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3D animation for the raw beginner using Maya PDF

472 Pages·2015·24.04 MB·English
by  R King
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3D ANIMATION for the RAW BEGINNER using MAYA Each chapter of 3D Animation for the Raw Beginner Using Maya introduces critical aspects of the 3D animation process and presents clear and concise tutorials that link key concepts to practical Autodesk® Maya® techniques. Providing a principles-based, yet pragmatic, ap- proach to 3D animation, this first-of-its-kind book: Roger “Buzz” King • Describes the process for creating animated projects in a nonmathematical fashion • Explains why—and not just how—to apply Maya techniques in the real world • Includes access to a dedicated Web site, http://3DbyBuzz.com, featuring useful videos, lessons, and updates 3D Animation for the Raw Beginner Using Maya is an ideal academic textbook as well as a superlative do-it-yourself training manual. When employed as a text, it frees the instructor from the painstaking task of developing step-by-step examples to present Maya’s complex interface and basic capabilities. When used for individual study, aspiring animators revel in the book’s easy-to-follow, hands-on learning style. Make 3D Animation for the Raw Beginner Using Maya your book of choice for understand- ing the essential theory and practice of 3D animation. K12422 Animation Using Using Roger “Buzz” King Boca Raton London New York CRC Press is an imprint of the Taylor & Francis Group, an informa business A CHAPMAN & HALL BOOK CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2015 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Version Date: 20140320 International Standard Book Number-13: 978-1-4822-4924-8 (eBook - PDF) This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the valid- ity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or uti- lized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopy- ing, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www.copyright.com (http:// www.copyright.com/) or contact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400. CCC is a not-for-profit organization that provides licenses and registration for a variety of users. For organizations that have been granted a photocopy license by the CCC, a separate system of payment has been arranged. Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Visit the Taylor & Francis Web site at http://www.taylorandfrancis.com and the CRC Press Web site at http://www.crcpress.com To my family—Wendy, Martina, Isabelle, and Julien—and to Alan Apt, technical book publisher and avid outdoorsman, who set me on the path of writing this book. Table of Contents Acknowledgments, xxi Author, xxiii The Book’s Web Site, xxv Chapter 1 ◾ G etting Oriented 1 FOCUS AND APPROACH OF THIS BOOK 1 A Necessarily Nonlinear Approach to Learning 3D Animation 2 Perhaps the Most Important Principle 2 3DBYBUZZ.COM 3 WHAT MAYA DOES AND DOES NOT DO 3 THE SPECIAL NEEDS OF GAMING 4 WORKFLOW WITHIN AND AROUND MAYA 4 Other Applications Commonly Used by Animators 4 The Big Picture 4 1. Storyboarding 5 2. Maya 6 3. Soundtracks 8 4. Video 9 5. Deploying Your Video 9 Inside Maya 9 Other Application Needs 10 WORKING WITH PREFAB CONTENT 10 THE CABANA OF COOL CONCEPTS 10 THE SMALL SUBSET APPROACH TO LEARNING 3D ANIMATION 11 Every Animation App Is Unique 11 HOW TO USE THIS BOOK 11 vii viii ◾ Table of Contents PREREQUISITES 12 CONTENTS OF THIS BOOK 12 Section I 12 Section II 15 A MOTIVATIONAL EXAMPLE 15 ART AND ENGINEERING 18 A FINAL NOTE 18 SeCtion i Chapter 2 ◾ T he Maya Interface and Modeling Concepts in Maya 21 THE 3D WORLD OF MODELING AND ANIMATION 21 SEEING THE 3D WORLD THROUGH THE EYES OF MAYA 22 A Warning: The Maya Interface Can Be Intimidating, Don’t Be Dispirited 22 The Main Window 23 A Note on Changing Geometry Modes 24 The Hypershade 24 An Object and Its Attributes 26 The Render View for Creating Single Render Tests 26 Render Settings and the Batch Renderer for Creating Multiframe Renderings for Video 29 How to Find Something in the Maya Interface 31 Maya’s Data Folders 31 TWO KINDS OF MODELING IN MAYA 32 Terminology 32 Meshes 33 Surface—And Not Solid—Modeling 34 Vector versus Raster Graphics 35 Polygon and NURBS Modeling 36 Choosing between Polygon and NURBS Modeling 37 NURBS Modeling Modes 38 MAYA IS ALWAYS RENDERING 38 SUBDIVISION IS ALIVE AND WELL 38 CUDA 38 CURVED LINES, BEZIER, AND NURBS 39 CORE TOOLS: TRANSLATE, SCALE, AND ROTATE IN MAYA 42

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