge Lines -- Creating Impressionistic-Style Images -- The Impressionist Paint Process -- Implementing Impressionist Paint -- Incorporating Shadows -- Final Renders -- Always Learning -- 3: Realistic Camera Movement -- CG Cinematography -- Maya Camera Types -- Creating a Dolly-and-Pan Shot Using a Two-Node Camera -- Camera Lenses and Focal Lengths -- Creating a Dolly Zoom -- Re-creating Advanced Camera Motion -- Creating Camera Shake -- Creating a Handheld Camera -- Capturing Camera Motion with Maya Live -- Always Learning -- 4: Radiosity and Image-Based Lighting Techniques in Production.

A Quick Review -- Where to Use -- Common Applications for HDRI Techniques -- Methods and Strategies for IBL -- Using the Fresnel Effect -- Using the Fresnel Effect and Matte Surfaces -- Creating Reflection-Only Lighting -- Ambient Occlusion -- Baking Out Ambient Occlusion -- Separate Ambient Occlusion Pass -- A Practical Approach-the Droid -- Compositing the Passes -- Illuminating Global Illumination -- What Global Illumination Means -- Practicing Practical Global Illumination -- An IBL Real-World Application: Katana -- Real-World Application: Research Lab -- HDR versus LDR -- Lighting CGI Props -- Additional Things to Try -- Essential Techniques -- Always Learning -- 5: The Character Pipeline -- The Structure of Things -- Pipeline Flow Control -- The Import Pipeline -- The Reference Pipeline -- The Assembly Pipeline -- The Importance of Naming -- Using Spaces and Underscores in Object Names -- The Golden Rules of a Successful Pipeline -- Consistency -- Ease of Use -- Flexibility -- Cleanliness -- The Rigging Curtain -- Defining a Character for the Pipeline -- Creating a Ref Window -- Expressions and Utility Nodes in Rigs -- Simple Tools You Should Be Using -- Always Learning -- 6: Hair Systems -- Hair at a Quick Glance -- Curve Types -- Using Hair Curves as Deformers -- The Breaking Rope Effect -- Driving a Character's Secondary Motion -- Setting Up the Rig -- An Old Man on His Horse -- Animating a Shark -- A Dancing MP3 Player -- Create the Cord -- Dynamic Curves and Animation -- Creating Collisions -- Always Learning -- 7: A Dynamics Collection: Flexible Objects -- The Antenna: A Three-Pronged Approach -- Using Soft Bodies -- Dynamic Curves and the Antenna -- Using Expressions for Simple Antenna Animation -- Car Suspension Using Hair Dynamics -- Raining Cats and Dogs -- Using Springs to Create Ripples -- Making Rain -- Adding Splashes -- The Ring.

Setting Up the Collision Detection -- Creating Better Dust Hits -- Why You've Been Had -- Always Learning -- 8: The Art of (Maya) Noise -- First, a Little Theory -- Building a Variable-Speed Fountain of Water -- Creating an Energy Vortex -- Generating a Hermite Electric Arc -- Scene Setup -- Basic Particle Motion -- Adding the Curve -- Always Learning -- 9: Advanced Character Modeling Using Polygons and Subdivision Surfaces -- Modeling Concepts -- Using Conceptual Art: Laying Out the Views in 2D -- Modeling Standards -- Animation Flow -- Edge Loops -- Modeling the Face -- Laying Out the Image Planes in 3D -- Creating a Wire Cage -- Creating a Polygonal Cage -- Details of the Head -- Creating Subdivision Surfaces -- Editing the Subdivision Model -- Always Learning -- Index -- Numbers -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
Added Author:
Electronic Access:
Click to View
Holds: Copies: