Maya2015 新功能_autodesk官方学习手册
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Autodesk Maya 2015产品专家参考样题1)如图所示,这是一个DMM刚体的密度属性截图,图中Area属性的作用是:1.数值越小,分段就越细,数值越大,分段则越粗糙2.数值越大,分段就越细,数值越小,分段则越粗糙3.数值越小,越容易碎裂,数值越大,越不容易碎裂4.数值越大,越容易碎裂,数值越小,越不容易碎裂参考答案:12)在Fur(毛发)系统中,以下哪一个方法可以调整毛发的显示密度,但并不改变毛发的渲染数量?1.调整毛发FurDescription节点下的Density参数。
2.调整毛发FurDescription节点下的Baldness参数。
3.调整毛发FurFeedback节点下的U Samples和V Samples参数。
4.调整毛发FurFeedback节点下的Fur Accuracy参数。
参考答案:33)在Maya HumanIK装配中,将已经绘制好的骨骼与Maya HumanIK系统匹配时,应使用哪个命令?1.Insert Joint(插入关节)2.Assign Selected Bone(指定选定骨骼)3.Change Assigned Bone(更改指定的骨骼)4.以上答案都不正确参考答案:24)在多边形的一个面上创建一个Locator并使其能够一直固定在面上,下列操作正确的是:1.选择面执行Muscle菜单下Bonus Rigging菜单下的Create Muscle Spline命令2.选择面执行Muscle菜单下Bonus Rigging菜单下的Surface Attach命令3.选择面执行Muscle菜单下Bonus Rigging菜单下的Fix Surface Attach to allow for PolySmooth命令4.以上答案都不正确参考答案:25)如图所示需做一根可用nHair动力学解算的骨骼链,下列关于节点链接表述正确的是:1.删除curveShape1与ikHandle1的链接,将curveShape2的worldMatrix属性链接到ikHandle1的inCurve属性2.删除curveShape1与ikHandle1的链接,将curveShape2的worldNormal属性链接到ikHandle1的inCurve属性3.删除curveShape1与ikHandle1的链接,将curveShape2的worldInverseMatrix属性链接到ikHandle1的inCurve属性4.删除curveShape1与ikHandle1的链接,将curveShape2的worldSpace属性链接到ikHandle1的inCurve属性参考答案:46)下列哪一项操作可以将nCloth布料的约束成员进行替换?1.选择约束节点,再选择被约束物体的组元,然后执行菜单nConstraint>Select Members命令。
第一章:基本功能与操作Alias的工程师们花费了大量的时间和精力,使得MAYA这个复杂的软件成为有用的工具。
要使用像MAYA这样大型复杂的软件,如果能有一个对该软件各部分的详细介绍,则会加快用户的学习速度。
在这一章里,我们就来介绍MAYA的基本功能与操作。
1.1 鼠标之于窗口我们打开一个model为例:●1-1-1旋转以Persp窗口为例,一般时候光标在画面中是呈箭头状。
如图1-1-2:●1-1-2当我们按住Alt键不放再按住鼠标左键的时候,光标会变成两个弯曲旋转的箭头,如图1-1-3所示:●1-1-3这时我们可以平移鼠标,就会看到整个画面都随着鼠标的移动而转动(Alt键不能放开)。
如图1-1-4:当放开鼠标左键以后,光标即恢复成箭头的状态。
如图1-1-5:移动1-1-6:这时我们可以上、下、左、右移动鼠标(Alt键不能放开)。
如图1-7-7、1-1-8:●1-1-7 向上移动●1-1-8向左移动●1-1-9向右下移动当放开鼠标中键时,光标恢复为箭头状态。
镜头的伸缩当我们按住Alt键不放,再按住鼠标右键,光标会变成形状的箭头如图1-1-10所示:●1-1-10我们可以按住鼠标右键向左移动(要一直按住Alt键),会看到整个画面是向后缩的,这是Zoom Out,如图1-1-11●1-1-11 向后Zoom Out然后我们按住右键向右移动,画面是想前放大的,也就是Zoom In,如图1-1-12:●1-1-12 向前 Zoom In除了用鼠标右键结合键盘使镜头进行伸缩以外,还有一中方法可以用来进行镜头的伸缩。
我们将Alt和Ctrl键同时按住,然后按鼠标左键,光标即会变成中间带有小加号的箭头,然后我们将所要放大的部分框选,如图1-1-13:●1-1-13当我们把鼠标松开,窗口就会直接将我们的所选区域放大。
如图1-1-14:●1-1-14同样的我们按住Alt和Ctrl键的同时再按住鼠标中键,光标就会变成中间有减号的箭头,这时我们每用鼠标框选一下画面就会向后Zoom Out一次,而且框选的范围越小,画面就会想后的越远。
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不要犹豫啦,赶紧加入秒秒学的Maya学习大军吧!••001.简介和项目综述•002.视图导航•003.Maya的工作界面•004.创建Maya项目•005.Maya的场景文件•006.视窗的着色和选择模式•007.Maya中变换物体•008.使用组件模式•009.使用属性编辑器•010.群组及附属关系•011.使用Maya的快捷键•012.编写Maya的MEL脚本•013.创建自定义工具栏•014.建模概要•015.添加参考图片•016.创建物体的大概形状•017.用多边形概述物体•018.完成主体拓扑结构•019.整理一下主体•020.推进器建模•021.添加边缘段数以便圆滑•022.用曲线功能添加一些管线•023.添加管线的罗纹•024.肩甲建模•025.手臂上部建模•026.手臂下部建模•027.添加手臂枪•028.添加手臂爪•029.身体前部建模•030.身体下部建模•031.腿上部建模•032.腿下部建模•033.添加一个护甲•034.整理模型结构•035.材质和贴图概述•036.使用简单材质•037.使用渐变控制材质通道•038.给物体添加多重材质•039.使用程序纹理•040.UV基础•001.简介和项目综述•002.视图导航•003.Maya的工作界面•004.创建Maya项目•005.Maya的场景文件•006.视窗的着色和选择模式•007.Maya中变换物体•008.使用组件模式•009.使用属性编辑器•010.群组及附属关系•011.使用Maya的快捷键•012.编写Maya的MEL脚本•013.创建自定义工具栏•014.建模概要•015.添加参考图片•016.创建物体的大概形状•017.用多边形概述物体•018.完成主体拓扑结构•019.整理一下主体•020.推进器建模•041.使用Substance添加金属细节•042.使用渐变Shader•043.添加纹理贴图•044.添加凹凸贴图•045.绑定概要•046.清理场景•047.为机器人重心创建一个控制体•048.完成机器人重心控制•049.使用Driven keys绑定•050.创建第一个骨骼•051.初步完成关节的设置•052.镜像关节•053.关联腿部骨骼到机器人的腿•054.绑定到物体•055.创建骨骼关节到机器人手臂•056.控制机器人手臂•057.添加反向动力学(IK)到四肢•058.四肢控制•059.使用连接编辑器关联属性•060.控制脚趾•061.处理一下脚部控制•062.武器绑定来了•063.完成基本设置•064.枪的控制•065.添加一个全局控制•066.让场景角色更加可控•067.动画综述•068.Maya里如何创建和编辑关键帧•069.图形编辑器中管理关键帧•070.使用自动关键帧并创建简单表达式•071.使用表达式•072.路径动画•073.动画准备工作•074.机器人平台动画•075.机器人上升中的物理反馈动画•076.完成机器人上升动画•077.开始机器手开合动画•078.完成机器手开合动画•079.添加一个相机•080.完成镜头并用Playblasts生成实时预览•081.动力学综述•082.Maya里动力学的关键概念•083.使用nParticles产生粒子•084.编辑nParticle模拟粒子并设置碰撞•085.完成nParticle设置•086.nParticles材质•087.nParticle动画属性调整•088.增加粒子数量增强模拟效果•089.新nParticle物体动画•090.通过nucleus解算器增强风吹粒子效果•091.完成nParticle模拟及使用nCache工具•092.渲染综述•093.理解各种灯光类型•094.控制灯光颜色和亮度•095.调节灯光衰减和高光•096.更改Maya物体的渲染状态•097.使用图片生成真实的光照•098.为场景添加二次光照•099.使用mental ray烘焙贴图•100.微调材质•101.微调粒子效果•102.添加最终的渲染质量调整•103.为最终输出准备渲染设置•104.Maya渲染输出,搞定!。
maya 2015标准教程pdfMaya 2015标准教程PDF。
Maya 2015是一款功能强大的三维动画制作软件,它被广泛应用于电影、电视、游戏等多个领域。
本教程将为您详细介绍Maya 2015的基本操作和高级功能,帮助您快速掌握这一工具,成为一名优秀的Maya 2015用户。
首先,我们将从Maya 2015的界面布局开始介绍。
Maya 2015的界面分为多个区域,包括视图区、工具栏、时间轴等。
了解这些区域的功能和作用对于后续的学习至关重要。
接下来,我们将深入介绍Maya 2015的基本操作,包括对象的创建、编辑、变换等。
通过学习这些基本操作,您将能够快速上手Maya 2015,并开始制作自己的动画作品。
在掌握了Maya 2015的基本操作之后,我们将进入到更加高级的功能介绍。
Maya 2015拥有丰富的建模工具,包括多边形建模、NURBS建模等,我们将为您详细介绍这些建模工具的使用方法,并通过实例演练帮助您掌握建模技巧。
除此之外,Maya 2015还拥有强大的动画制作功能,包括关键帧动画、动力学模拟等,我们将为您逐步介绍这些功能,并指导您制作出精彩的动画作品。
此外,Maya 2015还具有丰富的渲染功能,我们将为您介绍Maya 2015的渲染管线和渲染设置,帮助您制作出逼真的渲染效果。
最后,我们将介绍Maya 2015的扩展功能和插件应用,帮助您进一步拓展Maya 2015的功能和应用范围。
通过本教程的学习,相信您将能够全面掌握Maya 2015的操作技巧和创作技巧,成为一名优秀的Maya 2015用户。
Maya 2015的强大功能将为您的创作带来更多可能,希望本教程能够成为您学习Maya 2015的良好起点,祝您在Maya 2015的世界里创作出更多精彩的作品!。
Maya教程Maya是一种广泛应用于电影、电视、游戏和动画等领域的三维计算机图形软件。
它可以用来创建高质量的三维图像和动画效果。
本教程将介绍Maya的基本功能和操作步骤,帮助初学者快速上手。
安装Maya首先,我们需要下载并安装Maya软件。
可以从Autodesk 官方网站上找到适合您操作系统的安装包。
根据系统要求进行安装,并确保将Maya添加到系统的环境变量中。
Maya界面打开Maya后,我们将看到一个包含各种面板和工具的界面。
以下是Maya界面的主要组成部分:菜单栏Maya的菜单栏位于界面的顶部,包含各种菜单和子菜单,用于访问Maya的各种功能和工具。
工具栏Maya的工具栏位于菜单栏下方,包含一些常用的工具按钮,用于快速访问Maya的一些常用功能。
视口Maya的视口位于界面的中央,用于显示三维场景。
可以通过在视口上点击鼠标右键来进行场景的旋转、缩放和平移。
时间线Maya的时间线位于视口下方,用于设置和管理动画的时间轴。
可以在时间线上设置关键帧、调整动画参数等。
物体列表Maya的物体列表位于界面的左侧,用于显示当前场景中的所有物体。
可以在物体列表中选择和管理场景中的物体。
属性编辑器Maya的属性编辑器位于界面的右侧,用于显示和编辑所选物体的属性。
可以通过属性编辑器调整物体的位置、旋转、缩放等参数。
Maya基本操作创建物体要在Maya中创建物体,可以使用工具栏上的创建按钮,选择要创建的物体类型,然后在视口中点击鼠标左键来放置物体。
编辑物体在Maya中编辑物体可以通过多种操作来实现。
例如,可以选择物体并使用移动工具来移动物体的位置,使用旋转工具来旋转物体,使用缩放工具来调整物体的大小等。
应用材质在Maya中,可以为物体应用不同的材质和纹理,以增加物体的逼真感。
可以在属性编辑器中选择物体,然后从材质库中选择合适的材质并应用到物体上。
创建动画Maya是一款强大的三维动画软件,可以用来创建各种类型的动画效果。
第2章Maya工具及命令的使用介绍完Maya的基本操作界面与视窗命令之后,本章接着学习鼠标操作方法及主菜单上的命令。
Maya是一款鼠标操作与编辑命令完美融合的三维制作软件,只有将二者都学好,才能够熟练操作Maya。
本章主要内容:●Maya工具介绍●Maya菜单命令介绍熟练掌握Maya工具,并熟悉菜单命令。
2.1.Maya工具介绍在Maya软件中进行操作,势必要使用到各种工具。
本节将带领大家详细学习Maya工具。
对象上能进行操作的工具称为操纵器,每个操纵器都有几个手柄,移动这些手柄可以改变对象的属性值。
例如,移动工具的操纵器有一个中心手柄,还有X轴、Y轴和Z轴三个方向的位移手柄。
单击操纵器某轴向的手柄时,该手柄会呈黄色被激活,此时可以使用鼠标左键按住这个轴,或者使用中键在任意位置对对象进行该方向上的移动操作。
另外,还可以在中心手柄上按住鼠标中键进行任意方向的移动,如图2-1所示。
a) 操纵器的轴向未被激活b)操纵器X轴向被激活c)操纵器中心手柄被激活图2-1物体的操纵器手柄使用者可以按键盘的“+”和“-”按键来改变操纵手柄的显示大小,以方便操作。
另外,如果需要改变物体中心点的位置,按一下键盘上的“Insert”键,即进入物体的枢轴点模式,显示中心点的操作手柄,可以移动改变中心点的位置,然后再次按“Insert”便退出枢轴点模式,完成这个过程。
1.选择工具选择工具仅能选择对象,不能对对象进行移动、旋转或缩放等空间的变换,快捷键为键盘上的“q”。
如果要选择多个对象,按住鼠标左键框选所要选择的对象。
或者在按住键盘上的“Shift”键的同时,分别单击所要选择的对象。
如果要在选择多个对象中将某个对象排除在选择范围外,需要按住“Ctrl”键,单击所要排除的对象。
2.套索工具需要注意的是,选择工具只能呈矩形的框选方式,但要在分布不规则的对象群中选择时,就得用到套索工具。
套索工具可以用鼠标在视窗中任意地画出不规则的形状来选取对象。
Maya使用技巧绘制曲线时的点的控制当我们在使用CV Curve Tool或者EP Curve Tool创建NURBS曲线的过程中,按下”Insert”键,配合键盘上的上.下箭头方向键,可以自由穿梭于各个EP或者CV之间,并任意地调整各个 EP或者CV的位置。
当再次按下”Insert”键,可以继续CV Curve Tool或者EP Curve Tool的操作,或者闭合曲线创建.很快捷的编辑你所创建的曲线。
用shift画直线在maya中创建水平或者竖直线段时,除了使用网格捕捉并将CV Curve Tool或者EP Curve Tool设定为linear以外,我们还可以按住shift键任意创建水平或者竖直的直线。
保存文件-提高速度对于场景比较大的.mb文件在用MAYA打开时,无疑是一件很痛苦的事情,速度慢的让人无法忍受。
为了提高打开的速度,在存盘前我们要做以下几件事情:1、创建层,将不同类型的文件分别放如不同的层中。
在关闭MAYA时将存放背景、毛发、布料等物体的层全隐藏起来,场景中只显示角色的层。
(当然,如果是自己用的话,可以连存放角色的层也隐藏起来,但是笔者还是建议保留角色部分的显示,因为对于需要多人传阅的大型场景文件,其他人很难了解到此文件存储的是场景中的哪个镜头)。
2、在存盘之前按键盘上的4键,将场景的显示的物体以线框的形式显示出来。
3、关闭Hypershade等窗口,在启动时减少运算量。
4、对于场景中暂时用不到的Cloth、Fur、Mental Ray等功能可以在Plug-in manager窗口中关闭,用到是在调用出来。
现在大家再打开场景文件,是不是速度已经快了许多了。
恢复默认的MAYA界面设置对于初学者来说,难免会由于误操作改变了MAYA的界面一时手足无措。
以往很多人总想自定义出各自不同的用户界面,设置失败后又不知道如何恢复回来,现在我就教大家一个简单直接恢复MAYA默认用户设置界面的方法。
图6.055
6.2.2.1 了解头发
1.[n头发(nHair)]可以使用各种约束。
例如,将头发捆在一起或是锁定在一点,如图
图6.056
2.[n头发(nHair)]还可以将曲线转换成动力学曲线,结合骨骼一起使用,常用来模拟特殊效果,例如,绳子、尾巴等,如图6.057所示。
3.在为多边形创建[n头发(nHair)]时,UV的排布决定创建[n头发(nHair)]的生长及疏密程度,如图6.058所示。
UV的疏密变化和叠重都会影响[头发(nHair)]的排列。
图6.057 图6.058
258
按钮播放动画,观察Hair解算效果。
或执行[n解算>交互式播放(nSolvers>Interactive Playback)]命令,播放动画,观察[n 执行[n头发>创建头发>
图6.059 图6.060
输出(Output):用于控制在创建[n头发(nHair)]时的输出类型,共有3种类型。
Paint Effects:输出Paint Effects笔触,可以直接得到头发效果,该项为默认设置。
NURBS curves:输出NURBS动力学曲线,该曲线可以生成模型或与骨骼一起使用。
259。
table of contents table of contentsSimplified user interface 4Rayfile visualization 5User specific color spectrum support 6Vendor specific color spectrum support 6Luminance tonemapper 7Collision detection camera 7Oculus Rift support 7Support for Alias Layers / CATIA Layers 8Glass material supports thickness 9Layered materials 9Copy Paste material attributes 10Curvature Shader (NURBS) 10VRED App 11AxF support from X-rite 11Presentation mode 11Whats new in Autodesk VRED 2015 Simplified user interfaceA new simple UI enables a user to create image content very quickly. It is specially designed for casual users, who are not very familar with visualization tools. The main intention was to reduce the functionalities to a minimum viable amount.The Quick Access bar completely changed compared to the one from advanced UI. T he module arrangement follows the phases within the production process.The Asset Manager helps to manage items like geometries, materials and environments beyond a single project. Several global assets stored anywhere in the network can be accessed like from a local directory. That supports standardization throughout several projects or even across multiple departments within the company.Simple UI offers a new Scene module, which contains all scene elements, like geometry, materials, environments, lights, cameras, and render settings.Animations can now easily be created by using a wizard; that guides the user through each single step, whether he wants to animate a geometry, material, or environment.The new Variants Module makes different variants of e.g. object’s material, its visibility state, lights, environments and viewpoint accessible by one click.VRED 2015 offers now a new Render Queue feature, where the user can prepare the viewpoints, send them to the job queue and execute it once satisfied with the settings.All settings are described in detail within the simple UI user guide.Rayfile visualizationVRED Professional supports now Rayfile visualization; all light-emitting surfaces can be used as a light source, so no photonmapping is required for rendering ray files. Simple path tracing is enough.It offers also the capability to look directly into illuminated light sources, for example, light pipes, headlights, or any kind of light source, using a rayfile as a calculation basis. All effects like specular reflections/refractions are visible.VRED is currently the only solution that is able to look directly into rayfiles. This enables the user to see, how the pre-simulated rayfiles (from Simulation tools like Lucidshape) behave inside a lightsource. This helps to understand lighting distribution inside a scene, the behavior of light sources and how it would behave in reality.Render cluster support enables to create such images very quickly.Currently VRED Professional is the only commercially available render solution that is capable ofdoing that kind of rendering.User specific color spectrum supportIn VRED 2015 Professional it is now possible to define color spectrum on a mathematical basis using FWHM (Full Width Half Maximum). This enables a specialist to set up the desired colors more accurately.Defined spectrums using FWHMVendor specific color spectrum supportVRED 2015 Professional is now capable of loading Osram and Optis Spectrum files. Spectrum files define color on a wavelength basis. T his is especially required if visualization projects needs vendor specific attributes, like light color and material color.Luminance tonemapperThe Luminance tonemapper in VRED 2015 Professional offers the ability to display a legend, which indicates the light distribution inside a scene with false colors.Luminance tonemapper now supports a legendCollision detection cameraVRED 2015 Professional added features for VR use cases. Collision detection for Cameras supports the definition of colliding objects to avoid flying through during a presentation. This helps the operator not to leave e.g. the environment unexpected.Oculus Rift supportOculus Rift is an immersive head-mounted display with special distortion lenses. The focal length is more than 100 degrees, which enables a very good immersion and comparable to high-end HMDs. Currently, Oculus Rift supports orientation tracking. It is still in development, position tracking will beavailable in the future as well.Wearing the head-mounted glasses enables an immersive evaluation of a product. As an example a seating buck use case is used to evaluate cars and cockpits. In combination with Raytracing, reflection and refraction behavior can also be evaluated. Additional tracking system support for ART and Vicon enables virtual walk around.• Special distortion of rendered image enables a very deep immersion within the scene• Supports OpenGL rendering• Supports real-time Raytracing rendering, in combination with RTRT cluster Support for Alias Layers / CATIA LayersAlias wire files were now imported into VRED 2015 Design and Professional with all corresponding layer information. Alias and CATIA Layers will be imported as tags.The user can now select objects according to the layer information. This enables a much more fluent workflow between Autodesk® Alias® software and VRED. Retaining the Alias layer structure shortens time for data preparation and eases the user`s workflow.Glass material supports thicknessThe glass material can simulate thickness for a proper IOR. Usually window surfaces are imported as single sides surfaces. With that option enabled, VRED simulates a solid geometry to render the appropriate IOR. This option enabled provides the ability to achieve the appropriate index of refraction.Layered materialsA layered material allows to stack multiple materials on top of each other. Unlike the multipass material the order of traversal is determined by the normal of the geometry. This allows to use the layered material as a two-sided material. It can also be used to visualize multi-layered colored glass, e.g. rear light cover glass - the outside consists of clear glass and inside, there is red glass.All settings are described in detail within the simple UI user guide (…Scene module - Material tab“ Page 32).Copy Paste material attributesIt is now possible to copy and paste material attributes, like diffuse and specular information of materials. This enables to adopt settings from other materials very quickly.All settings are described in detail within the simple UI user guide (…Scene module - Material tab“ Page 32).Curvature Shader (NURBS)VRED 2015 offers now the same mean Curvature Shader evaluation mode as Autodesk® Alias® software.The major difference is that VRED renders the Curvature Shader directly on NURBS surfaces. This enables a 100% accurate evaluation of surfaces without any tesselation artifacts. The user can evaluate the degree and tension of NURBS surfaces.The Curvature Shader currently works only in combination with NURBS data and NURBS Raytracing mode.VRED AppVRED app is a platform independent web application that enables to control VRED scene remotely. It provides the ability to switch variants and viewpoints; it helps the operator to navigate through the scene or to change render modes.It runs on any mobile device connected to the network. T he VRED app is now enabled within the Professional release.AxF support from X-riteAxF (appearance exchange format) is the new appearance format from X-Rite. It combines measured BRDF and BTF information - one file stores the full appearance of a material, like diffuse color, specularity, bump, and so on.Additionally it is also possible to load X-rite information into a texture slot of the phong, plastic or triplanar material. This let the material retrieves individual color components.Presentation modeThe new presentation mode disables all VRED internal hotkeys except user definded hotkeys from thevariants module.。
What's New in Autodesk MayaWelcome to What ’s New in Autodesk ® Maya ® 2015.This release delivers powerful new toolsets across the board for artists tasked with creating complex, high-quality assets.The Bifröst Simulation Platform (page 15) brings new capabilities for simulating and rendering photorealistic liquids. Additionally, the XGen Arbitrary Primitive Generator (page 16) lets you use instanced geometry to create and groom hair and fur, as well as create foliage and vegetation for environments.Geodesic Voxel Binding (page 9) for skinning offers an innovative method for binding complex geometry to joint skeletons with ease. Support for Pixar's OpenSubdiv (page 14)libraries, enhanced Modeling tools, and new UV options (page 11) accelerate performance to keep you productive.New support in Viewport 2.0 (page 18) for major effects, rendering and texturing workflows means you can work in a real-time environment with significant performance gains. Also,use the new ShaderFX editor (page 19) to create and preview advanced HLSL, GLSL and CgFX shaders in Viewport 2.0.For detailed information about new features this release, see:■What's New in General (page 2)■What's New in Animation (page 6)■What's New in Character Animation (page 8)■What's New in Modeling (page 10)■Whats New in Simulation and Effects (page 15)■What's New in Rendering and Render Setup (page 18)■What's New in API (page 25)■What's New in Help (page 25)11Maya 2015新功能 新特性介绍全世界最棒的中文CG论坛:www.cgmantou.comWhat's New in GeneralManipulator plane handlesThe Move Tool and Scale Tool manipulators now have plane handles thatlet you transform objects along multiple axes.Multi-Touch supportYou can now navigate in Maya using gestural input on supported multi-touchdevices. Maya supports the Wacom Intuos 5, Cintiq 24HD Touch, and CintiqCompanion, as well as the Apple Magic Trackpad, Magic Mouse, andmulti-touch trackpad in newer model MacBooks.With the new Multi-Touch Gestures preference enabled in the Interfacepreferences, Maya recognizes gestures like 2-finger pinch and swipe, lettingyou zoom and pan in the scene.Walk ToolThe Walk Tool lets you explore your scene from a first-person perspective.You can create sets and big environments, and then activate the Walk Toolto move through your scene using game-like navigation controls.In walk mode (hotkey: Alt + X), you can move through your scene by holdinga mouse button and clicking any of the arrow keys or movement hotkeys(SWADQE).2 | Chapter 1 What's New in Autodesk MayaImproved connection filters in the HypergraphBuilding on the basic connection filters that were introduced in Maya 2014, new Hypergraph improvements, including a marking menu, constraint labels, and additional filters, give you greater control over the way connections are displayed in the Hypergraph.Node Editor improvementsYou can now customize the list of attributes displayed for each node by creating a custom attribute list.Right-click the node and select Edit Custom Attribute List. You can then use view mode 4 to display your node in this custom attribute view.In addition, you can now zoom around the mouse cursor by using the mouse wheel or by using Alt + right-click.What's New in General | 3When graphing an object that is part of an asset, you can choose to graph theasset; or, to graph the node itself.Maya Feedback ForumsVisit the Maya feedback forums to suggest and vote for ideas to improve yourexperience with Maya. We're listening and we want your input!We added numerous fixes this release based on your votes in the SmallAnnoying Things and Ideas for Maya forums, including:■Texture deformer■Full screen mode for OS X■Improved Eyedropper tool in the Color Chooser■Improved shaderball swatches for mental ray materials■Resizeable Ramp editor■Custom rotate axisViewport 2.0 is the default viewport rendererViewport 2.0 is now the default renderer for your workspace.See What's New in Rendering and Render Setup (page 18) for more information.Alembic and GPU caching additionsNew Alembic and GPU cache export options include:■File Format options for saving files to the new Ogawa or HDFS legacy Alembic formats.Saving cache file to the Ogawa format provides performance and storagesize improvements.■Multiple Cache Time Ranges for Alembic export, which lets you save multiple time ranges and sampling rates in the same cache file.You can use Cache Time Ranges to create a cache file that saves slowmotion sequences at a lower sampling rate, while maintaining highsampling rates for full-action sequences.■Write Color Sets for Alembic exports, which lets you save motion vector data for motion blur effects at render time.■Write Face Sets for Alembic exports, which lets you save per-face shading assignments to cache files.■Saving individual objects in a scene to separate GPU cache files.4 | Chapter 1 What's New in Autodesk Maya■Exporting geometry to GPU cache files with the current Smooth Mesh Preview setting applied.■Pipeline Cache > Alembic Cache > Export■Pipeline Cache > GPU Cache > ExportFull screen mode for Mac OS XFull screen mode is now supported if you are running Maya on Mac OS X version 10.7 or later. When full screen mode is enabled, the title bar, menu bar, and dock are hidden. Select the full screen mode icon or Maya > Enter Full Screen to maximize Maya's workspace.Ctrl + click to keep menus visibleThere are several menus that list multiple items that you can enable and disable, for example the Show menu in each panel. You can now Ctrl + click (Windows and Linux) or Command + click (Mac OS X) to keep the menu open as you toggle multiple items in the list. To close the menu, click outside the menu.Attribute Editor updates■You can now press enter on the numeric keyboard to complete an edit and highlight the new attribute value, making it easier to enter new values.■New hotkeys give you an alternative to scrollbar navigation in the Attribute Editor. Quickly pan through long lists of attributes at a normal speed (Alt + middle-mouse) or an accelerated speed (Ctrl + Alt +middle-mouse).Outliner updates■Streamline your view of objects in the Outliner using new items in the Display menu. Select Display > Hide In Outliner > Hide to hide a node from the Outliner list, then select the object in the scene and use Display > Hide In Outliner > Unhide to bring it back.■New hotkeys give you an alternative to scrollbar navigation in the Outliner. Quickly pan through long lists of objects at a normal speed (Alt + middle-mouse) or an accelerated speed (Ctrl + Alt + middle-mouse) .What's New in General | 5Load or Auto load all plug insThe Apply To All options added to the Plug-in Manager make it easy toload all plug-ins for the current session (turn on Loaded), or set all plug-insto load automatically the next time you start Maya (turn on Auto load).Custom axis for the Rotate ToolA new Custom axis orientation mode has been added to the Rotate Tool,letting you align the manipulator to a custom axis.Autodesk® MatchMover™ and Composite software available from AutodeskExchangeYou can now download MatchMover and Composite from Autodesk Exchange. What's New in AnimationGrease Pencil updatesIntroduced in Maya 2014, the Grease Pencil Tool is now even smoother touse. Simply start drawing to add a Grease Pencil frame at the current time,without needing to click the Add Frame button. If your last action was to adda frame, press the hotkey G to create a new Grease Pencil frame. You can alsonow export and import you Grease Pencil Frames to and from other software.6 | Chapter 1 What's New in Autodesk MayaCustom colors in the Time SliderThe default colors of the Time Slider have been updated to improve the contrast of the current time Indicator.In addition, new color settings let you change the default color and opacity of more elements in the Time Slider. Look for the following new options in the Animation section of the Window > Settings/Preferences > Color Settings window:■Time Slider Current Frame■Time Slider Current Frame Opacity■Time Slider Foreground■Time Slider BackgroundSee Customize colors in the Time Slider.Bake animation layersMinor updates in the Bake Simulation options make it easier to control the layers of your baked animation. The new Baked layers drop-down list replaces the Delete Baked Channels option, and lets you select from new options to keep attributes, remove attributes, or clear animation from your animation layers.Dynamic attribute performanceNew optimizations improve the scalability of dynamic attributes. Operations including adding or deleting attributes are now faster, even when a large number of dynamic attributes already exist on a node.Show buffer curvesSelecting the new option checkbox will turn on the auto-selection of curves. The default (checkbox selected) behaviour is consistent with previous versions of Maya.What's New in Animation | 7What's New in Character AnimationDeformer updatesTexture deformerTexture deformers let you deform objects with a texture pattern. They areuseful to quickly get the procedural noise of a shape or to preview adisplacement map.You can now wrap a texture deformer to your mesh. Different directionmethods give you precise control over the deformation. Sample the textureusing the current UV value or by converting each vertex to a sample point.Shrinkwrap deformerProject a wrapper object onto the surface of a target object using the newshrinkwrap deformer (Create Deformers > ShrinkWrap >). Different projection methods give you control over the way each point ofthe wrapper is projected onto the target. You can completely engulf the target,giving the wrapper the same overall shape, or you can simply apply the wrapperonto the target like a decal. Use the shrinkwrap deformer to attach accessoriesto character meshes, retopologize a mesh, or capture detail from ahigh-resolution mesh.Cyclical Constraints in HumanIKWhen connecting a prop to an HIK rig, you now have the ability to connectthe prop to one effector using a constraint then have the constraint object asa source for a second constraint.■Support for Cyclical Constraints in HumanIKEdge and face selection supportYou can now add deformers to a selection of edges or faces. Maya automaticallyconverts edges and faces to vertices when you create a deformer that supportspolygonal objects. For example, select an edge loop, then select CreateDeformers > Cluster to add a cluster to the selected edges.8 | Chapter 1 What's New in Autodesk MayaSkinning updatesGeodesic Voxel bindingGeodesic Voxel binding is a new smooth skinning method for binding geometry to joint skeletons that produces quick, high-quality results. The Geodesic Voxel bind method, unlike other volumetric skinning methods, handles complex geometry that is not watertight and can containnon-manifold or overlapping components, which is often the case withreal-world production meshes.The Geodesic Voxel bind method computes bind weights, by voxelizing the character skeleton and mesh, which are then applied to existing closed-form skinning methods to deform the character’s geometry. The resulting weights are compatible with existing skinning methods in Maya and suitable for use in game engines.■Bind smooth skin with Geodesic Voxel■Geodesic Voxel binding■Smooth Bind OptionsSkinning Update: New Smooth Bind OptionsThe Smooth skinning Weight Change Percentage setting has been renamed Required Weight Difference and two new options (Smoothing Iterations and Obey Max Influences, and ) have been added to the Smooth Skin Weight settings to give you greater control over your skin binding. See Skin Smooth Skin Weights Options.Skinning Update: Reorganized Skin MenuThe Skin menu has been reorganized so that the Weight, Binding, and Normalizing skinning options are easily available.NOTE Rigid binding has been removed from the Maya Skin menu to consolidate commonly-used functionality. If you still need rigid binding, all scripting commands have been left unchanged and you can emulate Rigid binding using Smooth binding with 1 influence.What's New in Character Animation | 9What's New in ModelingQuad Draw Tool updatesIntroduced as part of the Modeling Toolkit in Maya 2014, the Quad Drawtool now offers a more streamlined workflow for retopologizing meshes. Thefollowing updates enhance Maya's existing retopology toolset.■Customizable hotkeys: New options in the Modeling Toolkitpreferences let you change the default hotkey mappings to fit yourworkflow.■Relax brush: Smooth out your new topology and improve edge flow.■Extend tool: Extend new polygons from edges, borders, edge loops, and vertices.■Auto-weld components: Automatically weld components that are moved close together.■Set a reference mesh: Snap the Quad Draw tool to a surface using Make Live. Make Live replaces the Modeling Toolkit's OtherSurface transform constraint.■Fill holes: Shift-drag over triangular shaped holes in your new topology to fill them.■Construction history: When construction history is turned on, history nodes are now created as you work.■GPU cache support: Make Live now supports GPU cache nodes, letting you retopologize dense assets that contain large data sets.10 | Chapter 1 What's New in Autodesk MayaUV Texture Editor updatesNew options and tools give you greater control when you make selections in the UV Texture Editor.■Create UV shells: The new Create UV Shell command lets you createa UV shell from a selection of components.■Display connected edges on UV shells: The new Toggle Shell Borders command highlights sets of connected edges in different colors, making it easy to identify edges that are shared.■Tweak UV Tool: Reposition components without switching to the Move Tool.■Easy component selection: The UV Texture Editor no longer isolates the current selection. After making a selection, unselected components remain visible.■Select UV shells: Double-click a face or select the new Shell option from the UV Texture Editor marking menu to select a UV shell.■Transform components using the Tool Box: You can now use the Move, Scale, or Rotate tools to transform components.■Hard edge display mode: When hard edges are displayed (Display > Polygons > Hard Edges), all components are displayed in the UVTexture Editor, and you can select any component type.■Nudge shells and components: Quickly nudge your selection using the new nudge controls in the UV Texture Editor toolbar.■Normalize UVs: The new Center on closest tile option lets you scale UV shells within the closest UV tile.What's New in Modeling | 11Multi-Cut Tool enhancementsMore easily cut and slice polygons using the enhanced Multi-Cut tool.Extensive updates eliminate redundancies and provide you with a single robusttool that lets you cut, split, and connect polygons. The Multi-Cut Toolmerges the functionality of the now retired Split Polygon Tool andInteractive Split Tool, and fully integrates the Cut Faces Tool options.You can now extract or delete faces along a cut, insert edge loops and cutswith edge flow and subdivisions, and edit in Smooth Mesh Preview mode.Better BooleansBoolean operations on polygons now use a new algorithm. While booleanworkflows have not changed, operations are now faster, more stable, androbust. New boolean options let you select an Intersection Classificationmethod for operations on open meshes, giving you more control over yourresults.Unfold workflow improvementsNew icons in the UV Texture Editor toolbar temporarily apply a shader toyour UV mesh, helping you identify distortion in your UV layout. The checkerpattern shader makes it easy to see if your UVs are spread evenly along thesurface, and the distortion shader lets you spot squashed and stretched UVs.12 | Chapter 1 What's New in Autodesk MayaContinue to eliminate distortion with the new Unfold3D algorithm. Unfold3D is a faster, more reliable alternative to the legacy unfold algorithm. In one unfold operation the new algorithm eliminates degeneracy and distortion, even at complex corners. Additionally, new optimization options (Edit UVs > Optimize) provide a more efficient way to relax and untangle your unfolded UVs.Work with multi-tiled UV textures in the UV Texture EditorYou can now work with multi-tiled UV textures that have been created in other applications, including Mudbox, ZBrush, and Mari, in the UV Texture Editor.When you load multi-tiled UV textures, the UV Texture Editor automatically detects the number of tiles and uses the original grid tile layout. Each tile is labeled with the name of the corresponding texture file.Modeling Toolkit integrationThe Modeling Toolkit is now easier to use with updates that further integrate it into Maya. The Mesh Editing Tools are now available in Maya's main menus and marking menus, making it easier to incorporate them into everyday polygon modeling tasks. Streamlined selection and symmetry workflows let you enjoy the same functionality and settings in Maya and the Modeling Toolkit, including:■Lazy selection: Highlight and select vertices when your cursor isn't directly above them.■Topological symmetry: Maya uses the mesh topology to map components on one side of the mesh to the other, letting you use the new Topology symmetry mode with deformed meshes or meshes withoverlapping vertices.■Symmetry: Maya's Reflection setting has been renamed Symmetry and is now selection-based, letting you perform selection-based polygonal modeling operations with symmetry.■Soft selection: The falloff color is now only drawn on edges, making it easier to view your mesh when Soft Select is turned on.What's New in Modeling | 13■Resize a marquee selection: Quickly add and remove components from an existing marquee selection by holding Tab to temporarily activate Dragselect.■Dead space selection: When your cursor is outside of your object, you can now select and tweak edges and vertices.■Edge ring selection: You can now use the Select tool to select edge rings.■Delete components: You can now delete components that are not selected. Move the cursor over your mesh and press Delete or Backspaceto delete the closest component.OpenSubdiv supportNew support for Pixar's OpenSubdiv libraries lets you work with a high-fidelityrepresentation of your model. OpenSubdiv is now the default subdivisionmethod when you preview a smoothed mesh, smooth a mesh ( Mesh >Smooth), or create a subdiv proxy.OpenSubdiv is an improved alternative to the legacy Maya Catmull-Clarksubdivision method and takes advantage of parallel GPU and CPU structures,improving viewport performance for meshes with high subdivision levels.Additionally, you can turn on Show Displacements in the newOpenSubdiv Catmull-Clark Controls to visualize displacement mapsinteractively without the need to render.Bevel improvementsPerforming a bevel operation on a mesh now produces predictable results.■Beveled edges are straight and equal in length, creating better bevels on concave and convex corners.■UV texture borders are now maintained during bevel operations.■The new Fraction attribute on the polyBevel node produces bevel results that are not affected by working unit changes.Mesh menu reorganizationQuickly find commands and tools in Maya's reorganized mesh menus. Menuitems are now categorized and listed alphabetically, making them morediscoverable. Commands are located in the existing Mesh and Edit Meshmenus, and tools are located in the new Mesh Tools menu.Delete your preferences for the Mesh Tools menu to appear.14 | Chapter 1 What's New in Autodesk MayaConvert to perimeterNew options in the Select > Convert Selection menu let you convert acomponent selection to a border of edges, UVs, or vertices around theselection's perimeter.What's New in Simulation and EffectsBifröstBifröst is a procedural engine that can generate liquid simulations, such aswater and other effects. Use accelerators and colliders to direct the flow andcreate splashes and droplets.Preview the simulation quickly at low resolution using a scratch cache, andthen make a user cache at higher resolution.Generate a polygon mesh for rendering in mental ray, or render the isosurfacedirectly. Alternatively, transfer the velocity and vorticity channels to colorsets and export the mesh as an Alembic file.What's New in Simulation and Effects | 15XGenXGen lets you generate curves, spheres and custom geometry on the surfaceof Maya polygon meshes. Use XGen geometry instancing to create and groomhair and fur on characters. Quickly populate large landscapes andenvironments, such as grassy savannas, diverse forests, rocky terrains, anddebris trails, using XGen archive geometry.XGen also includes an interactive grooming brush-set that lets you create andgroom all types of hair and fur as well as shape foliage and vegetation.■Use Ptex maps to control the placement of instanced geometry.■Use its library of expressions to generate and randomly scale, position, and color default primitives and custom Alembic-based archive geometry.■Export geometry from a Maya scene, then instance it as an XGen archive object.16 | Chapter 1 What's New in Autodesk MayaBulletBuilt from the Bullet physics library, the Bullet plug-in lets you use the Bullet physics engine to create large-scale, highly-realistic dynamic and kinematic simulations. Bullet simulations can include interacting soft and rigid body objects. You can create rigid sets from large groups of objects and then constrain them with the Glue settings. as well as constrained collision objects, fully integrated into Maya's workflow.nHair Bend ModelA new Bend Model attribute lets you choose between a bend solving method for long curly hair and one for generic hair styles. Use Twist Tracking to maintain twist in long curly hair and for when the base twist of hairs is already groomed at the start frame. A new Bend Anisotropy attribute for this bend method lets you control the relative bend resistance in different directions around the hair. Use Simple for the default nHair bending behavior used in previous versions of Maya.What's New in Simulation and Effects | 17What's New in Rendering and Render SetupNew Viewport 2.0 featuresIn Maya 2015, Viewport 2.0 supports dynamics and effects, including: Particlesand nParticles, paint effects, Toon, nCloth, nHair and fluids. Tumblingperformance for Particles, nParticles and paint effects is also significantly fasterin Viewport 2.0 than in the Legacy Default Viewport. In addition,shading nodes such as Projection and Use Background are supported andrun in real-time, allowing for faster feedback.Performance is also significantly improved for scenes with huge amounts ofgeometry or cached animation that does not fit in GPU memory.18 | Chapter 1 What's New in Autodesk MayaNew ShaderFX editorShaderFX is a real-time shader editor that allows you to easily create advanced viewport shaders by connecting different shading nodes. As you create your shader network, you can visualize the resulting materials real time in Viewport 2.0.With this feature, artists and programmers can design shaders that match those of their game engine. Using your game assets and textures inside Maya is now made easier.What's New in Rendering and Render Setup | 19Viewport 2.0 is the default viewport rendererViewport 2.0 is now the default renderer for your workspace.Render ViewThe Exposure and Gamma controls in the Render View allow you toadjust the brightness and midtone contrast of displayed images. The Exposureand Contrast controls in the ViewColorManager are no longer available.In addition, the 8-bit integer option for the Render view image formathas been removed. The Render View now always uses 32-bit floating-point(HDR) mode.20 | Chapter 1 What's New in Autodesk MayaSimplified workflow for rendering Ptex in mental rayA new simplified workflow is now available for rendering Ptex in mental ray. You can connect a Ptex texture to a File node and render it using mental ray for Maya. In addition, you can adjust the render quality using filter controls. Progressive rendering with mental ray for MayaWhen rendering with mental ray for Maya, you can now enable progressive rendering for IPR. Progressive rendering begins with a lower sampling rate and then progressively refines the number of samples towards the final result.What's New in Rendering and Render Setup | 21Improved shaderball swatches for mental ray materialsYou can now visualize reflection and refraction in the shaderball swatches formental ray materials. Enable raytracing mode for swatches in the Preferenceswindow, and the background of the swatch is set to a checkerboard so thatyou can easily set different values for refraction and reflection, as well aspredict the final rendered result. The swatches are rendered in a backgroundthread and do not block UI performance.Loading multi-tiled UV textures through a single texture nodeThe UV tiling feature allows you to use a single File texture node to load,preview and render textures that are composed of multiple images thatcorrespond to grid tiles in your UV layout.With this feature, Maya now opens and displays ultra-high resolution texturesproduced by 3D painting applications such as Mudbox, and provides a moreeffective alternative to using UVsets.Improved mental ray image based lightingThe Emit Light feature of the mental ray IBL node has been improved toprovide much faster rendering performance as well as better results with asimpler interface. When working with image based lighting in mental ray,you can adjust the image quality using a single Quality control slider andobtain higher quality render results.22 | Chapter 1 What's New in Autodesk MayaAmbient occlusion pass on the GPUYou can now render the ambient occlusion pass using your GPU when rendering using mental ray for Maya to experience faster rendering performance.To enable this option, select the Use GPU option in the AO pass Attribute Editor. This functionality is designed for NVidia GPUs that support CUDA. If you enable this option, but your GPU is not capable of rendering the ambient occlusion pass, then this pass is computed instead using the CPU.mental ray mila_material now availableThe mental ray mila_material is now available. This material allows you to easily create physically accurate layered shaders.mental ray hair shader now availableThe mental ray mib_illum_hair_x shader is now available as an alternative to the default XGen shader.OpenEXR 2.0 supportMaya can read OpenEXR files that are created by the OpenEXR 2.0 library and that exercise the version 1.7 feature set.In addition, mental ray for Maya supports multi-part and multi-layer output for OpenEXR 2.0. mental ray has the ability to write multiple layers into separate OpenEXR parts. The names of the OpenEXR parts match the names of the mental ray frame buffers.Multi-part EXR files can improve file read performance in applications that support the reading of OpenEXR 2.0 multi-part files. However, if the application reading the file does not support this standard, then the file will not be backwards compatible.This feature is not compatible with OpenEXR 1.7. Therefore, for backwards compatibility, mental ray for Maya sets a registry value in the maya.rayrc file to disable multi-part output by default. To enable multi-part output, remove this registry value.FBX now supports DirectX11 shader parametersThe Maya FBX plug-in now supports DirectX11 AutodeskUberShader shader parameters.What's New in Rendering and Render Setup | 23。