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ویرایش:
نویسندگان: Dariush Derakhshani
سری:
ISBN (شابک) : 1138590541, 9781138590540
ناشر: CRC Press
سال نشر: 2024
تعداد صفحات: 404
[416]
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 243 Mb
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در صورت تبدیل فایل کتاب Introducing Autodesk Maya به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب معرفی Autodesk مایا نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Half Title Title Page Copyright Page Table of Contents About the Author Introduction What You’ll Learn from This Book Who Should Read This Book How to Use This Book How This Book is Organized Hardware and Software Considerations Free Autodesk Software for Students and Educators The Next Step 1. Introduction to Computer Graphics and 3D Learning Outcomes A Preview of the CG Process The CG Production Workflow Digital Images File Formats Resolution, Aspect Ratio, and Frame Rate 3D Coordinate Space, World Axis, and Local Axis Basic Animation Concepts Frames, Keyframes, and In-Betweens Weight Summary 2. Jumping into Basic Animation Head First Learning Outcomes You Put the U in User Interface Home Screen A Quick Screen Roadmap Letter Keys and Syntax in Maya Mouse Controls Making Selections Manipulating Objects Project: The Solar System Creating a Project The Production Process: Creating and Animating the Objects Creating the Sun and the Planets Saving Your Work Creating the Moons Applying a Simple Shader Creating the Animation Hierarchy and Maya Object Structure Understanding Nodes Parents and Children The Solar System, Resumed Animating Mercury’s Orbit around the Sun Creating Venus Earth and the Moon Using the Outliner Outputting Your Work: Playblasting Summary 3. The Autodesk® Maya® Interface Learning Outcomes Navigating in Maya Exploring the Maya Layout The Main Menu Bar Work Panels and Navigation The Manipulators Soft Selection Symmetry Building a Decorative Box Creating Reference Planes The Channel Box/Attribute Editor Explained Mapping the Box’s Reference Planes with Hypershade The Hypershade Explained Organizing Workflow with the Layer Editor Modeling the Decorative Box Status Line Explained Editing the Decorative Box Model Using the Shelf The Shelf and Tool Box Explained Continuing the Decorative Box Model Time Slider and Help Line Explained Finishing the Decorative Box Model The Attribute Editor and Outliner Explained The Outliner Introducing the Modeling Toolkit Summary 4. Beginning Polygonal Modeling Learning Outcomes Planning Your Model Choosing a Method An Overview of Polygons Using Primitives Polygon Basics Creating Polygonal Primitives The Polygon Tool Poly Editing Tools Modeling Toolkit The Poly Extrusion Tools Modeling Toolkit and Extrusions The Wedge Tool The Poke Tool The Bevel Tool Putting the Tools to Use: Making a Cartoon Hand Creating Areas of Detail on a Poly Mesh The Add Divisions Tool Multi-Cut Tool Insert Edge Loop Tool Offset Edge Loop Tool Connect Tool Drag Selection and Bridge Tool Symmetry Selections Combine, Merge, and the Target Weld Tool The Slide Edge Tool The Duplicate Face Tool The Extract Tool The Smooth Tool Creating a Hole in a Mesh Surface Using Split Mesh With Projected Curve Sculpting Tools Modeling a Catapult The Production Process The Base The Wheels The Winch Assembly The Arm Summary 5. Modeling with NURBS Surfaces and Deformers Learning Outcomes NURBS for Organic Curves NURBS Modeling Levels of Detail NURBS Surfacing Techniques Using NURBS Surfacing to Create Polygons Construction History Other Tessellation Methods Converting a NURBS Model to Polygons Sculpting NURBS Creating a Pair of Glass Candle Holders Creating the Objects Detailing the Objects Modeling with Simple Deformers Using the Soft Modification Deformer Modeling Using the Bend Deformer Adjusting an Existing Axe Model The Lattice Deformer Creating an Alien Hand Creating Alien Fingers Animating through a Lattice Summary 6. Practical Experience! Learning Outcomes Evaluating the Toy Plane Building the Landing Pontoons Reference Images Blocking Out the Pontoon Shaping the Pontoon Attaching the Arms Oh, What a Body! Modeling the Body of the Plane Blocking Out the Shape The Rear Stabilizers You Spin Me Right Round—The Engine and Propeller Engine Detail The Propeller Blades The Plane’s Wings Modeling the Wing Organizing the Scene and Smoothing the Geometry Adding the Wing Supports Assembling the Plane Summary 7. Autodesk® Maya® Shading and Texturing Learning Outcomes Maya Shading Maya Native Shader Types The Lambert Shader Type The Phong Shader Type The Blinn Shader Type The Phong E Shader Type The Anisotropic Shader Type The Layered Shader Type The Ramp Shader Type Bifrost Materials Shaderfx and Stingray PBS Shader Types Shader Attributes Shading and Texturing the Toy Plane Textures and Surfaces UV Mapping Using Projections Texture Nodes Textures and UVs for the Red Wagon Assigning Shaders Creating a Shading Network for the Wheels Putting Decals on the Body Working with UVs Texturing the Floor Shading the Wood Railings Finishing the Wagon Photo-Real Mapping: The Decorative Box Setting Up UVs Color-Mapping the Box Toon Shading For Further Study Summary 8. Introduction to Animation Learning Outcomes Keyframe Animation: Bouncing a Ball Creating a Cartoon Ball Setting Up the Hierarchy Animating the Ball Throwing an Axe The Preproduction Process Animating the Axe: Keyframing Gross Animation Adding Follow-Through Adding Secondary Motion Animating along a Path Replacing an Object Replacing the Axe Transferring Animation Animating Flying Text Animating the Catapult Animating with Deformers Summary 9. More Animation! Learning Outcomes Skeletons and Kinematics Skeletons and Hierarchy Forward Kinematics: The Block Man Creating the Skeleton Attaching to the Skeleton The Block Man: FK Walk Cycle Skeletons: The Hand Rigging the Hand Binding to Geometry Binding the Hand: Closest Distance Method Binding the Hand: Heat Map Method Binding the Hand: Interactive Bind Inverse Kinematics Rigging IK Legs Creating an IK Walk Animation Further Uses for IK Chains Basic Relationships: Constraints The Point Constraint The Orient Constraint The Point on Poly Constraint The Aim Constraint Geometry and Normal Constraints Scale, Parent, Tangent, and Pole Vector Constraints Basic Relationships: Set-Driven Keys Creating a Set-Driven Key An Advanced Set-Driven Key: The Hand Rigging the Locomotive Setting Up Wheel Control Controlling the Wheel Arms Controlling the Pump Arm Controlling the Back Wheel Finishing the Rig Creating a Simple Character Rig Creating Control Shapes Setting Up the Controls Setting Up Heel Controls Set-Driven Keys: Heel Controls For Further Study Summary 10. Autodesk® Maya® Lighting Learning Outcomes Basic Lighting Concepts What Your Scene Needs Three-Point Lighting Maya Native Lights Common Light Attributes Native Light Types Shadows and Raytracing Controlling Shadows per Object Light Linking Arnold Lighting Area Light Skydome Light Arnold Physical Sky More on the Area Light! Mesh Light Volumetric Lighting Assembling and Lighting a Scene Assembling the Scene Creating the Lights Adjusting the Materials Making a Quick Glass Further Lighting Practice Tips for Using and Animating Lights Animating a Light Summary 11. Autodesk® Maya® and Arnold Rendering Learning Outcomes Rendering Setup Choosing a Filename Image Format Frame Range Camera and Channels Setting Resolution Selecting a Render Engine Previewing Your Render: The Two Common Render View Windows Saving/Loading an Image Keep/Remove Image IPR Rendering and Arnold RenderView Interactive Rendering Setting the Default Renderer Reflections and Refractions Raytraced Reflections Rendering Refractions (Maya Software) Making Glass in Arnold The Arnold Standard Surface Material Making Plastic and Metal in Arnold Using Cameras Creating a Camera Camera Types Camera Attributes Motion Blur Batch Rendering Rendering the Wine Bottle Selecting Render Settings Options Setting Up the Scene Setting Up the Camera Batch Rendering and Playing Back the Sequence Some More Arnold Arnold Image Quality Settings Render Settings in Action! Motion Blur with Arnold Rendering in Layers and Arnold AOVs Creating AOVs Compositing AOVs Batch and Sequence Rendering with Arnold HDRI Going Deeper into Arnold: Bump and Displacement Mapping Bump Mapping Displacement Mapping Rendering the Scene with Arnold Materials for the Candle Subsurface Scattering Adding an HDR Adding Depth of Field Summary 12. Autodesk® Maya® Dynamics and Effects Learning Outcomes An Overview of Maya Dynamics Rigid Bodies Creating Active and Passive Rigid Body Objects Moving a Rigid Body Rigid Body Attributes Rigid Body Dynamics: Shoot the Catapult! Baking Out a Simulation Simplifying Animation Curves nParticle Dynamics Emitting nParticles Emitter Attributes nParticle Attributes nCaching Particles Creating an nCache on Disk Animating a Particle Effect: Locomotive Steam Emitting the nParticles Setting nParticle Attributes Setting Rendering Attributes Introduction to Paint Effects Paint Effects Attributes Getting Started with nCloth Making a Tablecloth Making a Flag Caching an nCloth Customizing Maya User Preferences Shelves Hotkeys Color Settings Summary Where Do You Go from Here? Index