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Introduction | |
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Understanding the Maya Interface | |
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Exploring Interface Elements | |
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Views | |
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Time Slider | |
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Range Slider | |
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Toolbox Window | |
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Shelves | |
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Moving Views and Manipulating Objects | |
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Using Maya Windows and Menus | |
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Setting Preferences | |
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Preferences Window | |
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Settings Used for the Tutorials | |
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Getting Help | |
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Creating Your First Animation | |
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Using Good Scene-File Management | |
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Creating and Animating a Bouncing Ball | |
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Selecting a View and Turning On the Resolution Gate | |
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Creating a Ball | |
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Setting Movement Keyframes | |
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Refining Movement in the Graph Editor | |
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What's Wrong with the Way My Ball Is Bouncing? | |
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Adjusting Spline Tangents | |
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Breaking Tangents for Fast Direction Changes | |
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Using Animation Principles to Improve Your Work | |
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Squash | |
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Stretch | |
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Creating a Playblast of Your Animation | |
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Modeling with Polygons, Part 1 | |
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Understanding Polygons | |
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Vertex | |
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Edges | |
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Constructing a Good Model | |
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The Importance of Quads | |
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The Problem With Ngons | |
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Getting Started and Using the Main Modeling Tools | |
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Setting Up View Planes | |
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Starting with a Cube | |
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Extruding Faces | |
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Box Modeling and Building a Character | |
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Refining the Character's Geometry | |
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Using the Insert Edge Loop Tool | |
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Using the Split Polygon Tool | |
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Shaping Your Character | |
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Modeling with Polygons, Part 2 | |
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Creating Edge Loops | |
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Getting Started: Deleting Edges and Setting Tool Options | |
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Building Your Edge Loops | |
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Adjusting Vertices, Polygons, and Edges, and Adding Details | |
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Creating Eyebrows | |
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Modeling with Polygons, Part 3 | |
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Refining and Cleaning Up | |
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Adding Geometry for Good Deformations | |
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Cleaning Up the Model | |
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Positioning Your Character for Rigging | |
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Adding Eyeballs | |
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Mirroring Your Model | |
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Deleting History | |
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Surfacing Your Character | |
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Creating a Surface | |
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Using the Hypershade Window | |
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Using the Marking Menu | |
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Laying Out UVs | |
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Understanding the UV Space | |
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Performing the UV Layout | |
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Texture Mapping | |
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Creating a Color Map | |
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Applying Your Color Map | |
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Applying Additional Surfaces | |
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Getting Bent Out of Shape: Blend Shapes | |
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Understanding Blend Shapes and How They Work | |
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Deformer Order | |
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Blend Shapes | |
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Creating Deformers for Your Character | |
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Planning for Facial Deformers | |
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Creating Your Facial Blend Shapes | |
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Setting Up the Blend Shape Interface | |
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Dem Bones: Setting Up Your Joint System | |
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Understanding How Joints Work | |
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Building Joint Chains | |
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Picking the Correct View for a Chain | |
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Starting in the Middle (of the Character) | |
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Naming Joints | |
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Creating the Leg Chain | |
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Creating the Arm Chain | |
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Putting It All Together | |
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Mirroring Joint Chains | |
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Using Variables for Naming | |
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Connecting All Your Chains | |
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Putting It to Use: Connecting the Joints to Your Model | |
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Using Smooth Bind | |
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Skinning Joints to Your Model | |
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Parenting the Eyes to the Skeleton | |
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Weighting Your Joints | |
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Understanding Joint Weighting and Why It's Important | |
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Joint Influence on Deformation | |
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Why You Used the Options You Did at the End of the Last Chapter | |
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Adjusting Weights | |
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Strategies for Assigning Weights | |
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Paint Skin Weights Tool-Add | |
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Paint Skin Weights Tool-Replace | |
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Painting Your Weights | |
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Mirroring Weights | |
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Rigging Your Character | |
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Understanding Basic Rigging Concepts | |
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Forward Kinematics | |
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Inverse Kinematics | |
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Setting Up the Leg Controls | |
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Creating Leg IK Chains | |
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Creating an External Control Handle | |
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Connecting the IK Chains to the Handle | |
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Using Pole Vector Constraints for Controlling the Knee | |
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Setting Up the Torso Control | |
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Creating the Torso Control Handle | |
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Connecting the Torso Control | |
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Setting Up the Character Control | |
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Creating the Character Control Handle | |
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Connecting the Character Control Handle | |
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Creating a Custom Shelf | |
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Setting the Scene: Creating an Environment | |
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Building a Room | |
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Creating the Floor and Walls | |
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Texturing the Floor and Walls | |
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Building Props | |
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Creating a Table | |
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Creating a Poster | |
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Making It Move: Animating Your Character | |
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Setting Up Maya for Animation | |
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Setting Key Tangents | |
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Creating a Camera and Turning On the Resolution Gate | |
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Locking Down the Camera | |
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Animating Your Character | |
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Creating a Pop-Thru | |
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Timing the Pop-Thru | |
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Adding Breakdown Poses | |
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Polishing the Animation | |
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Let There Be Light: Lighting Your Shot | |
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Understanding the Three-Point Lighting System | |
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Key Light | |
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Fill Light | |
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Rim Light | |
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Using the Maya Lights | |
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Directional Light | |
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Spot Light | |
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Point Light | |
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Lighting Your Scene | |
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Placing Your Lights | |
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Setting the Intensity of Your Lights | |
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Casting Shadows | |
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Performing Light Linking | |
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Rendering and Compositing Your Scene | |
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Making 2D Images Out of 3D Scenes | |
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Smoothing Your Model | |
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Setting Your Render Preferences | |
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Running a Batch Render | |
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Finding Your Frames | |
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Performing Compositing | |
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Compositing Your Frames | |
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Using Other Compositing Options | |
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Autodesk� Maya� 2014 Certification | |
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Index | |