Maya快速入门
- 格式:pdf
- 大小:1.80 MB
- 文档页数:18
maya流程Maya流程。
Maya是一款功能强大的三维动画制作软件,被广泛应用于影视制作、游戏开发、建筑设计等领域。
本文将介绍Maya的基本流程,帮助初学者快速上手使用这款软件。
首先,我们需要了解Maya的界面布局。
Maya的界面分为菜单栏、工具栏、视图窗口、时间轴等部分。
菜单栏包含了各种功能命令,工具栏提供了常用工具的快捷按钮,视图窗口用于显示三维场景,时间轴则用于控制动画的时间轴和关键帧。
熟悉界面布局可以帮助我们更高效地使用Maya进行工作。
其次,我们需要学习Maya的基本操作。
在Maya中,我们可以通过鼠标和键盘来进行模型的选择、移动、旋转、缩放等操作。
同时,Maya也提供了丰富的建模工具,包括多边形建模、曲面建模、雕刻工具等,可以帮助我们快速创建各种复杂的模型。
除此之外,Maya还支持材质编辑、灯光设置、渲染输出等功能,帮助我们打造逼真的三维场景。
接着,我们需要了解Maya中的动画制作流程。
在Maya中,我们可以通过设置关键帧来控制模型的运动轨迹,同时还可以使用动画曲线编辑器对动画效果进行调整。
Maya还提供了动力学模拟工具,可以帮助我们模拟物体的碰撞、重力、布料等物理效果,使动画更加逼真生动。
最后,我们需要学习Maya中的渲染与输出。
Maya支持多种渲染器,包括Arnold、mental ray等,可以帮助我们生成高质量的渲染效果。
在完成场景渲染后,我们可以将渲染结果输出为各种常见的图像格式,如JPEG、PNG等,也可以输出为视频格式,如AVI、MOV等,以便于后期的后期制作和合成。
总之,Maya是一款功能强大的三维动画制作软件,通过学习Maya的界面布局、基本操作、动画制作流程和渲染输出,我们可以快速掌握Maya的使用技巧,为后续的三维动画制作工作打下坚实的基础。
希望本文对初学者能够有所帮助,让大家能够更加轻松地使用Maya进行三维动画制作。
Maya从⼊门到精通经典讲解Maya绝技83式从⼊门到精通第1招、⾃制MAY A启动界⾯在安装⽬录下的BIN⽂件夹中的MayaRes.dll⽂件,⽤Resource Hacker打开。
在软件的⽬录树中找到“位图”下MAY ASTARTUPIMAGE.XPM并保存。
图⽚分辨率要⼀致,然后选择替换位图,把⾃⼰修改的图⽚替换保存,即可。
第2招、控制热盒的显⽰MAYA中的热盒可以按着空格键不放,就可以显⽰出来。
并且按下⿏标左键选择Hotbox Style 中的Zones Only可以不让热盒弹出。
如果选择Center Zone Only可以连AW的字样也不会出现。
完全恢复的快捷键是ALT+M。
第3招、创建多彩的MAY A界⾯MAYA默认界⾯⾊彩是灰⾊的,如果你想尝试⼀下其他的⾊彩界⾯,可以⾃⾏修改。
⽅法是选择Windows/Settings/Preferences/Colors...第4招、创建⾃⼰的⼯具架把⾃⼰最常⽤的⼯具放置在⼯具架的⽅法是,按下Ctrl+Shift的同时,点选命令,该命令就可以添加到当前的⼯具架上了。
第5招、⾃定义⼯具架图标我们将⼀⾏MEL添加到⼯具架上的时候,图标出现MEL字样,不容易区分,此时可以选择Windows/Settings/Preferences/Shelves选择新添加的命令,单击Change Image按钮,选择要替换的图⽚,选择Save All Shelves按钮,就替换成功。
第6招、⾃定义标记菜单执⾏Windows/Settings/Preferences/Marking Menus设置相关参数,然后在Settings下符合⾃⼰操作习惯来设置参数,最后单击Save即可。
第7招、⾃定义物体属性如果想添加⼀个属性,并且把其他数据进⾏设置表达式或者驱动关键帧,就必须在属性对话框中点击Attributes/add...第8招、选择并且拖动打开Windows/Settings/Preferences在Selection中,勾选Click Drag Select然后点击Save这样就可以了。
maya 标准教程pdfMaya 标准教程PDF。
Maya 是一款功能强大的三维动画、建模、仿真和渲染软件,被广泛应用于影视制作、游戏开发、工业设计等领域。
本教程将为您介绍 Maya 的基本操作和常用功能,帮助您快速入门并掌握 Maya 的基本技能。
1. 界面介绍。
首次打开 Maya,您会看到繁多的工具栏、面板和菜单,可能会感到有些眼花缭乱。
不过,不用担心,我们会一步步为您介绍每个部分的功能和用途,让您对Maya 的界面有一个清晰的认识。
2. 建模基础。
建模是 Maya 中最基础、最重要的部分之一。
我们将教您如何使用多边形建模工具创建各种形状,如立方体、球体、圆柱体等。
同时,我们还会介绍如何对建模对象进行编辑、变形和调整,让您能够自如地进行建模工作。
3. 动画制作。
在 Maya 中,您可以利用关键帧动画、路径动画、骨骼动画等技术制作出精彩的动画效果。
我们将向您展示如何创建简单的动画,并介绍一些常用的动画制作技巧和工具,帮助您更好地理解动画制作的流程和方法。
4. 材质和渲染。
材质和渲染是赋予三维模型真实外观的关键步骤。
我们将为您详细介绍 Maya 中的材质编辑和渲染设置,让您能够为您的模型添加逼真的材质,并学会如何调整渲染参数以获得最佳的渲染效果。
5. 特效和后期。
除了基本的建模、动画和渲染外,Maya 还提供了丰富的特效和后期制作功能,如粒子系统、流体效果、光效和阴影等。
我们将向您介绍如何使用这些功能为您的作品增添更多的视觉冲击力和艺术感。
6. 实例分析。
在教程的最后,我们将为您提供一些实际案例分析,通过分析一些成功的作品或项目,让您更好地理解 Maya 的应用和实践,同时也能够从中获取一些灵感和启发。
通过本教程的学习,相信您会对 Maya 有一个全面的了解,并能够熟练地运用它进行三维制作工作。
当然,Maya 是一个非常庞大和复杂的软件,本教程只是一个入门指南,希望能够为您的学习之路提供一些帮助和指引。
Maya三维建模教程入门篇第一章:Maya的介绍和安装Maya是一款强大的三维建模和动画软件,广泛用于电影、电视、游戏等媒体制作领域。
它提供了丰富的工具和功能,可以创建、编辑和渲染复杂的三维模型和动画效果。
在本章中,我们将介绍Maya软件的基本概念,并指导您如何安装Maya。
首先,让我们来了解Maya的一些基本概念。
Maya基于节点编辑器的工作流程,它允许用户创建和编辑各种节点,例如模型、材质、动画等。
每个节点都有其特定的属性和功能,用户可以通过连接这些节点来构建复杂的效果。
安装Maya非常简单。
您只需要访问Autodesk官方网站,并下载适用于您操作系统的Maya安装包。
双击安装包并按照指示完成安装过程即可。
安装完成后,您可以在计算机上找到Maya的快捷方式,并且可以开始学习Maya的基础知识。
第二章:Maya界面和基本工具在本章中,我们将介绍Maya的用户界面和一些基本工具。
Maya的用户界面分为主视图窗口、时间轴窗口、属性编辑器和节点编辑器等部分。
主视图窗口是您进行建模和动画操作的主要区域。
您可以在此区域中查看和编辑三维模型。
时间轴窗口用于管理和编辑动画的时间轴。
属性编辑器可以帮助您修改和编辑对象的属性,如材质、光照等。
而节点编辑器则是连接和编辑各种节点的关键工具。
Maya提供了许多基本工具,如选择工具、移动工具、缩放工具和旋转工具等。
选择工具可用于选择和编辑对象。
移动工具可用于移动、平移和旋转对象。
缩放工具用于调整对象的大小,而旋转工具则可用于旋转对象。
第三章:创建基本几何体在本章中,我们将学习如何在Maya中创建基本的几何体。
Maya提供了许多预设的基本几何体,如立方体、圆锥体、圆柱体等,您可以通过简单的操作来创建它们。
首先,选择“创建”菜单并从中选择所需的基本几何体。
然后,在视图窗口中单击并拖动鼠标来确定几何体的大小。
您还可以使用属性编辑器来调整几何体的属性,如大小、位置、形状等。
对于一些复杂的几何体,Maya还提供了一些专门的建模工具。
Maya基础入门学习教程教案内容一、教学内容1. Maya界面的认识和熟悉2. 基本的操作界面布局和功能3. 创建和编辑基本几何体4. 基本的动画制作方法二、教学目标1. 学生能够熟悉Maya的界面和基本操作2. 学生能够创建和编辑基本几何体3. 学生能够制作简单的动画三、教学难点与重点重点:熟悉Maya的界面和基本操作,创建和编辑基本几何体难点:动画的制作方法和技巧四、教具与学具准备教具:投影仪,计算机学具:笔记本电脑,Maya软件五、教学过程1. 实践情景引入:通过展示一个简单的动画作品,引起学生的兴趣,引出本节课的主题。
2. 教材讲解:讲解Maya的基础入门知识,包括界面的认识和熟悉,基本的操作界面布局和功能,创建和编辑基本几何体,基本的动画制作方法。
3. 例题讲解:通过具体的案例,讲解和演示如何使用Maya制作动画。
4. 随堂练习:学生根据所学知识,自己动手制作一个简单的动画。
六、板书设计板书设计主要包括Maya的基本界面布局,基本操作,几何体的创建和编辑,动画的制作方法等。
七、作业设计1. 作业题目:制作一个简单的动画答案:学生根据自己的创意,制作一个简单的动画,可以是一个简单的动作,或者是一个场景的变化。
2. 作业题目:使用Maya制作一个复杂的动画答案:学生根据自己的想法,制作一个复杂的动画,可以是有故事情节的,也可以是有创意的。
八、课后反思及拓展延伸课后反思:通过本节课的学习,学生是否能够熟悉Maya的界面和基本操作,是否能够创建和编辑基本几何体,是否能够制作简单的动画。
对于存在的问题,需要进行针对性的讲解和辅导。
拓展延伸:可以引导学生进一步学习Maya的高级功能,如角色的创建和动画,场景的渲染和特效的制作等。
重点和难点解析一、教学内容1. Maya界面的认识和熟悉:Maya界面包括菜单栏、工具箱、视图窗口、属性窗口等部分,我们需要熟悉这些部分的功能和位置。
2. 基本的操作界面布局和功能:操作界面包括工具箱、视图窗口、属性窗口、时间轴等部分,我们需要了解这些部分的基本功能和操作方法。
Maya三维动画软件入门指南第一章:Maya三维动画软件的概述Maya三维动画软件是目前广泛应用于电影、电视、游戏和广告等行业的专业软件。
它提供了强大的建模、动画、渲染和效果制作功能,使用户能够创建逼真的虚拟场景和角色。
本章将对Maya的基本功能和界面进行简要介绍。
1.1 Maya的历史和发展Maya由Alias Research公司开发,并于1998年首次发布。
之后,Alias Research公司被Autodesk收购,Maya成为Autodesk旗下的核心产品。
经过多年的发展,Maya已经成为业界最受欢迎和广泛使用的三维动画软件之一。
1.2 Maya的应用领域Maya被广泛应用于电影、电视和游戏等行业。
在电影制作中,Maya被用于创建特效和虚拟场景;在电视动画中,Maya常用于角色建模和动画制作;而在游戏开发中,Maya的建模和动画工具被广泛使用。
1.3 Maya的用户界面Maya的用户界面由视图、视窗、工具栏和菜单等组成。
视图可显示场景或对象,视窗用于编辑和查看对象,工具栏提供了常用工具的快捷方式,而菜单则包含了各种功能和选项。
第二章:Maya的建模功能Maya提供了多种建模工具和技术,可以帮助用户创建各种复杂的三维模型。
本章将介绍Maya的建模功能以及一些常用的建模技巧。
2.1 基础几何建模Maya提供了基本的几何建模工具,如点、线、面、体等,用户可以使用这些工具创建简单的几何形状,并通过变换、剖分等操作进行编辑和调整。
2.2 曲面建模Maya还提供了曲面建模工具,使用户能够创建更复杂的曲面形状。
曲面建模工具包括旋转、放样、拉伸、镜像等,可以帮助用户创建具有曲线和流畅外形的模型。
2.3 多边形建模在游戏开发中,多边形建模是最常用的建模技术之一。
Maya 提供了多边形建模工具,可以帮助用户创建游戏中所需的低多边形模型。
第三章:Maya的动画功能动画是Maya的核心功能之一,它提供了强大的动画制作工具和技术,使用户能够创建真实而流畅的动画效果。
maya简单模型教程Maya是一种功能强大的三维建模、动画、渲染和视觉效果软件。
它被广泛应用于电影、电视、游戏和广告等行业,是许多3D艺术家和设计师的首选工具。
在这篇简单的教程中,我将为您介绍Maya的一些基本建模操作和技巧。
首先,打开Maya软件并创建一个新的场景。
在Maya的主界面中,您会看到许多不同的面板和工具。
我们将主要关注"Perspective"视图和"Modeling Toolkit"工具。
让我们从创建几何形状开始。
在工具栏中选择“Create”菜单,选择“Polygon Primitives”并选择一个几何体,比如立方体。
点击并拖动鼠标,或者点击一次鼠标以指定其大小。
这样就创建了一个立方体。
接下来,学习如何选取、移动、旋转和缩放物体。
在"Select"工具中选择"Move"工具。
在场景中单击并拖动立方体,您会注意到它可以在三个轴上自由移动。
这些轴代表了X、Y和Z 方向。
您还可以使用工具栏上的旋转和缩放工具进行旋转和缩放操作。
接下来,让我们学习如何编辑几何体的形状。
在工具栏中选择“Edit Mesh”菜单,并选择“Vertex”工具。
在场景中选择一个几何体的顶点,并单击并拖动它们,可以改变几何体的形状。
您还可以选择边或面,使用相应的工具进行编辑。
Maya还提供了一些用于创建复杂形状的工具。
例如,您可以使用“Extrude”工具将一个面向外拉伸,创建一个立体形状。
您还可以使用“Bevel”工具将一个边缘斜切,创建一个圆角效果。
探索这些工具,并尝试创建各种形状和结构。
在建模过程中,您可能需要在不同的时间点上保存不同的版本。
为此,Maya提供了版本控制功能。
在主菜单中选择“File”>“Increment and Save”,可以保存当前场景的副本,并在文件名中自动添加递增的版本号。
除了基本建模操作,Maya还提供了其他强大的功能,如动画、渲染和模拟等。
Maya3D动画制作入门第一章:Maya3D介绍Maya3D是一款广泛用于制作电影、电视、游戏和动画的三维计算机图形软件。
Maya3D提供了丰富的工具和功能,可以实现高质量的渲染、建模、动画和效果。
它是目前业界最为流行和广泛使用的三维动画制作软件之一。
第二章:准备工作在开始使用Maya3D进行动画制作之前,需要安装和配置软件。
你可以从官方网站上下载最新版本的Maya3D,并按照安装指南进行安装。
一旦安装完成,还需要进行一些基本的配置,例如设置工作区、创建新项目等。
第三章:界面导览Maya3D的界面分为多个主要部分,包括视窗、工具箱、命令行、时间线等。
视窗用于呈现场景和模型,工具箱包含了各种工具和选项,命令行用于输入命令和执行操作,时间线用于管理动画的时间轴。
熟悉这些界面元素对于进行动画制作至关重要。
第四章:建模技巧在Maya3D中,建模是创建三维模型的过程。
你可以使用多种建模技巧,例如多边形建模、NURBS建模和曲线建模。
多边形建模是最常用的建模方法,通过创建和编辑多边形的顶点、边和面来生成模型。
NURBS建模可以创建光滑曲面,而曲线建模则适用于创建复杂的路径和形状。
第五章:材质和纹理为了使模型看起来逼真,需要为其添加材质和纹理。
Maya3D 提供了丰富的材质和纹理选项,可以让你为模型添加不同的表面效果和纹理细节。
你可以使用Maya3D自带的材质库,也可以自定义材质和纹理。
第六章:动画技巧Maya3D的动画工具是其最强大的功能之一。
你可以使用关键帧动画、路径动画、约束和动力学等技术来创建各种动画效果。
关键帧动画是最常用的动画方法,通过在时间线上设置关键帧来定义物体的位置、旋转和缩放。
路径动画可以使物体沿着指定路径运动,而约束和动力学可以模拟物体之间的真实物理行为。
第七章:灯光和渲染在完成建模和动画之后,需要添加灯光和进行渲染,使场景更加逼真。
Maya3D提供了各种灯光类型,包括点光源、平行光源和聚光灯等,可以根据需要调整其属性和强度。
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。
MAYA的学习方法MAYA是一款广泛被应用于动画、特效和游戏开发中的三维建模软件,它在电影、电视和游戏行业都有着广泛的应用。
如果你想要学习MAYA,下面是一些学习方法供你参考。
1.学习基础知识:在学习MAYA之前,你需要了解一些基础知识,比如三维建模、动画、材质和渲染等。
可以通过阅读相关书籍、观看教程视频,或者参加一些线下的课程来学习这些基础知识,为后续的MAYA学习打下坚实的基础。
2.官方文档与教程:MAYA官方提供了详细的文档和教程,你可以通过阅读这些文档来了解MAYA的各种功能和工具的使用方法。
同时,也可以通过官方的教程视频和示例文件来学习MAYA的实际应用。
3. 在线教程与社区:除了官方文档,还有很多在线教程可以学习MAYA,比如YouTube上的教学视频、在线课程平台(如Coursera、Udemy)上的课程等。
此外,还可以参加一些MAYA用户的社区,与其他MAYA学习者和专业人士交流、分享经验和学习资源。
4.练习和实践:掌握MAYA的关键是通过实践来加深对软件的理解和熟练度。
可以尝试模仿一些简单的模型、动画或特效,并逐渐挑战更加复杂的项目。
通过实践,将理论知识转化为实际操作经验,提高自己的技能。
5.尝试不同领域的应用:MAYA在动画、特效和游戏等方面都有广泛的应用,你可以根据自己的兴趣和职业规划,选择其中一到多个领域进行深入学习。
比如,你可以专注于角色建模与动画、场景渲染与动画、特效与粒子等领域,通过实际项目的经验来提高自己的技能。
6. 数据交换和合作:学习MAYA的过程中,可以尝试与其他软件进行数据交换,比如与Photoshop进行贴图处理、与ZBrush进行高模转换等。
此外,还可以与其他人进行合作,共同完成一个完整的项目,从中学习交流,提高自己的技能。
7.持续学习和提高:MAYA是一个庞大而复杂的软件,不可能在短时间内掌握所有的功能和技巧。
因此,持续学习和不断提高是必不可少的,可以定期阅读MAYA相关的书籍和文章,参加在线课程和研讨会,以保持自己的学习动力和更新知识。
I n t r o d u c t i onUnderstanding MayaTo understand Maya, it helps to understand how Mayaworks at a conceptual level. This introduction is designed to give you the story about Maya. This means that the focus of this introduction will be on how different Maya concepts are woven together to create an integrated workspace.While this book teaches you how to model, animate and render in Maya, these concepts are taught with a particular focus on how MayaÕs underlying architecture supports the creation of animated sequences.You will soon learn how MayaÕs architecture can beexplained using a single line Ð nodes with attributes that are connected . As you work through this book, the meaning of that statement becomes clearer and you will learn toappreciate how MayaÕs interface lets you focus on the act of creation, while giving you access to the power inherent in the underlying architecture.A typical Maya workspace layoutxx Learning MayaIntroduction The user interfaceThe Maya user interface includes a number of tools, editors and controls. You can access these using the main menus or using special context-sensitive marking menus. You can also use shelves to store important icons or hotkeys to speed up workflow. Maya is designed to let you configure the user interface as you see fit.Marking menuTo work with objects, you can enter values using coordinate entry or you can use more interactive 3D manipulators. Manipulator handles let you edit your objects with a simple click-drag.Maya manipulatorsMayaÕs user interface supports multiple levels of undo and redo and includes a drag-and-drop paradigm for accessing many parts of the workspace.You will learn how to use the various user interface elements in Lesson One and the Working with Maya chapter.Working in 3DIn Maya, you will build and animate objects in three dimensions. These dimensions are defined by the cardinal axes which are labeled as X, Y and Z. These represent the length (X), height (Y) and depth (Z) of your scene. These axes are represented by colors Ð red for X, green for Y and blue for Z.The cardinal axesIn Maya, the Y-axis is pointing up which is also referred to as Y-up .As you position, scale and rotate your objects, these three axes will serve as your main points of reference. The center of thiscoordinate system is called the origin and has a value of 0, 0, 0.UV coordinate spaceAs you build surfaces in Maya, they arecreated with their own coordinate space that is define by U in one direction and V inanother. You can use these coordinates when you are working with curve on surface objects or when you are positioning textures on a surface. One corner of the surface acts as theRight mouse button click on objectTranslateRotateManipulator handlesXYZOrigin 0, 0, 0Understanding MayaUV coordinates on a live surfaceViewsIn Maya, you visualize your scenes using view panels that let you see into the 3D world.Perspective views let you see your scene as if you were looking at it with your own eyes or through the lens of a camera.Orthographic views are parallel to the scene and offer a more objective view. They focus on two axes at a time and are referred to as the Top, Side and Front views.In many cases, you will require several views to help you define the proper location of your objects. An objectÕs position that looks good in the Top view may not make sense in a Side view. Maya lets you view multiple views at one time to help coordinate what you see.Orthographic and Perspective viewsCamerasTo achieve a particular view, you look through a digital camera. An orthographic camera defines the view using a parallel plane and a direction while a perspective camera uses an eye point, a look at point and a focal length.Perspective and orthographic cameras You will learn how to use view panels in Lesson 1 and how to create and animate a camera in Lesson 8 and Lesson 16.UV manipulatorOrthographic viewsOrthographic cameraPerspective cameraLearning Maya xxixxii Learning MayaIntroduction Image planesWhen you work with cameras, it is possible to place special backdrop objects called image planes onto the camera. An image plane can be placed onto the camera so that as the camera moves, the plane stays aligned.Image plane attached to a cameraThe image plane has several attributes that allow you to track and scale the image. These attributes can be animated to give the appearance that the plane is moving.Image plane seen looking through the camera You will learn how to use image planes in Lesson 13 as you animate a space backdrop for your battling spaceships.THE DEPENDENCY GRAPHMayaÕs system architecture uses a procedural paradigm that lets you integrate traditional keyframe animation, inverse kinematics, dynamics and scripting on top of a node-based architecture that is called theDependency graph . If you wanted to reduce this graph to its bare essentials, you could describe it as nodes with attributes that areconnected . This node-based architecture gives Maya its flexible procedural qualities.Below is a diagram showing a primitive sphereÕs Dependency graph. A procedural input node defines the shape of the sphere by connecting attributes on each node.The Dependency graphNodesEvery element in Maya, whether it is a curve, surface, deformer, light, texture, expression, modeling operation or animation curve, is described by either a single node or a series of connected nodes.A node is a generic object type in Maya. Different nodes are designed with specific attributes so that the node can accomplish a specific task. Nodes define all object types in Maya including geometry, shading, andlighting. Shown below are three typical nodetypes as they appear on a primitive sphere.NodeLearning Maya xxiiiUnderstanding MayaTransform node - Transform nodes containpositioning information for your objects. When you move, rotate or scale, this is the node you are affecting.Input node - The input node representsoptions that drive the creation of yoursphereÕs shape such as radius or endsweep.Shape node - The shape node contains all thecomponent information that represents the actual look of the sphere.MayaÕs user interface presents these nodes to you in many ways. Below is an image of the Channel box where you can edit and animate node attributes.Channel boxattributes. You can work with attributes in a number of user-interface windows including the Attribute Editor , the Channel box and the Spread Sheet Editor .The Attribute EditorOne important feature in Maya is that you can animate virtually every attribute on any node. This helps give Maya its animation power. You should note that attributes are also referred to as channels .ConnectionsNodes donÕt exist in isolation. A finished animation results when you begin making connections between attributes on different nodes. These connections are also known as dependencies . In the case of modeling, these connections are sometimes referred to as construction history .Transform nodeInput node Shape nodeTransform nodeShape nodeInput nodeNode tabsIntroductionMost of these connections are created automatically by the Maya user-interface as a result of using commands or tools. If you desire, you can also build and edit these connections explicitly using the Connection editor, by entering MEL (Maya Embedded Language) commands, or by writing MEL-based expressions.You will take an in-depth look at nodes, attributes and connections in the Dependency graph chapter found in the Getting Started section.PivotsTransform nodes are all built with a special component known as the pivot point. Just like your arm pivots around your elbow, the pivot helps you rotate a transform node. By changing the location of the pivot point, you get different results.Pivots are basically the stationary point from which you rotate or scale objects. When animating, you sometimes need to build hierarchies where one transform node rotates the object and a second transform node scales. Each node can have its own pivot location to help you get the effect you want.Rotation and scaling pivots You will be working with transform node pivots in Lesson 1 and Lesson 2. HierarchiesWhen you are building scenes in Maya, you have learned that you can build dependency connections to link node attributes. When working with transform nodes or joint nodes, you can also build hierarchies which create a different kind of relationship between your objects.In a hierarchy, one transform node is parented to another. When Maya works with these nodes, Maya looks first at the top node, or root node, then down the hierarchy. Therefore, motion from the upper nodes is transferred down into the lower nodes. In the diagram below, if the group1 node is rotated, then the two lower nodes will rotate with it. If the nurbsCone node is rotated, the upper nodes are not affected.Object and joint hierarchy nodesJoint hierarchies are used when you are building characters. When you create joints, the joint pivots act as limb joints while bones are drawn between them to help visualize the joint chain. By default, these hierarchies work just like object hierarchies. Rotating one node rotates all of the lower nodes at the same time.You will learn more about joint hierarchies later in this introduction where you will also learn how inverse kinematics can reverse the flow of the hierarchy.Scaling about pivotxxiv Learning MayaLearning Maya xxvUnderstanding MayaObject and joint hierarchiesYou will be working with hierarchies in Lesson 1, Lesson 2 and in the DependencyGraph chapter. You will work with joint hierarchies in Lesson 5, and Lesson 15.MEL scriptingMEL stands for Maya Embedded Language. In Maya, every time you use a tool or open a window, you are using MEL. MEL can be used to execute simple commands, write expressions or build scripts that will extend MayaÕs existing functionality.The Script EditorMEL is the perfect tool for technical directors who are looking for easy access tocustomizing how Maya works, to suit the needs of a particular production environment. Animators can also use MEL to create simple macros that will help speed up more difficult or tedious workflows.You will learn how to work with MEL to build custom procedures in Lesson 10.would find on a film reel. You can play these frames at different speeds to achieve ananimated effect. By default, Maya plays at 24 frames for every second.Keyframe animationThe most familiar method of animating is called keyframe animation . Using thistechnique, you determine how you want the parts of your objects to look at a particular frame, then you save the important attributes as keys. After you set several keys, the animation can be played back with Maya filling motion in between the keys.Keys and in-between framesWhen keys are set on a particular attribute, the keyed values are stored in special nodes called animation curves nodes. These curves are defined by the keys which map the valueKeysIn-between framesxxvi Learning MayaIntroduction of the attribute against time. Shown below is an example of several animation curve nodes connected to a transformation node. One node is created for every attribute that is animated.Dependency graph showing curve nodes Once you have a curve, you can begin tocontrol the tangency at each key to determine the quality of the motion in between the main keys. You can make your objects speed up or slow down by editing the shape of these animation curves.Generally, the slope of the graph curve tells you the speed of the motion. A steep slope in the curve means fast motion while a flat curve means no motion. Think of a skier goingdown a hill. Steep slopes increase speed while flatter sections slow things down.Graph EditorYou will learn how to set keys in Lesson 1 and how to edit the animation curves in Lesson 2. You will then continue to set keys throughout the rest of Learning Maya .Path animationPath animation is already defined by its name. You can assign one or more objects so that they move along a path which has been drawn as a curve in 3D space. You can then use the shape of the curve and special path markers to edit and tweak the resulting motion.You will learn how to set up and edit path animations in Lesson 13.Path animationReactive animationReactive animation is a term used to describe animation in which one objectÕs animation is based on the animation of another object. An example of this technique would bemoving gears where the rotation of one gear is linked to the rotation of other gears. The animator can then set keys on the first gear and all the others would be animated automatically. Later, when the animator wants to edit or tweak the keys, only one object needs to be worked on and the othersupdate reactively.AccelerateDecelerateConstantResulting motionSlowPath curvePath markerUnderstanding MayaDiagram of animated gearsListed below are some of the reactive animation techniques available in Maya. In Maya, you can set up reactive animation using a number of tools including those outlined below:Set Driven KeyThis tool lets you interactively set up anattribute on one object to drive one ormore attributes onto another.You will learn how to use Set Driven Key in Lesson 6.ExpressionsExpressions are scripts that let you connect different attributes on different nodes.You will learn how to create expressions in Lesson 2 and Lesson 15.ConstraintsConstraints let you set up an object to point at, orient to or look at another object.You will learn how to use constraints inLesson 6 and Lesson 15.ConnectionsAttributes can be directly linked to another attribute using dependency nodeconnections. You can create this kind ofdirect connection using the ConnectionEditor.collisions, gravity and wind. You set up the different variables such as bounciness, friction or initial velocity. When you playback the scene, you run a simulation to see how all the parts react to the variables.This technique gives you natural motion that would be difficult to keyframe. You can use dynamics with rigid body objects, particles or soft body objects.Rigid body objects are objects that donÕt need to be deformed. You set up this kind of simulation by setting objects as either active or passive rigid bodies. Active bodies react to the dynamics, whereas passive bodies act only as colliding objects for active bodies.To simulate effects such as wind or gravity, you use dynamic fields that are added to the scene then connected to your objects.Rigid body simulation of bowling ball and pins CollisionsActiverigid bodies Passiverigid BodyGravity fieldLearning Maya xxviixxviii Learning MayaIntroduction Particles are tiny points that can be used to create effects such as smoke, fire orexplosions. These points are emitted into the scene where they are also affected by the dynamic fields.ParticlesSoft bodies are surfaces that you want to deform during a simulation. To create a soft body, you will combine a surface with a series of particles. The particles react to the dynamic forces to help make the surface deform.Soft bodiesYou will learn how to use rigid and soft body dynamics in Lesson 7 and particle dynamics in Lesson 4 and Lesson 14.MODELING IN MAYAThe objects you want to animate in Maya are usually built using either NURBS surfaces or polygonal meshes. Maya offers you both of these geometry types so that you can choose the method best suited for your work.NURBS curvesNURBS stands for non-uniform rational b-splines which is a technical term for a spline curve. By modeling with NURBS curves, you can lay down control points and smooth geometry will be created using the points as guides.Shown below is a typical NURBS curve with important parts labelled:A NURBS curveThese key components define important aspects of how a curve works. The flexibility and power of NURBS geometry comes from your ability to edit the shape of the geometry using these controls.As your geometry becomes more complex, you get more of these controls. For this reason, it is usually better to build usingsimpler geometry so that you can more easily control the shape. If you need more complex geometry, then controls can be inserted later.Air (wind) fieldParticlesSpanCurve direction (U)Edit pointHullStart of curveA NURBS surfaceBelow are some of the component elements of a typical NURBS surface:NURBS componentsComplex shapes can be, in essence, sculpted using this surface type as you push and pull the controls to shape the surface.A completed NURBS modelinteractively, polygonal meshes draw the geometry directly to the control vertices.When a polygonal mesh is rendered, it is then interpolated to see a smoother form. Below are some of the components found on a polygonal mesh:Polygon componentsYou can build up polymeshes by extruding, scaling and positioning polygonal facets to build shapes. You can then smooth the shape to get a more organic look for your model.A polygonal model before and after smoothing You will learn how to build a polygonal model in Lesson 11.UVSurface pointIsoparmControl vertexSpanIsoparm linesEdgeFacetControl vertexConstruction historyWhen you create models in Maya, the various steps are recorded as dependency nodes that remain connected to your surface.In the example below, a curve has been used to create a revolved surface. Maya keeps the history by creating dependencies between the curve, a revolve node and the shape node. Edits made to the curve or the revolve node will update the final shape.Revolve surface with dependenciesMany of these nodes come with special manipulators that make it easier to update the node attributes. In the case of the revolve, manipulators are available for the axis line and for the revolveÕs sweep angle.It is possible to later delete history so that you are only working with the shape node. DonÕt forget though, that the dependency nodes have attributes that can be animated. Therefore, you lose some power if you delete history.You will learn how to work with history in Lesson 11, Lesson 12 and the Dependency Graph chapter.DEFORMATIONSDeformers are special object types that can be used to reshape other objects. By using deformers, you can give your animations more of a squash and stretch quality.A powerful feature of MayaÕs deformers is that they can be layered for more subtle effects. You can also bind deformers into skeletons or affect them with soft body dynamics.Listed below are some of the key deformer types available in Maya.LatticesLattices are external frames that can be applied to your objects. If you then reshape the frame the object is deformed in response.Lattice deformerYou will learn how to work with lattices in Lesson 6, Lesson 11 and Lesson 15.Sculpt objectsSculpt objects let you deform a surface by pushing it with the object. By animating the position of the sculpt object, you can achieve animated surface deformations.CurveSurfaceRevolvemanipulatorsshapeYou will learn how to work with a sculpt flexor in Lesson 15.ClustersClusters are groups of CVs or lattice points that are built into a single set. The cluster is given its own pivot point and can be used to manipulate the clustered points. You can weight the CVs in a cluster to get more subtle effects.Cluster deformerYou will learn how to work with clusters inLesson 7.CHARACTER ANIMATIONIn Maya, character animation typically involves the animation of surfaces using skeleton joint chains and inverse kinematic handles to help drive the motion. At the same time, the chains can be set up to work with special sculpt objects and lattices known as flexors . These let you perform surfacedeformations that will add realism to your character.Joints and bonesInverse kinematicsBy default, joint chains work like any other hierarchy. The rotation of one joint istransferred to the lower joint nodes. This is known as forward kinematics . While thismethod is powerful, it makes it hard to plant a characterÕs feet or move a hand to control the arm.Character joint hierarchyJoint Bone Root jointRoot jointInverse kinematics lets you work with the hierarchy in the opposite direction. By placing an IK handle that runs from a start joint to an end joint, you can better control the chain of joints. There are three kinds of solvers in Maya Ð the IK spline, the IK single chain and the IK rotate plane.Each of these solvers is designed to help you control the joint rotations using the IK handle as a goal. As the IK handle moves, the IK solver defines the joint rotations that let the end joint move to the IK handle position.The individual solvers have their own unique controls. Some of these are outlined below: Single chain solverThe single chain solver provides a straight forward mechanism for posing and animating a chain. By moving the IK handle, the chain will update so that the joints lie on a plane.IK single chain solverYou will learn how to use the IK single chain solver in Lesson 7.Rotate plane solverThe rotate plane solver gives you more control. With this solver, the plane that acts as the goal for all the joints can be moved by rotating the plane using a twist attribute or by moving the pole vector handle.IK rotate plane solverYou will learn how to use the IK rotate plane solver in Lesson 15.IK spline solverThe IK spline solver lets you control the chain using a spline curve. You can edit the CVs on the spline to update the rotation of the joints in the chain.IK spline solverYou will learn how to use the IK spline solver in Lesson 7.Start joint End joint Pole vectorIK handlehandleHandle vector planeSurface deformationsYou will learn how to use bind skin in Lesson 5.FlexorsIn many cases, skinning a character does not yield realistic deformations in the characterÕs joint areas. You can use flexors to add this secondary level of deformations to help with the tucking and bulging of your character.FlexorsYou will learn how to work with flexors in Lesson 15.In Maya, you add texture maps and other rendering effects using shading groups . A shading group is a network of dependency nodes that all connect into a shading group node. Even the assigned surfaces and related lights are part of a shading group.Shading group dependenciesYou can think of a shading group as a sort of bucket into which you place all the color, texture and material qualities that you want on your surface. You then dip in the surface and throw in a light or two and the final effect is achieved.Shading group node iconsYou will learn how to create shading groups in Lesson 3, Lesson 9, Lesson 11 and Lesson 12.Sculpt flexorLattice flexorTexture mapsTo add detail to your shading groups, you can texture map different attributes. Some of these include bump, transparency and color.Texture map layersYou will learn how to texture map objects in Lesson 3 and Lesson 9. Other mapping techniques will be used in Lesson 11 and Lesson 12.LightingBefore you render, you can light your scenes using any number of lights. These lights let you add mood and atmosphere to a scene in much the same way as lighting is used by a photographer. Maya lets you preview your lights interactively as you model, or you can render to see the final effect.Light manipulatorYou will start applying lights in Lesson 3.Motion blurWhen a real-life camera takes a shot of amoving object the final image is often blurred. This motion blur adds to the animated look of a scene and can be used in Maya. You will use motion blur throughout this book.Motion blurHardware renderingMaya includes hardware rendering that lets you see rendered images on your screen for previewing your animations. You can also use the hardware renderer to render some particle effects. These effects can later becomposited in with software rendered images of your geometry.Hardware renderingColor mapBump mapCombined effectNo motion blurMotion blurturn on raytracing.A-buffer renderingRaytrace renderingRaytracing lets you include reflections and refractions into your scenes. Maya has a selective raytracer which means that only objects or shading groups that have raytrace capabilities will use this renderer. Raytracing is slower than the default A-buffer and should be used only when it is required to enhance the look of a scene.Raytrace rendering the Render Globals information, and the whole tile is rendered.As the renderer moves on to the next section, it again analyzes the situation. If it hits a tile where there is more information than it wants to handle at one time, it then breaks the tile down into a smaller tile and renders.Rendering of A-buffer tiles in progress When you use raytracing, each tile is first rendered with the A-buffer, then the renderer looks for items that require raytracing. If it finds any, then it layers in the raytraced sections. When it finishes, you have your finished image, or if you are rendering an animation, a sequence of images.You will render your scenes in Lesson 3, Lesson 9, Lesson 14 and Lesson 16.ConclusionNow that you have a basic understanding of what Maya is designed to do, it is time for you to start working with the system directly. The concepts outlined in this introduction will make a lot more sense when you experience them first hand.DonÕt forget to place the learningMaya directory into your project directory so that you have tutorial support files on hand. If you havenÕt done this yet, you can still complete the Getting Started section which does not require any support files.。