LEARNING MAYA 2. ◊ , Alias|Wavefront, a division of Silicon Graphics Limited. Printed in U S A, All rights reserved. Education Publishing Group. In this beginners guide we discuss how to build a simple humanoid This guide can be used next to the “Learning Maya 5 Foundation” book as a source. Trademarks. The following are registered trademarks or trademarks of Autodesk, Inc., in the. USA and other countries: 3DEC (design/logo), 3December.
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Welcome to Alias® Maya®, the world's leading software application for 3D digital animation and visual effects. Maya provides a comprehensive suite of tools for. It is true that these tutorials can be an important tool in learning Maya; but they generally for beginners to use high-end workstation cards). A good video. What is Maya? • Integrated 3D modeling, texturing, rigging, animation, visual effects, and rendering solution. • Used in film, television, game development, and .
Maya projects the texture according to the normal direction. Normals and texture. Unobstructed view. Tip If connected polygons on a surface have opposing normals, the surface may not render as desired.
See "Reverse and Propagate" on page 72 for details. Polygonal edges An edge is a side of a polygonal face defined by two ordered vertices.
An edge is represented by a straight line between the two vertices that define it. Edges that bound a single face only are border edges. Edges can be useful when working with disconnected polygonal surfaces.
You simply merge the edges together to connect the surfaces.
For example, if you create elements of a complex object separately, like the horns of the beast in the following example, you can sew them to a larger object by selecting the border edges of the objects and merging them together. Completed model. Select adjacent edges, merge them, and adjust the tolerance between them to create one solid welded polygonal surface.
By arranging the UVs, you can position the texture on the polygon. In Maya, polygonal UVs are created optionally. You can create polygonal objects without UVs for example, by turning the Texture option off or to None when you create primitives , however, UVs are required if you want to assign textures to the object or apply paint or Fur to it.
Important note about UVs! UVs must be present on an object or the mapped textures will not display or render. UVs will not be present if you inadvertently create an object without UVs or import a model without UVs. Select the object and use any of the UV creation or editing Texture menu items.
Default component display By default, components display in different colors and sizes to help you identify which picking mode you are in. The following table lists the default display for polygonal components.
Click the Active or Inactive tab. Click the down arrow to open the Component section of the Colors window. Drag the slider beside the component you want to change until you see the color you want.
Polygonal solids A solid consists of faces which form a closed volume. Each edge in a solid is shared by exactly two faces. A solid always has an inside and outside defined by the direction of the normals.
Polygonal shells A polygonal object consists of one or more shells. An edge can only belong to a single shell.
For example, a primitive plane is a polygonal shell. If you delete faces to split the plane in two, two shells are created each with its own border edge but the pieces remain connected. Primitive plane. Plane split into two shells. Separated shells. The following image shows two more examples of shells. These faces make a shell within a piece of the mannequin. See "Reverse and Propagate" on page 72 and "Separating polygonal shells" on page for details. Tools and actions As with most of Mayas functionality, the picking order of objects and components depends on whether you are using a tool or an action.
With Mayas polygonal modeling tools, you select the tool first from the menu, then you select the object or component.
Planar and non-planar polygons A planar polygon is a polygon whose vertices all lie along the same plane that is, it lies flat. For example, a triangle is always planar because you cannot bend or twist a polygon with only three vertices describing it.
A polygon is non-planar if it has more than three vertices, and those vertices do not lie in the same plane.
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For example, the following figure shows a polygon plane primitive with two faces bent into non-planar faces. They were made non-planar by moving the corner vertices. Planar Non-planar In most cases, avoid non-planar faces, because unexpected results might occur when you deform a surface with non-planar faces.
See the following Tips.
For details, see "Creating new polygons" on page 23, "Appending to polygons" on page 28, and "Keeping new faces planar" on page Shared and unshared edges, vertices, and UVs Within a polygonal object, one or more adjacent faces may share vertices where they meet. If one or more polygons share a vertex, they are connected, or shared. This connectivity information is maintained when transforming or editing polygonal data.
Unsharing vertices There may be times when you have a completed a polygonal model whose vertices and edges are shared, but you need to modify only one of the faces. Unshared vertices.
Split vertex. Valid and invalid polygonal geometry In Maya, valid polygonal geometry can have 2-manifold topology or it can have nonmanifold topology. A single edge or vertex is not valid geometry. Two or more faces share a single vertex but no edge. Adjacent faces have opposite normals. In the first example the T shape , more than two faces share an edge. In the second example the bowtie shape , two faces share a single vertex without also sharing an edge.
This shape is also possible where two three-dimensional shapes share a vertex such as two cubes meeting at a single point.
In the third example, a single shape has non-contiguous normals without border edges. This is a less obvious example of nonmanifold geometry. Avoid creating a polygonal edge that has no face.
Also, try to create your polygons so that their normals point in the same direction. Although it is technically valid for the normals to point in opposite directions, textures may not behave as expected.
For more information, see "Cleaning up polygonal data" on page Edge that has no face. Normals pointing in opposite directions. Merge Edge operations have no effect on nonmanifold edges, although they work on 2-manifold edges that are part of nonmanifold geometry. You can create the polygon with holes, and you can relocate the individual points that define an objects geometry. Using the Create Polygon Tool Since this is a tool, you should set the options in the options window before you create the polygon if you know what you want.
If you forget or dont know what you want, you can also create a new polygon and edit the result in its Attribute Editor or the Channel Box. In any view, click the left mouse button to place the first point, or vertex. Click to place the next vertex. Maya creates an edge between the first point and the last point you placed. A dashed edge connects the three vertices.
It does expect you to understand the fundamentals of Maya and have a sense of the basic tools. The early chapters help to demystify animation and how Maya works in a production environment. There are tons of interviews with pro animators scattered throughout each chapter and those are absolutely worth reading. But the lessons are also very pragmatic to help you see how animation in Maya really works. The author Roger King has classroom teaching experience and it shines through in his writing style.
It totals pages with dozens of exercises you can follow to learn how this complicated program functions. All the content is extremely detailed and these lessons can apply to video games as well. By far the best animation book for Maya but it does get into some complex topics too.
Creating Environments in Maya Alongside traditional character creation is environment design.
100+ Maya 3D Tutorials For Beginners, Intermediate And Advanced Users
Concept artists typically craft environments in 2D and bring these to modelers for 3D rendering. This is another digital-only book from Maya expert Jana Germano. Her writing style is just as easy to consume and this book Creating Environments in Maya is an excellent follow-up from her introductory guide Simplifying Maya. It talks about photorealism and how to work with realistic environments compared to cartoony environments.
3D Animation Essentials
Other topics cover matte painting and ultimately what background designers need to know for working in the industry. Definitely a great read although it does focus a lot more on realism over stylized environments. Rig it Right!
Maya Animation Rigging Concepts I covered this book in my previous post on rigging which is a huge topic of study.
Maya Animation Rigging Concepts is one of the few Maya-centric books that covers this topic in great detail. Even semi-experienced Maya users can learn a lot about rigging from these exercises. How to Cheat in Maya How to Cheat in Maya teaches power workflows and hidden secrets that far surpass the edition of this software. Every professional or aspiring Maya user should keep a copy of this book nearby. The entire book mostly covers character animation work but a lot of these techniques apply to video games too.
Anyone hoping to work as a 3D animator will learn so much from this book. However you need to know your way around Maya before grabbing a copy. This basically takes your existing knowledge of Maya and kicks it into turbodrive.
MEL Scripting a Character Rig in Maya takes this scripting language to a practical level by teaching you how to script and automate your own projects. But a lot of programming topics are covered such as loops, variables, and procedures. And this book is the perfect intro with lots of practical lessons. He spills all the beans in this page guide full of actionable tips for Maya users.
Most chapters focus on CGI effects and how you can recreate them in Maya. This book is merely a resource manual for what you can do. Once you know that you can take these techniques into your regular work. I highly recommend this for any VFX artists or Maya users who want to push beyond traditional norms. Advanced Maya Texturing and Lighting Digital 3D texturing is an insanely detailed topic because there are so many different textures you can make. This book is very technical and the writing style expects the reader to already be quite familiar with Maya.For details, see "Creating new polygons" on page 23, "Appending to polygons" on page 28, and "Keeping new faces planar" on page Maya shaders and textures As part of a Know the Basics series by Paul Hatton, this guide delves in to the process of creating and assigning materials in Maya.
The default is 1. If you change your mind, press the Backspace and change the order in which you picked edges or placed your points. Create 3D Heart Model — Learn how to create a heart from poly cube. Creating A Holiday Ball — A tutorial to teach you how to create a holiday ball from polygonal primitives in Maya.
Several faces have been selected and their normals reversed. Notice how the texture projects on both sides of the object. Even semi-experienced Maya users can learn a lot about rigging from these exercises.