3D Animation Using Maya

Review — Graph Editor (Adding Character) (3D Animation Using Maya)

The Graph Editor is the visual representation of the animation values and timing of your scene. The in-betweens are represented by the curves flowing between the points (keyframes). In other words, the way an object gets from point A to point B to point C is determined by the tangents in the Graph Editor. To […]

Workspace — Efficient Workflow (Adding Character) (3D Animation Using Maya)

Maya’s user interface is much more than meets the eye at first. It’s clear that you can run commands and select tools through the traditional menus, but you can also access these things from a series of keyboard shortcuts and special radial menus. The buttons at the top of the interface can be rearranged, deleted, […]

Modeling — Box Modeling with Polygons and Sub-d Surfaces (Adding Character) (3D Animation Using Maya) Part 2

Modeling Exercise — Box Modeling Saddle 1.    Make sure that Construction History is turned on. 2.    Create a polygonal cube with the following options: Width = 2, Height = 0.1, Depth = 1, Subdivisions Along Width = 6, Subdivisions Along Height = 1, and Subdivisions Along Depth = 4. Rename the cube saddle. 3.    RMB-click […]

Modeling — Box Modeling with Polygons and Sub-d Surfaces (Adding Character) (3D Animation Using Maya) Part 1

This is similar to the approach taken in CAD software. Organic shapes — ones with curves, wrinkles, swoops, undercuts, branching surfaces, etc. — often require a different approach. One such approach is the CGI equivalent to stone sculpture, known as “volume modeling,” “box modeling,” or “derived surface modeling.” In box modeling, a rough, low-geometry shape […]

Modeling — Box Modeling with Polygons and Sub-d Surfaces (Adding Character) (3D Animation Using Maya) Part 3

Modeling Exercise — Smooth Polygon Chicken Smooth polygon and subdivision surface models are often created by first building a low-poly-gon model, and then later doing a conversion. In this exercise, you’ll use some of the most common polygon modeling methods to sculpt the rough form. The conversion to a smooth polygon surface will allow for […]

Animation — Hierarchies and Groups (Adding Character) (3D Animation Using Maya) Part 1

To make the job of animating complex models and motions easier, you can link \t    objects together and bundle them into groups. Links are created hierarchically, which means that one object will be higher up on the list of influence than another. This top-level object is called a parent; under it are its children. Objects […]

Animation — Hierarchies and Groups (Adding Character) (3D Animation Using Maya) Part 2

Animation Exercise — ‘Toon Tire In this exercise we’ll create a spinning tire that takes on cartoon proportions as it spins out, gains traction, and then takes off. 1.    Create a capped NURBS cylinder with the following settings. Axis = Z. Height = 1. Caps = Both. Rename the cylinder wheel and then move it […]

Shading — Bump Maps and Transparency (Adding Character) (3D Animation Using Maya)

Look at most objects in the real world and you’ll find that they have not just color, ^—I JA texture, and shininess but a whole host of other attributes that make them unique. The surface of a piece of sandpaper, for example, has a “bumpiness” that is caused by many tiny bits of sand that […]

Lighting — Area Lights and Raytracing (Adding Character) (3D Animation Using Maya)

The type of light we see in the real world is a very complex entity to re-create on the (sj computer. It’s the actual energy of light bouncing off surfaces, casting colored bounce light and soft shadows, that we try to emulate when placing light sources in Maya. The spot, point, and direct lights we’ve […]

Rendering — Camera Effects (Adding Character) (3D Animation Using Maya)

In the real world, if you point a camera at a bright light source and snap a picture, kCfl) y°u’U get a bright glowing spot in your picture, along with a lens flare. The glowing is caused by overexposure. The lens flare is produced by the series of glass lenses that the light passes through […]