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Maya 4.5 Fundamentals - Jim Lammers, Lee Gooding

Maya 4.5 Fundamentals

Media-Kombination
624 Seiten
2003
New Riders Publishing
978-0-7357-1327-7 (ISBN)
CHF 63,15 inkl. MwSt
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Details the essentials of Maya 4.5, including workflow and best practices, for every new user and early adopter.
Whether you are new to the 3D environment or are porting your skills from a different 3D graphics program, if you are a hands-on learner, Maya 4.5 Fundamentals is the book for you. In this revision of the bestselling Maya 4 Fundamentals, authors Jim Lammers and Lee Gooding get you started with a straightforward conceptual framework, then launch into a series of well-developed tutorials designed to move you from being a rank beginner to a confident Maya user.

Maya 4.5 Fundamentals includes:





In-depth coverage of how to use Maya 4.5 Complete's tool set
New chapter on character animation and updated chapters including coverage of smooth proxy
Professional training through well-constructed tutorials
14 hours of movie files (on the CD), providing step-by-step demonstrations of every tutorial
Exploration of such topics as lighting, materials, particles dynamics, character animation, smooth proxy, rendering, and using paint effects
Custom marking menus and hotkeys to enhance your efficiency



Be sure to visit the Maya 4.5 Fundamentals web site at www.mayafundamentals.com for more downloadable tutorials and updates on using this book with Maya Personal Learning Edition.

Jim Lammers is an animator, instructor, and reseller of Maya based in Kansas City, Missouri. A graduate of the University of Missouri's Electrical Engineering program, he switched to freelance animation within a few years of graduation and formed his company Trinity Animation in 1992. Since then, Jim has combined animation production with training and 3D software sales. Trinity Animation's web site is a popular source worldwide for 3D software and related tools. Jim coordinates an active animation user's group in Kansas City, and continues to produce animation. He created 3D effects for the Sony/TriStar film Starship Troopers in 1997 under renowned Hollywood effects veteran, Peter Kuran, and his company, VCE. Jim's other past animation work includes visualization projects for clients such as Nestle, McDonald's, and Butler Manufacturing. Jim can be reached at jim@trinity3d.com. Lee Gooding is currently studying Computer Graphics Technology at Purdue University in Lafayette, Indiana, where he works with a variety of graphics-related technology. Lee is a self-taught Maya user, who first explored 3D animation at Blue Valley High School¿one of the first high schools to teach this new visualization technology. Gooding worked with Lammers at Trinity Animation in 2000, developing training materials for Maya. He is currently focusing on completing his education and developing his own 3D projects. Lee has hopes of mastering MEL to become a true Maya guru. Lee can be reached at slgooding@jphreak.com. These reviewers contributed their considerable hands-on expertise to the entire development process for Maya 4.5 Fundamentals. As the book was being written, these dedicated professionals reviewed all the material for technical content, organization, and flow. Their feedback was critical to ensuring that Maya 4.5 Fundamentals fits our reader's need for the highest-quality technical information. Shawn Dunn has been involved in the CG industry for over ten years. Presently he is a Professor at Seneca College in Toronto Canada and is teaching and developing the curriculum for the Character Animation course. Shawn also has a company called Get 3D that builds educational material and consults for the 3D market (http://www.get3D.ca). Prior to Seneca, Shawn worked for five years at Alias|Wavefront consulting, building, and delivering educational content for Maya such as MEL Fundamentals; Rendering; Character Rigging and Animation; and The Art of Maya to name a few. Prior to Alias|Wavefront, Shawn worked in production for four years in different roles focusing on 3D. Shawn has also taught at Sheridan College in Toronto. Tom Harper's interest in 3D graphics began in the 1980s while working for a product design company in New York City. His reputation for expertise in 3D development grew, and he was eventually invited to become a member of an advanced technology group at Spectrum HoloByte, a games company in Alameda, California. After a year or so, Tom received a phone call from LucasArts Entertainment, inviting him to join the core development team for the blockbuster N64 title, Star Wars: Shadows of the Empire. When Shadows shipped in late 1996, Tom left LucasArts and joined Alias|Wavefront, where he was one of a team of product specialists working on Maya, which was still in the early alpha stages. Tom is currently the North American Developer Relations Manager for Criterion Software, the makers of the Renderware family of products for game development. Chaz Laughlin is the owner/CEO of RPM, a 3D Communications Company. Chaz holds two B.F.A.s in computer graphics, his first from the design and illustration department at Kansas State University, headed up by Bob Hower, and the second from the film and animation department at the Kansas City Art Institute, headed up by Patrick Clancy. He was initially brought into the field of 3D animation through working at a company that designed wargames and battle simulations for the U.S. Army. Chaz's love for what computer graphics are capable of has fueled his success in 3D. Eric Pavey has been professionally involved in CG since 1993. He received his degree in graphic design from Al Collin's Graphic Design School and completed two CG animation courses from The School of Communication Arts. Previous employment includes Square and Neversoft; Eric is currently working for Ronin Entertainment. He gives thanks to his wife and son for putting up with the long hours, and to New Riders for putting up with his bad comedy. Eric can be reached at e_pavey@yahoo.com.

Introduction.
I. A QUICK-START GUIDE TO MAYA.

1. Pre-Maya: A Primer.


In This Chapter. Color Basics. Image Composition. Lighting 101. Cameras and Perspective. Directing 101. Computer Graphics Primer. Bibliography. Summary.

2. A Tour of Maya.


In This Chapter. Maya Overview. The Maya Interface. The Hotbox. Summary.

3. Maya Interaction.


In This Chapter. Creating Objects. Selecting Objects. Transforming Objects. Duplicating Objects. Deleting Objects. Pivot Points. Temporary Snapping. Hierarchy. Displaying Objects. Summary.

4. Diving In: Your First Animation.


In This Chapter. Starting a New Project. Creating Scene Elements for Your Project. Adding More Animation to Your Scene. Adding Materials and Lighting Your Scene. Finishing the Scene. Summary.

II. MAYA BASICS.

5. NURBS Modeling Basics.


In This Chapter. What Are NURBS? Marking Menus and the User Interface. Creating the Old House. Summary.

6. More NURBS Modeling.


In This Chapter. More NURBS. Summary.

7. Modeling with Polygons.


In This Chapter. Character Modeling with Polygons. Creating the Creatures Head. Summary.

8. Materials.


In This Chapter. Materials Overview. A Tour of Hypershade. Basic Material Types. Material Settings. Adding Basic Materials to Your House. Texture Mapping. 3D Paint. Adding Texture Mapping to Base Materials. Bump Mapping. Summary.

9. Lighting.


In This Chapter. Why Is Lighting Important? Available Light Types in Maya. Shadows in Maya. Common Light Attributes. Summary.

10. Animation Basics.


In This Chapter. The Animation Tools and Interface. Types of Animation. Using the Graph Editor. Playblasting Your Animation. Summary.

11. Character Animation.


In This Chapter. What Is Character Animation? Creating Skeletons. Inverse Kinematics. Skinning. Animating Your Character. Building Repetitive Motion with Trax. Blend Shape Animation. Summary.

12. Cameras and Rendering.


In This Chapter. Cameras. Previewing with Playblast. Rendering an Animation. Setup for Rendering. Summary.

III. GOING FURTHER WITH MAYA.

13. Paint Effects.


In This Chapter. Paint Effects Overview. Working with Strokes. Summary.

14. Particle Systems and Dynamics.


In This Chapter. Rigid-Body Dynamics. Particles. Soft-Body Dynamics. Summary.

15. Your Next Steps: Efficiency and Artistry.


In This Chapter. Why Is It Taking So Long to Render? Batch Rendering in Maya. Workflow Enhancements. Compositing. Installing Third-Party Plug-ins, Materials, and Scripts. Creating Your Own Material Libraries. Parting Thoughts. Summary.

IV. APPENDICES.

Appendix A. Maya Headstart for Max Users.


Differences in Viewport Navigation. Differences in the Control Interface. Differences in Viewport Mode and Layout. Differences in Working with Objects. Differences in Creating and Editing Models. Differences in Scene Organization. Differences in Modeling Aids. Differences in Lighting. Differences in Materials. Differences in Creating Animation. Differences in Previewing and Rendering. Post Effects. Environmental Effects. Scripting. Particles and Dynamics. Import/Export from Maya to Max.

Appendix B. Maya Headstart for LightWave Users.


Global Differences. Differences in Viewport Navigation. Differences in Control Interface. Differences in Creating and Editing Models. Differences in Lighting. Differences in Materials. Differences in Creating Animation. Differences in Previewing and Rendering. Post Effects. Import/Export from LightWave to Maya.

Index.

Erscheint lt. Verlag 22.1.2003
Sprache englisch
Maße 187 x 230 mm
Gewicht 1060 g
Themenwelt Informatik Grafik / Design Maya
ISBN-10 0-7357-1327-8 / 0735713278
ISBN-13 978-0-7357-1327-7 / 9780735713277
Zustand Neuware
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