LEADER 06407nam 2200781 a 450 001 9910781698903321 005 20200520144314.0 010 $a1-118-14853-3 010 $a1-283-20430-4 010 $a9786613204301 010 $a1-118-14855-X 035 $a(CKB)2550000000041441 035 $a(EBL)818780 035 $a(OCoLC)747412452 035 $a(SSID)ssj0000538971 035 $a(PQKBManifestationID)11369746 035 $a(PQKBTitleCode)TC0000538971 035 $a(PQKBWorkID)10576674 035 $a(PQKB)10868123 035 $a(Au-PeEL)EBL818780 035 $a(CaPaEBR)ebr10484656 035 $a(CaONFJC)MIL320430 035 $a(CaSebORM)9780470919774 035 $a(MiAaPQ)EBC818780 035 $a(EXLCZ)992550000000041441 100 $a20110524d2011 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aMastering Autodesk Maya 2012$b[electronic resource] /$fTodd Palamar, Eric Keller ; [with Anthony Honn, Lee Lanier, and Beau Janzen] 205 $a1st ed. 210 $aSan Francisco $cWiley Pub., Inc.$d2011 215 $a1 online resource (978 p.) 225 1 $aAutodesk official training guide 225 1 $aSerious skills 300 $aIncludes index. 311 $a0-470-91977-9 327 $aMastering Autodesk® Maya® 2012; Introduction; Who Should Buy This Book; What's Inside; How to Contact the Author; Working in Autodesk Maya; Creating and Editing Maya Nodes; Using the Hypergraph; Connecting Nodes with the Connection Editor; Creating Node Hierarchies in the Outliner; Displaying Options in the Outliner; The Channel Box; The Attribute Editor; Working with Shader Nodes in the Hypershade; Creating Maya Projects; Creating a New Project; Editing and Changing Projects; Organizing Complex Node Structures with Assets; Creating an Asset; Publishing Asset Attributes 327 $aUsing the Asset EditorFile References; Referencing a File; Using Reference Proxies; The Bottom Line; Virtual Filmmaking with Autodesk Maya Cameras; Determining the Image Size and Film Speed of the Camera; Setting the Size and Resolution of the Image; Setting the Film Speed; Creating and Animating Cameras; Creating a Camera; Setting Camera Attributes; Limiting the Range of Renderable Objects with Clipping Planes; Composing the Shot Using the Film Back Settings; Creating a Camera Shake Effect; Using an Expression to Control Alpha Offset; Creating Custom Camera Rigs; Swivel Camera Rig 327 $aSwivel Camera Rig AssetApplying Depth of Field and Motion Blur; Rendering Using Depth of Field; Creating a Rack Focus Rig; Adding Motion Blur to an Animation; Using Orthographic and Stereo Cameras; Orthographic Cameras; Stereo Cameras; Using the Camera Sequencer; The Bottom Line; Modeling I; Understanding Polygon Geometry; Polygon Vertices; Polygon Edges; Polygon Faces; Working with Smooth Polygons; Using Subdivision Surfaces; Understanding NURBS; Understanding Curves; Understanding NURBS Surfaces; Surface Seams; NURBS Display Controls; Employing Image Planes; Modeling NURBS Surfaces 327 $aLofting SurfacesIntersecting Surfaces; Trim Surfaces; Working with Trim Edges; Fillet Surfaces; Creating Rail Surfaces; Lofting Across Multiple Curves; Live Surfaces; NURBS Tessellation; Modeling with Polygons; Shaping Using Smooth Mesh Polygon Geometry; Insert Edge Loops; Extruding Polygons; Edge Creasing; Mirror Cut; The Bottom Line; Modeling II; Modeling with Deformers; Using a Lattice; Soft Modification Tool; Combining Meshes; Using Bevel Plus and Bevel Edges; Creating the Curves; Projecting the Curve; Bevel Edges; Using Curves; Create an Extrusion Curve; Extrude Along a Curve 327 $aDrawing Curves on a Live SurfaceConvert NURBS Surfaces to Polygons; Employing Revolved Surfaces; NURBS Extrusions; Boolean Operations; Using Booleans; Cutting Polygons; Sculpting Polygons Using Artisan; Advanced Polygon Editing Tools; Append a Polygon; Interactive Split Tool; Spin a Polygon Edge; Bridge Polygons; Working with SubDs; Modeling with SubDs; SubD Levels; The Bottom Line; Animation Techniques; Using Joints and Constraints; Joint Basics; Point Constraints; Aim Constraints; Inverse Kinematics; IK Handle Tool; Create a Master Control; Keyframe Animation; Creating Keyframes 327 $aAuto Keyframe 330 $a"The exclusive, official guide to the very latest version of MayaGet extensive, hands-on, intermediate to advanced coverage of Autodesk Maya 2012, the top-selling 3D software on the market. If you already know Maya basics, this authoritative book takes you to the next level. From modeling, texturing, animation, and visual effects to high-level techniques for film, television, games, and more, this book provides professional-level Maya instruction. With pages of scenarios and examples from some of the leading professionals in the industry, author Todd Palamar will help you master the entire CG production pipeline. Provides professional-level instruction on Maya, the industry-leading 3D animation and effects software used in popular films, games, and commercials Covers the very latest Maya 2012 tools and features, including the new fluid simulation tools Showcases the techniques of professionals through numerous examples, demonstrating how to set up and manage 3D animation and visual effects pipelines Includes challenging tutorials and real-world scenarios from some of the leading professionals in the industry If you're looking for an in-depth, professional Maya resource to turn to again and again, this is the book you need"--$cProvided by publisher. 410 0$aAutodesk official training guide. 410 0$aSerious skills. 606 $aComputer animation 606 $aComputer graphics 606 $aThree-dimensional display systems 615 0$aComputer animation. 615 0$aComputer graphics. 615 0$aThree-dimensional display systems. 676 $a006.6/96 686 $aCOM012000$2bisacsh 700 $aPalamar$b Todd$01479509 701 $aKeller$b Eric$f1969-$01479510 701 $aHonn$b Anthony$01479511 701 $aLanier$b Lee$01479512 701 $aJanzen$b Beau$01479513 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910781698903321 996 $aMastering Autodesk Maya 2012$93695667 997 $aUNINA