Maya 8 for Windows and Macintosh

Adding sophisticated new tools that give modelers even more control over polygons, an already cool program just got even cooler. Here to take budding 3D artists from 0 to 60 fast in Maya 8 is the eagerly anticipated update to everybody's favorite Maya tome: Maya 8 for Windows and Macintosh: Vis...

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Detalles Bibliográficos
Otros Autores: Robinson, Morgan Author (author), Stein, Nathaniel Contributor (contributor)
Formato: Libro electrónico
Idioma:Inglés
Publicado: [Place of publication not identified] Peachpit Press 2007
Edición:1st edition
Colección:Visual quickstart guide
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009626980206719
Tabla de Contenidos:
  • Cover
  • Contents
  • Introduction
  • Chapter 1: Maya Basics
  • About Maya
  • Maya's Interface
  • Beginning a Project
  • Importing, Exporting, and Referencing
  • Maya Help
  • Chapter 2: Navigating and Changing the Interface
  • Dollying, Tracking, and Tumbling
  • Using the View Menu
  • Changing the Layout
  • Changing the Interface
  • About Display Options and Smoothness
  • Keyboard Shortcuts
  • Chapter 3: Creating Primitives and Text
  • About Primitive Types
  • Creating Primitives
  • About Text
  • Naming Objects
  • About Construction History
  • Chapter 4: Transforming Objects and Components
  • Moving, Rotating, and Scaling Objects
  • About Pivot Points
  • Duplication Options
  • Mirroring and Instancing Objects
  • Soft-Modifying Objects
  • Chapter 5: Selection Modes, Hiding, and Templating
  • Selecting Objects
  • Selection Modes and Masks
  • Using Quick Select Sets
  • Hiding and Templating
  • About Layers
  • Chapter 6: Grouping, Parenting, and Aligning
  • Grouping
  • Parenting
  • Grouping vs. Parenting
  • Aligning and Snapping Objects
  • The Snap Align Tools
  • Chapter 7: NURBS Curves and Surfaces
  • About NURBS Objects
  • About NURBS Curves
  • Creating NURBS Curves
  • Editing NURBS Curves
  • Opening, Closing, and Attaching Curves
  • Altering Whole Curves
  • Interactions Between Curves
  • Creating Surfaces from Curves
  • Surface Curves and Trims
  • Modifying and Matching NURBS Surfaces
  • Chapter 8: Polygons
  • Modeling Polygons
  • Creating and Deleting Polygon Components
  • Splitting and Merging Polygon Components
  • Subdividing and Merging
  • Refining Polygons
  • Surface Normals and Display
  • Chapter 9: Subdiv Surfaces
  • Subdiv Surface Components
  • Refining Subdiv Surfaces
  • Creasing Subdiv Surfaces
  • Mirroring and Subdivs
  • Subdiv Hierarchies
  • Sculpting Subdivs
  • Chapter 10: Skeletons and Rigging
  • About Joints
  • Adjusting Hierarchies.
  • About IK Handles and Solvers
  • About Spline IK
  • About Constraints
  • The Connection Editor
  • Basic Rigging
  • About Full Body IK
  • Chapter 11: Parenting and Binding to a Skeleton
  • Parenting to a Skeleton
  • Using Rigid Bind
  • Using Smooth Bind
  • Chapter 12: Animation
  • Animation Controls
  • About Setting Keyframes
  • Setting Animation Preferences
  • Importing Sound Files
  • About the Graph Editor
  • About the Dope Sheet
  • Muting Animation Channels
  • Ghosting and Motion Trail
  • Path Animation
  • About the Trax Editor
  • Previewing Your Animation
  • Chapter 13: Deformers
  • Nonlinear Deformers
  • Blend Shapes
  • Lattices
  • Clusters
  • Sculpt Deformers
  • Jiggle Deformers
  • Wire Deformers
  • Wrinkle Deformers
  • Wrap Deformers
  • About Deformer Weights
  • About the Deformation Order
  • Hiding, Showing, and Deleting Deformers
  • Chapter 14: Shaders, Materials, and Mapping
  • About the Hypershade
  • About IPR Renders
  • About Materials
  • About Texture-Mapping NURBS Surfaces
  • Combining Materials
  • About Projection Maps
  • About Texturing Polygons
  • Editing UVs
  • Swimming Textures
  • Texturing Using Painting Tools
  • Chapter 15: Creating Lights
  • About Lighting
  • Setting Up for Lighting
  • About Lights
  • Mapping Images to Lights
  • Looking Through a Light
  • Light Linking
  • About Shadows
  • Chapter 16: Cameras and Rendering
  • About Cameras
  • About Rendering
  • About the Maya Software Renderer
  • About the Maya Hardware Renderer
  • About the Maya Vector Renderer
  • About Mental Ray
  • About Render Layers
  • Chapter 17: MEL and Expressions
  • About the Script Editor
  • About MEL Commands
  • About Variables
  • About Loops and If Statements
  • About Procedures
  • Using MEL Scripts
  • Using Expressions
  • Chapter 18: Dynamics
  • Particles
  • Emitters
  • Render Types
  • Fields
  • Collisions
  • Rigid-Body Dynamics
  • Soft-Body Dynamics.
  • Effects
  • The Dynamic Relationships Editor
  • Index.