Autodesk maya 2014 [[electronic resource] ] : essentials / / Paul Naas
| Autodesk maya 2014 [[electronic resource] ] : essentials / / Paul Naas |
| Autore | Naas Paul |
| Edizione | [1st edition] |
| Pubbl/distr/stampa | Indianapolis, Ind., : Sybex ; , : Autodesk, c2013 |
| Descrizione fisica | 1 online resource (306 p.) |
| Disciplina | 006.696 |
| Soggetto topico |
Computer animation
Computer graphics |
| Soggetto genere / forma | Electronic books. |
| ISBN | 1-118-74443-8 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Contents; Introduction; Chapter 1: Understanding the Maya Interface; Exploring Interface Elements; Moving Views and Manipulating Objects; Using Maya Windows and Menus; Setting Preferences; Getting Help; Chapter 2: Creating Your First Animation; Using Good Scene-File Management; Creating and Animating a Bouncing Ball; Refining Movement in the Graph Editor; Using Animation Principles to Improve Your Work; Creating a Playblast of Your Animation; Chapter 3: Modeling with Polygons, Part 1; Understanding Polygons; Constructing a Good Model; Getting Started and Using the Main Modeling Tools
Box Modeling and Building a CharacterChapter 4: Modeling with Polygons, Part 2; Creating Edge Loops; Adjusting Vertices, Polygons, and Edges, and Adding Details; Chapter 5: Modeling with Polygons, Part 3; Refining and Cleaning Up; Mirroring Your Model; Deleting History; Chapter 6: Surfacing Your Character; Creating a Surface; Laying Out UVs; Texture Mapping; Chapter 7: Getting Bent Out of Shape: Blend Shapes; Understanding Blend Shapes and How They Work; Creating Deformers for Your Character; Setting Up the Blend Shape Interface; Chapter 8: Dem Bones: Setting Up Your Joint System Understanding How Joints WorkBuilding Joint Chains; Putting It All Together; Putting It to Use: Connecting the Joints to Your Model; Chapter 9: Weighting Your Joints; Understanding Joint Weighting and Why It's Important; Adjusting Weights; Chapter 10: Rigging Your Character; Understanding Basic Rigging Concepts; Setting Up the Leg Controls; Setting Up the Torso Control; Setting Up the Character Control; Creating a Custom Shelf; Chapter 11: Setting the Scene: Creating an Environment; Building a Room; Building Props; Chapter 12: Making It Move: Animating Your Character Setting Up Maya for AnimationAnimating Your Character; Chapter 13: Let There Be Light: Lighting Your Shot; Understanding the Three-Point Lighting System; Using the Maya Lights; Lighting Your Scene; Performing Light Linking; Chapter 14: Rendering and Compositing Your Scene; Making 2D Images Out of 3D Scenes; Performing Compositing; APPENDIX A |
| Record Nr. | UNINA-9910464785103321 |
Naas Paul
|
||
| Indianapolis, Ind., : Sybex ; , : Autodesk, c2013 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||
Autodesk maya 2014 [[electronic resource] ] : essentials / / Paul Naas
| Autodesk maya 2014 [[electronic resource] ] : essentials / / Paul Naas |
| Autore | Naas Paul |
| Edizione | [1st edition] |
| Pubbl/distr/stampa | Indianapolis, Ind., : Sybex ; , : Autodesk, c2013 |
| Descrizione fisica | 1 online resource (306 p.) |
| Disciplina | 006.696 |
| Soggetto topico |
Computer animation
Computer graphics |
| ISBN | 1-118-74443-8 |
| Formato | Materiale a stampa |
| Livello bibliografico | Monografia |
| Lingua di pubblicazione | eng |
| Nota di contenuto |
Contents; Introduction; Chapter 1: Understanding the Maya Interface; Exploring Interface Elements; Moving Views and Manipulating Objects; Using Maya Windows and Menus; Setting Preferences; Getting Help; Chapter 2: Creating Your First Animation; Using Good Scene-File Management; Creating and Animating a Bouncing Ball; Refining Movement in the Graph Editor; Using Animation Principles to Improve Your Work; Creating a Playblast of Your Animation; Chapter 3: Modeling with Polygons, Part 1; Understanding Polygons; Constructing a Good Model; Getting Started and Using the Main Modeling Tools
Box Modeling and Building a CharacterChapter 4: Modeling with Polygons, Part 2; Creating Edge Loops; Adjusting Vertices, Polygons, and Edges, and Adding Details; Chapter 5: Modeling with Polygons, Part 3; Refining and Cleaning Up; Mirroring Your Model; Deleting History; Chapter 6: Surfacing Your Character; Creating a Surface; Laying Out UVs; Texture Mapping; Chapter 7: Getting Bent Out of Shape: Blend Shapes; Understanding Blend Shapes and How They Work; Creating Deformers for Your Character; Setting Up the Blend Shape Interface; Chapter 8: Dem Bones: Setting Up Your Joint System Understanding How Joints WorkBuilding Joint Chains; Putting It All Together; Putting It to Use: Connecting the Joints to Your Model; Chapter 9: Weighting Your Joints; Understanding Joint Weighting and Why It's Important; Adjusting Weights; Chapter 10: Rigging Your Character; Understanding Basic Rigging Concepts; Setting Up the Leg Controls; Setting Up the Torso Control; Setting Up the Character Control; Creating a Custom Shelf; Chapter 11: Setting the Scene: Creating an Environment; Building a Room; Building Props; Chapter 12: Making It Move: Animating Your Character Setting Up Maya for AnimationAnimating Your Character; Chapter 13: Let There Be Light: Lighting Your Shot; Understanding the Three-Point Lighting System; Using the Maya Lights; Lighting Your Scene; Performing Light Linking; Chapter 14: Rendering and Compositing Your Scene; Making 2D Images Out of 3D Scenes; Performing Compositing; APPENDIX A |
| Record Nr. | UNINA-9910789464403321 |
Naas Paul
|
||
| Indianapolis, Ind., : Sybex ; , : Autodesk, c2013 | ||
| Lo trovi qui: Univ. Federico II | ||
| ||