Skip to content

Complete Maya Programming Volume II An in-Depth Guide to 3D Fundamentals, Geometry, and Modeling

Best in textbook rentals since 2012!

ISBN-10: 0120884828

ISBN-13: 9780120884827

Edition: 2005

Authors: David Gould

List price: $84.95
Blue ribbon 30 day, 100% satisfaction guarantee!
what's this?
Rush Rewards U
Members Receive:
Carrot Coin icon
XP icon
You have reached 400 XP and carrot coins. That is the daily max!

Description:

David Gould's acclaimed first book, Complete Maya Programming: An Extensive Guide to MEL and the C++ API, provides artists and programmers with a deep understanding of the way Maya works and how it can be enhanced and customized through programming. In his new book David offers a gentle, intuitive introduction to the core ideas of computer graphics. Each concept is explained progressively and is fully implemented in both MEL and C++ so that an artist or programmer can use the source code directly in their own programs. Geometry and modeling are covered in detail with progressively more complex examples demonstrating all of Maya's possible programming features. David Gould's first volume…    
Customers also bought

Book details

List price: $84.95
Copyright year: 2005
Publisher: Elsevier Science & Technology
Publication date: 9/7/2005
Binding: Paperback
Pages: 744
Size: 7.50" wide x 9.21" long x 1.25" tall
Weight: 3.146
Language: English

David A. D. Gould is an award-winning computer graphics artist and programmer with over a decade of distinguished accomplishments that span the globe. Among his diverse credits are technology development for Walt Disney Feature Animation, development of the Entropy renderer at Exluna, and 3D graphics chip design at Nvidia. He also developed Illustrate!, the leading toon and technical illustration renderer. David's filmography includes such films as The Lord of the Rings and King Kong.

Preface
Introduction
Example Files
Compiling Example Plug-ins
Sourcing Example MEL Scripts
Executing MEL Code in the Script Editor
Points
Dimensions
Cartesian Coordinates
Homogeneous Coordinates
Polar and Spherical Coordinates
Conversions
Cartesian to Homogeneous
Homogeneous to Cartesian
Cartesian to Polar
Polar to Cartesian
Cartesian to Spherical
Spherical to Cartesian
MEL
C++ API
Locators
Vectors
MEL
C++ API
Adding
Subtracting
Scaling
Length
MEL
C++ API
Distance Between Points
MEL
C++ API
Normalizing Vectors
MEL
C++ API
Dot Product
Angle Between
Length Squared
Perpendicular Projection
Cross Product
Perpendicular Vector
Area of Triangle
Points Versus Vectors
Rotations
Angles
MEL
C++ API
Rotations
Orientation Representations
Euler Angles
Quaternions
Transformations
Matrices
Matrix Multiplication
Matrix Transpose
Identity Matrix
Inverse Matrix
MEL
C++ API
Transforming Points
MEL
C++ API
Transforming Vectors
MEL
C++ API
Transforming Normals
MEL
C++ API
Transform Nodes
Pivot Points
Transformation Matrices
Querying Transformation Matrices
Editing Transformation Matrices
Hierarchies of Transformations
Transformation Spaces
MEL
C++ API
Coordinate Frames
Up Axis
MEL
C++ API
Handedness
Custom Coordinate Frames
C++ API
Polygonal Meshes
Displaying Meshes
General
Components
Normals
Back-face Culling
UV Texture Coordinates
Vertex Colors
Nonplanar Faces
Querying Meshes
Vertices
Edges
Polygons
Face Vertices
Normals
UV Texture Coordinates
Blind Data
Creating Meshes
Problematic Meshes
Creation Checks
Moleculel Plug-in
Molecule2 Plug-in
Molecule3 Plug-in
Molecule4 Plug-in
Editing Meshes
Construction History
Supporting Construction History
Supporting Tweaks
Mesh-editing Framework
DisplaceMesh Plug-in
NURBS
Concepts
Control Vertex (CV)
Hull
Span
Degree
Order
Edit Points
Curve Point
Parameterization
Knots
Form
Surface Point
Surface Isoparms
Surface Patches
Surface Curves
Trimmed Surfaces
NURBS Curves
Displaying Curves
Querying Curves
Creating Curves
Editing Curves
NURBS Surfaces
Displaying Surfaces
Querying Surfaces
Creating Surfaces
Editing Surfaces
Subdivision Surfaces
Concepts
Control Mesh
Subdivision
Limit Surface
Creases
Hierarchical Subdivisions
Ordinary and Extraordinary Points
Subdivision Scheme
Displaying Subdivision Surfaces
Querying Subdivision Surfaces
Components
Creases
UV Texture Coordinates
MEL
C++ API
Creating and Converting Subdivision Surfaces
Polygonal Mesh to Subdivision Surface
Subdivision Surface to Polygonal Mesh
NURBS Surface to Subdivision Surface
Subdivision Surface to NURBS Surface
Editing Subdivision Surfaces
MEL
Contexts (Tools)
SelectRingContext1 Plug-in
Usage
SelectRingContext2 Plug-in
Installation
Usage
Select VolumeContext1 Plug-in
Installation
Usage
Further Learning
Online Resources
Companion Web Site
Additional Web Sites
Maya Application
Documentation
Examples
Further Reading
Mathematics
Programming
General
C++ Language
Computer Graphics
General
Modeling
Animation
Image Synthesis
Glossary
Index