Table of Contents:
  • Mastering Autodesk Maya 2013
  • Acknowledgments
  • Untitled
  • About the Author
  • About the Contributing Authors
  • Contents at a Glance
  • Contents
  • Introduction
  • Chapter 1: Working in Autodesk Maya
  • Creating and Editing Nodes
  • Creating Maya Projects
  • Organizing Complex Node Structures with Assets
  • File References
  • The Bottom Line
  • Chapter 2: Virtual Filmmaking
  • Determining the Image Size and Film Speed of the Camera
  • Creating and Animating Cameras
  • Creating Custom Camera Rigs
  • Applying Depth of Field and Motion Blur
  • Advanced Polygon-Editing ToolsWorking with SubDs
  • The Bottom Line
  • Chapter 5: Animation Techniques
  • Using Joints and Constraints
  • Inverse Kinematics
  • Keyframe Animation
  • The Graph Editor
  • Playblast and FCheck
  • Driven Keys
  • Motion Path Animation
  • Motion Trails
  • Animating Constraints
  • Animation Layers
  • The Bottom Line
  • Chapter 6: Animating with Deformers
  • Animating Facial Expressions Using Blend Shapes
  • Animating Blend Shapes Sequentially
  • Animating with Lattices
  • Animating Object Components with Clusters
  • Animating a Scene Using Nonlinear DeformersCreating a Jiggle Effect
  • Optimizing Animations with the Geometry Cache
  • The Bottom Line
  • Chapter 7: Rigging and Muscle Systems
  • Understanding Rigging
  • Creating and Organizing Joint Hierarchies
  • Rigging the Giraffe
  • Human Inverse Kinematics
  • Skinning Geometry
  • The Maya Muscle System
  • The Bottom Line
  • Chapter 8: Paint Effects
  • Using the Paint Effects Canvas
  • Painting on 3D Objects
  • Understanding Strokes
  • Designing Brushes
  • Create Complexity by Adding Strokes to a Curve
  • Shaping Strokes with Behavior ControlsAnimating Strokes
  • Rendering Paint Effects
  • The Bottom Line
  • Chapter 9: Lighting with mental ray
  • Shadow-Casting Lights
  • Indirect Lighting: Global Illumination
  • Indirect Illumination: Final Gathering
  • Image-Based Lighting
  • Physical Sun and Sky
  • mental ray Area Lights
  • Light Shaders
  • The Bottom Line
  • Chapter 10: mental ray Shading Techniques
  • Shading Concepts
  • Creating Blurred Reflections and Refractions Using Standard Maya Shaders
  • Basic mental ray Shaders
  • Car Paint Materials
  • Using Orthographic and Stereo CamerasUsing the Camera Sequencer
  • The Bottom Line
  • Chapter 3: Modeling I
  • Understanding Polygon Geometry
  • Using Subdivision Surfaces
  • Understanding NURBS
  • Employing Image Planes
  • Modeling NURBS Surfaces
  • NURBS Tessellation
  • Modeling with Polygons
  • The Bottom Line
  • Chapter 4: Modeling II
  • Modeling with Deformers
  • Combining Meshes
  • Using Bevel Plus and Bevel Edges
  • Using Curves
  • Converting NURBS Surfaces to Polygons
  • Boolean Operations
  • Sculpting Polygons Using Artisan