Introducing Autodesk Maya 2013

Introducing Autodesk Maya 2013

Language: English

Pages: 648

ISBN: 1118130561

Format: PDF / Kindle (mobi) / ePub


A complete update to the popular Autodesk Official Training Guide for Maya

Maya is the industry-leading 3D animation and effects software used in movies, visual effects, games, cartoons, and other animation. This bestselling, official guide is a must for 3D beginners who want a thorough grounding in this dynamic and complex software. Fully updated for the newest version of Maya, the book explains the interface and the basics of modeling, texturing, animating, dynamics, visualization, and visual effects. Fun and challenging tutorials lead you through the nuances of the software and offer plenty of chances to practice what you've learned.

  • The Autodesk Official Training Guide for Maya, endorsed and promoted by Autodesk to its 2,500 Authorized Training Centers worldwide
  • Maya is the 3D animation and effects software used in the film, game, and advertising industries; it's a complex program and this book gives beginners the knowledge and confidence they need
  • Shows how to master the interface and the basics of modeling, texturing, animating, and visual effects
  • Step-by-step tutorials offer realistic, professional challenges for those new to 3D and those switching from another 3D application
  • Materials are available for instructors who want to use this guide with their students

Introducing Autodesk Maya is the perfect guide to get you up and running on the world's most popular professional 3D application.

 

 

 

 

 

 

 

 

 

 

 

 

open the Preferences window or by clicking the Animation Preferences button () next to the Auto-Key button. In the Settings category of the Preferences window, set Time to NTSC (30fps). A frame range of 1 to 120 is good for now. Figure 8-3 shows the ball’s start position. 3. Click the Auto Keyframe button () to turn it on; it turns red. Auto Keyframe automatically sets a keyframe at the current time for any attribute that has changed since its last keyframe for the selected object or node.

saturation defines how much of that tint is present in the color. The higher the saturation value, the deeper the color will be. Finally, value defines the brightness of the color, from black to white. The higher the value, the brighter the color will be. All the colors available in Maya, from textures to lights, are defined as either RGB or HSV values for the best flexibility. You can switch from HSV to RGB definition in Maya at any time depending on your preference. Viewing Color The

Shadows section, enable Use Ray Trace Shadows. Repeat these steps for the remaining two shadow-casting lights: spotLight4 and spotLight3. Figure 11-27 shows the three shadow-casting lights in the scene in white. 3. Open the Render Settings window, and turn on raytracing in the Raytracing Quality section. Set Reflections to 2. You can’t select all three lights at once to turn on raytraced shadows in the Attribute Editor. Any adjustments you make in the Attribute Editor affect only the most

detail low on the mesh but with smooth displacement results when you render. This is an advanced technique, so we won’t cover it in this book. You’ve taken in quite a lot by this point already. The next time you select the box and open the Attribute Editor, you’ll see a new tab called polySubdFace1. This is the node added with the Add Divisions function in step 8. Feel free to adjust the Subdivision Levels in that tab and rendering to see how the detail levels affect the final render. Also try

decorative box with key, fill, and rim lights (the three-point lighting system). In this exercise, you’ll take this concept a few steps further, so take a deep breath, call your mother and tell her you love her, and let’s get started! Set your project to the TableLamp. Open the lampLighting02.ma file in the Scenes folder. This scene has the lights and soft shadows created in Chapter 10 and is set to render through mental ray with raytracing enabled already. Let’s take a critical look at the

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