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Autodesk Maya 2014

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ISBN-10: 1118575075

ISBN-13: 9781118575079

Edition: 2013

Authors: Paul Naas

List price: $71.95
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Description:

The premiere book on getting started with Maya 2014 Whether you're just beginning, or migrating from another 3D application, this step-by-step guide is what you need to get a good working knowledge of Autodesk Maya 2014. Beautifully illustrated with full-color examples and screenshots, Autodesk Maya 2014 Essentials explains the basics of Maya as well as modeling, texturing, animating, setting a scene, and creating visual effects. You'll absorb important concepts and techniques, and learn how to confidently use Maya tools the way professionals do. Each chapter includes fun and challenging hands-on projects, which you can do as you go using the downloadable files from the book's website. They…    
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Book details

List price: $71.95
Copyright year: 2013
Publisher: John Wiley & Sons, Incorporated
Publication date: 6/14/2013
Binding: Paperback
Pages: 304
Size: 7.45" wide x 9.20" long x 0.62" tall
Weight: 1.540
Language: English

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