Mastering Maya 8.5:
Gespeichert in:
Format: | Buch |
---|---|
Sprache: | English |
Veröffentlicht: |
Indianapolis, Ind.
Wiley
2007
|
Schriftenreihe: | Autodesk Maya Press
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XXV, 852 S. graph. Darst. 1 CD-ROM (12 cm) |
ISBN: | 9780470128459 |
Internformat
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650 | 7 | |a Imágenes - Manipulación |2 abne | |
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adam_text | MASTERING MAYA 8.5 JOHN KUNDERT-GIBBS | MICK LARKINS DARIUSH
DERAKHSHANI I ERIC KUNZENDORF ; I 8 O 7 WILEY 2 O O 7 WILEY PUBLISHING,
INC. CONTENTS INTRODUCTION CHAPTER 1 * THE MAYA INTERFACE THE INTERFACE
WORKING IN VIEW PANELS THE MAIN MAYA WINDOWS CUSTOMIZING THE INTERFACE
SUMMARY CHAPTER 2 * QUICK START: CREATING AN ANIMATION IN MAYA 8.5 MAYA
PROJECT STRUCTURE CREATING AND EDITING OBJECTS PIVOTS AND PLACEMENT MAYA
NODE STRUCTURE ASSIGNING MATERIALS USING THE HYPERSHADE KEYFRAME
ANIMATION BASIC LIGHTING RENDERING FRAMES SUMMARY CHAPTER 3 * POLYGONAL
MODELING WHAT IS A POLYGON? POLYGONAL MODELING PRINCIPLES CREATING
MACHISMO MODELING MACHISMO S BODY SUMMARY CHAPTER 4 NURBS MODELING
UNDERSTANDING NURBS MODELING THE MACGIZMO SUMMARY XVII 1 2 19 29 47 52
53 54 55 62 65 72 78 89 91 94 95 96 97 98 106 139 141 142 148 186
CHAPTER 5 * SUBDIVISION SURFACES 187 UNDERSTANDING SUBDIVISION SURFACES
188 START WITH A TEMPLATE 189 MODELING THE HEAD 191 DETAILS, DETAILS,
AND SUBDIVISION SURFACES 203 SUMMARY 208 CHAPTER 6 * BLEND SHAPES:
ADVANCED MODELING 209 ABOUT BLEND SHAPES 210 ASSEMBLING MACHISMO 211 OFF
WITH HIS HEAD! 213 THE INCREDIBLE (EDIBLE) BLEND SHAPE MACHINE 217 BLEND
SHAPES: SNEERS, BLINKS, AND SMILES 221 MOLDING THE FULL-HEAD BLEND
SHAPES 229 THE PAINT BLEND SHAPE WEIGHTS TOOL 235 SUMMARY 236 CHAPTER 7
* BASIC ANIMATION 237 ANIMATION TYPES 238 KEYFRAME ANIMATION 238
UNDERSTANDING ANIMATION WORK FLOW 242 HANDS ON: BOUNCING A BALL 242
CONVERTING CYCLED ANIMATION TO CURVES 254 SUMMARY 257 CHAPTER 8 *
CHARACTER SETUP AND RIGGING 259 DEFORMER TYPES 260 FORWARD AND INVERSE
KINEMATICS 264 HANDS ON: CREATING A SKELETON 272 CREATING A FULL BODY IK
SKELETON 279 BINDING AND WEIGHTING THE CHARACTER 285 SUMMARY 290 CHAPTER
9 * CHARACTER ANIMATION 291 STEP AWAY FROM THE COMPUTER! 292 THE
ANIMATION PROCESS 295 HANDS-ON: ANIMATING JOE GENERIC 296 ESTABLISHING
TIMINGS 306 REFINING YOUR ANIMATION 312 SUMMARY 318 CHAPTER 10 *
NONLINEAR ANIMATION 319 WHAT IS A CHARACTER? 320 WORKING WITH POSES 321
WORKING WITH CLIPS 323 USING THE GEOMETRY CACHE 337 HANDS ON: WORKING
WITH A FULL BODY IK ANIMATION RIG 338 SUMMARY 344 CHAPTER 11 * LIGHTING
FOR ANIMATION 345 UNDERSTANDING LIGHTING 346 BASIC LIGHTING WORK FLOW
347 TYPES OF LIGHTS 349 LIGHT MANIPULATOR 356 USING SHADOWS 357 LIGHT
EFFECTS 362 SUMMARY 370 CHAPTER 12 A SHADING AND TEXTURING FOR ANIMATION
371 UNDERSTANDING MAYA TEXTURES 372 SHADING THE MACGIZMO 379 SHADING
MACHISMO: THE UV FOUNDATION 403 CREATING MACHISMO S TEXTURE 433 SUMMARY
438 CHAPTER 13 RENDERING BASICS 439 RENDERING AN OBJECT 440 CREATING AND
ANIMATING CAMERAS 440 SETTING THE CAMERA AND RESOLUTION 446 ADDING DEPTH
OF FIELD 451 ADDING MOTION BLUR 453 USING THE RENDER SETTINGS WINDOW 455
RENDERING WITH MAYA SOFTWARE 460 HARDWARE RENDER AND HARDWARE RENDER
BUFFER 465 VECTOR RENDERING 467 WORKING IN THE RENDER VIEW WINDOW 469
LAYER RENDERING, COMPOSITING, AND EDITING 472 THE ULTIMATE RENDERING
CHECKLIST 482 SUMMARY 482 CHAPTER 14 S ADVANCED RENDERING WITH MENTAL
RAY 483 INTRODUCTION TO MENTAL RAY 484 UNDERSTANDING RENDER SETTINGS 485
MENTAL RAY CUSTOM SHADERS 489 MENTAL RAY LIGHTS, SHADOWS, AND FOG 492
MENTAL RAY MOTION BLUR 500 INDIRECT ILLUMINATION 504 IMAGE-BASED
LIGHTING, PHYSICAL LIGHTING, AND HDRI 519 SCATTERING 525 0 SURFACE
APPROXIMATION AND DISPLACEMENT MAPS 528 SUMMARY 533 CHAPTER 15 A TOON
SHADING UNDERSTANDING TOON SHADING APPLYING FILLS GENERATING TOON LINES
TOON LINE TECHNIQUES USING PAINT EFFECTS STROKES WITH TOON OUTLINES TOON
LINE MODIFIERS SUMMARY CHAPTER 16 * MAYA EMBEDDED LANGUAGE (MEL) MEL IS
FUNDAMENTAL WHAT IS A SCRIPTING LANGUAGE? THE SCRIPT EDITOR WHAT IS AN
ATTRIBUTE? HOW TO GET HELP WITH MEL HANDS ON: CREATING A LIGHT SETUP
USING MEL VARIABLES, LOOPS, AND BRANCHING DEBUGGING MEL SCRIPTS A
COMMENT ON COMMENTING CREATING A GUI USING PROCEDURES AND SCRIPTS
SUMMARY CHAPTER 17 * PAINT EFFECTS UNDERSTANDING PAINT EFFECTS PAINTING
WITH PAINT EFFECTS 2D CANVAS PAINTING 3D PAINT EFFECTS PAINT EFFECTS AND
ANIMATION 535 536 536 540 542 545 548 552 553 554 554 554 558 562 565
567 574 575 576 580 584 585 586 591 595 602 615 UNDERSTANDING TUBES: A
ROSE TREE TUTORIAL 617 SUMMARY 628 CHAPTER 18 A RIGID BODY ANIMATION
RIGID BODY DYNAMICS BASICS CREATING A SIMPLE RIGID BODY USING THE RIGID
BODY SOLVER WORKING WITH FIELDS AND IMPULSES ANIMATING BETWEEN ACTIVE
AND PASSIVE MODES ADDING CONSTRAINTS TO A RIGID BODY CONVERTING (BAKING)
A RIGID BODY ANIMATION INTO KEYFRAMES SUMMARY CHAPTER 19 B USING
PARTICLES WHAT ARE PARTICLES? USING PARTICLES FOR EFFECTS 629 630 631
634 641 646 651 655 656 657 658 659 MANIPULATING PARTICLES WITH FIELDS
AND GOALS 668 ADVANCED PARTICLE EXPRESSIONS SUMMARY CHAPTER 20 * FLUI D
EFFECTS WHAT IS A MAYA FLUID? DRAG-AND-DROP FLUIDS CREATING AND EDITING
FLUIDS PAINTING INTO CONTAINERS CREATING AN OCEAN EFFECT CREATING A POND
EFFECT HANDS ON: CREATING A DISAPPEARING CLOUD EFFECT FOR MACHISMO
SUMMARY CHAPTER 21 M MAYA HAIR FUNDAMENTALS OF HAIR SYSTEMS HOW TO MAKE
HAIR HANDS ON: APPLY HAIR TO A HEAD 685 694 695 696 699 702 714 717 722
723 726 727 728 729 734 HAIR DYNAMICS AND COLLISIONS GENERAL WORK FLOW
SPEEDUPS CACHE RENDERING HAIR USING HAIR TO DRIVE A SKELETAL SYSTEM
SUMMARY CHAPTER 22 X MAYA FUR CREATING FUR FUR ATTRIBUTE MAPS ADDING FUR
TO A CHARACTER SUMMARY CHAPTER 23 * CLOTH SIMULATION WITH NCLOTH WHAT IS
NCLOTH? CREATING AN NCLOTH SIMULATION NUCLEUS SOLVER PROPERTIES NCLOTH
PROPERTIES PAINTING NCLOTH PROPERTIES CONSTRAINTS FIELDS NCLOTH CACHES
HANDS-ON: CREATING A TATTERED SHIRT AND PANTS SIMULATION WITH NCLOTH
SUMMARY INDEX 747 748 749 750 753 756 757 758 769 776 790 791 792 793
796 798 805 806 808 810 812 822 823
|
adam_txt |
MASTERING MAYA" 8.5 JOHN KUNDERT-GIBBS | MICK LARKINS DARIUSH
DERAKHSHANI I ERIC KUNZENDORF ; I 8 O 7 WILEY 2 O O 7 WILEY PUBLISHING,
INC. CONTENTS INTRODUCTION CHAPTER 1 * THE MAYA INTERFACE THE INTERFACE
WORKING IN VIEW PANELS THE MAIN MAYA WINDOWS CUSTOMIZING THE INTERFACE
SUMMARY CHAPTER 2 * QUICK START: CREATING AN ANIMATION IN MAYA 8.5 MAYA
PROJECT STRUCTURE CREATING AND EDITING OBJECTS PIVOTS AND PLACEMENT MAYA
NODE STRUCTURE ASSIGNING MATERIALS USING THE HYPERSHADE KEYFRAME
ANIMATION BASIC LIGHTING RENDERING FRAMES SUMMARY CHAPTER 3 * POLYGONAL
MODELING WHAT IS A POLYGON? POLYGONAL MODELING PRINCIPLES CREATING
MACHISMO MODELING MACHISMO'S BODY SUMMARY CHAPTER 4 NURBS MODELING
UNDERSTANDING NURBS MODELING THE MACGIZMO SUMMARY XVII 1 2 19 29 47 52
53 54 55 62 65 72 78 89 91 94 95 96 97 98 106 139 141 142 148 186
CHAPTER 5 * SUBDIVISION SURFACES 187 UNDERSTANDING SUBDIVISION SURFACES
188 START WITH A TEMPLATE 189 MODELING THE HEAD 191 DETAILS, DETAILS,
AND SUBDIVISION SURFACES 203 SUMMARY 208 CHAPTER 6 * BLEND SHAPES:
ADVANCED MODELING 209 ABOUT BLEND SHAPES 210 ASSEMBLING MACHISMO 211 OFF
WITH HIS HEAD! 213 THE INCREDIBLE (EDIBLE) BLEND SHAPE MACHINE 217 BLEND
SHAPES: SNEERS, BLINKS, AND SMILES 221 MOLDING THE FULL-HEAD BLEND
SHAPES 229 THE PAINT BLEND SHAPE WEIGHTS TOOL 235 SUMMARY 236 CHAPTER 7
* BASIC ANIMATION 237 ANIMATION TYPES 238 KEYFRAME ANIMATION 238
UNDERSTANDING ANIMATION WORK FLOW 242 HANDS ON: BOUNCING A BALL 242
CONVERTING CYCLED ANIMATION TO CURVES 254 SUMMARY 257 CHAPTER 8 *
CHARACTER SETUP AND RIGGING 259 DEFORMER TYPES 260 FORWARD AND INVERSE
KINEMATICS 264 HANDS ON: CREATING A SKELETON 272 CREATING A FULL BODY IK
SKELETON 279 BINDING AND WEIGHTING THE CHARACTER 285 SUMMARY 290 CHAPTER
9 * CHARACTER ANIMATION 291 STEP AWAY FROM THE COMPUTER! 292 THE
ANIMATION PROCESS 295 HANDS-ON: ANIMATING JOE GENERIC 296 ESTABLISHING
TIMINGS 306 REFINING YOUR ANIMATION 312 SUMMARY 318 CHAPTER 10 *
NONLINEAR ANIMATION 319 WHAT IS A CHARACTER? 320 WORKING WITH POSES 321
WORKING WITH CLIPS 323 USING THE GEOMETRY CACHE 337 HANDS ON: WORKING
WITH A FULL BODY IK ANIMATION RIG 338 SUMMARY 344 CHAPTER 11 * LIGHTING
FOR ANIMATION 345 UNDERSTANDING LIGHTING 346 BASIC LIGHTING WORK FLOW
347 TYPES OF LIGHTS 349 LIGHT MANIPULATOR 356 USING SHADOWS 357 LIGHT
EFFECTS 362 SUMMARY 370 CHAPTER 12 A SHADING AND TEXTURING FOR ANIMATION
371 UNDERSTANDING MAYA TEXTURES 372 SHADING THE MACGIZMO 379 SHADING
MACHISMO: THE UV FOUNDATION 403 CREATING MACHISMO'S TEXTURE 433 SUMMARY
438 CHAPTER 13 RENDERING BASICS 439 RENDERING AN OBJECT 440 CREATING AND
ANIMATING CAMERAS 440 SETTING THE CAMERA AND RESOLUTION 446 ADDING DEPTH
OF FIELD 451 ADDING MOTION BLUR 453 USING THE RENDER SETTINGS WINDOW 455
RENDERING WITH MAYA SOFTWARE 460 HARDWARE RENDER AND HARDWARE RENDER
BUFFER 465 VECTOR RENDERING 467 WORKING IN THE RENDER VIEW WINDOW 469
LAYER RENDERING, COMPOSITING, AND EDITING 472 THE ULTIMATE RENDERING
CHECKLIST 482 SUMMARY 482 CHAPTER 14 S ADVANCED RENDERING WITH MENTAL
RAY 483 INTRODUCTION TO MENTAL RAY 484 UNDERSTANDING RENDER SETTINGS 485
MENTAL RAY CUSTOM SHADERS 489 MENTAL RAY LIGHTS, SHADOWS, AND FOG 492
MENTAL RAY MOTION BLUR 500 INDIRECT ILLUMINATION 504 IMAGE-BASED
LIGHTING, PHYSICAL LIGHTING, AND HDRI 519 SCATTERING 525 0 SURFACE
APPROXIMATION AND DISPLACEMENT MAPS 528 SUMMARY 533 CHAPTER 15 A TOON
SHADING UNDERSTANDING TOON SHADING APPLYING FILLS GENERATING TOON LINES
TOON LINE TECHNIQUES USING PAINT EFFECTS STROKES WITH TOON OUTLINES TOON
LINE MODIFIERS SUMMARY CHAPTER 16 * MAYA EMBEDDED LANGUAGE (MEL) MEL IS
FUNDAMENTAL WHAT IS A SCRIPTING LANGUAGE? THE SCRIPT EDITOR WHAT IS AN
ATTRIBUTE? HOW TO GET HELP WITH MEL HANDS ON: CREATING A LIGHT SETUP
USING MEL VARIABLES, LOOPS, AND BRANCHING DEBUGGING MEL SCRIPTS A
COMMENT ON COMMENTING CREATING A GUI USING PROCEDURES AND SCRIPTS
SUMMARY CHAPTER 17 * PAINT EFFECTS UNDERSTANDING PAINT EFFECTS PAINTING
WITH PAINT EFFECTS 2D CANVAS PAINTING 3D PAINT EFFECTS PAINT EFFECTS AND
ANIMATION 535 536 536 540 542 545 548 552 553 554 554 554 558 562 565
567 574 575 576 580 584 585 586 591 595 602 615 UNDERSTANDING TUBES: A
ROSE TREE TUTORIAL 617 SUMMARY 628 CHAPTER 18 A RIGID BODY ANIMATION
RIGID BODY DYNAMICS BASICS CREATING A SIMPLE RIGID BODY USING THE RIGID
BODY SOLVER WORKING WITH FIELDS AND IMPULSES ANIMATING BETWEEN ACTIVE
AND PASSIVE MODES ADDING CONSTRAINTS TO A RIGID BODY CONVERTING (BAKING)
A RIGID BODY ANIMATION INTO KEYFRAMES SUMMARY CHAPTER 19 B USING
PARTICLES WHAT ARE PARTICLES? USING PARTICLES FOR EFFECTS 629 630 631
634 641 646 651 655 656 657 658 659 MANIPULATING PARTICLES WITH FIELDS
AND GOALS 668 ADVANCED PARTICLE EXPRESSIONS SUMMARY CHAPTER 20 * FLUI D
EFFECTS WHAT IS A MAYA FLUID? DRAG-AND-DROP FLUIDS CREATING AND EDITING
FLUIDS PAINTING INTO CONTAINERS CREATING AN OCEAN EFFECT CREATING A POND
EFFECT HANDS ON: CREATING A DISAPPEARING CLOUD EFFECT FOR MACHISMO
SUMMARY CHAPTER 21 M MAYA HAIR FUNDAMENTALS OF HAIR SYSTEMS HOW TO MAKE
HAIR HANDS ON: APPLY HAIR TO A HEAD 685 694 695 696 699 702 714 717 722
723 726 727 728 729 734 HAIR DYNAMICS AND COLLISIONS GENERAL WORK FLOW
SPEEDUPS CACHE RENDERING HAIR USING HAIR TO DRIVE A SKELETAL SYSTEM
SUMMARY CHAPTER 22 X MAYA FUR CREATING FUR FUR ATTRIBUTE MAPS ADDING FUR
TO A CHARACTER SUMMARY CHAPTER 23 * CLOTH SIMULATION WITH NCLOTH WHAT IS
NCLOTH? CREATING AN NCLOTH SIMULATION NUCLEUS SOLVER PROPERTIES NCLOTH
PROPERTIES PAINTING NCLOTH PROPERTIES CONSTRAINTS FIELDS NCLOTH CACHES
HANDS-ON: CREATING A TATTERED SHIRT AND PANTS SIMULATION WITH NCLOTH
SUMMARY INDEX 747 748 749 750 753 756 757 758 769 776 790 791 792 793
796 798 805 806 808 810 812 822 823 |
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dewey-search | 006.6/93 |
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id | DE-604.BV023024725 |
illustrated | Illustrated |
index_date | 2024-07-02T19:14:36Z |
indexdate | 2024-07-09T21:09:14Z |
institution | BVB |
isbn | 9780470128459 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-016228716 |
oclc_num | 85814162 |
open_access_boolean | |
owner | DE-Aug4 |
owner_facet | DE-Aug4 |
physical | XXV, 852 S. graph. Darst. 1 CD-ROM (12 cm) |
publishDate | 2007 |
publishDateSearch | 2007 |
publishDateSort | 2007 |
publisher | Wiley |
record_format | marc |
series2 | Autodesk Maya Press |
spelling | Mastering Maya 8.5 John Kundert-Gibbs ... Maya 8.5 Indianapolis, Ind. Wiley 2007 XXV, 852 S. graph. Darst. 1 CD-ROM (12 cm) txt rdacontent n rdamedia nc rdacarrier Autodesk Maya Press Maya (Computer file) Autodesk Maya - Programas de computación bidex Imágenes - Manipulación abne Programas gráficos por computadora - Diseño Computer animation Three-dimensional display systems Maya 8.5 (DE-588)7568994-7 gnd rswk-swf Maya 8.5 (DE-588)7568994-7 s DE-604 Kundert-Gibbs, John 1965- Sonstige (DE-588)143949098 oth HEBIS Datenaustausch Darmstadt application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016228716&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Mastering Maya 8.5 Maya (Computer file) Autodesk Maya - Programas de computación bidex Imágenes - Manipulación abne Programas gráficos por computadora - Diseño Computer animation Three-dimensional display systems Maya 8.5 (DE-588)7568994-7 gnd |
subject_GND | (DE-588)7568994-7 |
title | Mastering Maya 8.5 |
title_alt | Maya 8.5 |
title_auth | Mastering Maya 8.5 |
title_exact_search | Mastering Maya 8.5 |
title_exact_search_txtP | Mastering Maya 8.5 |
title_full | Mastering Maya 8.5 John Kundert-Gibbs ... |
title_fullStr | Mastering Maya 8.5 John Kundert-Gibbs ... |
title_full_unstemmed | Mastering Maya 8.5 John Kundert-Gibbs ... |
title_short | Mastering Maya 8.5 |
title_sort | mastering maya 8 5 |
topic | Maya (Computer file) Autodesk Maya - Programas de computación bidex Imágenes - Manipulación abne Programas gráficos por computadora - Diseño Computer animation Three-dimensional display systems Maya 8.5 (DE-588)7568994-7 gnd |
topic_facet | Maya (Computer file) Autodesk Maya - Programas de computación Imágenes - Manipulación Programas gráficos por computadora - Diseño Computer animation Three-dimensional display systems Maya 8.5 |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016228716&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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