Tuesday, December 12, 2006
Move a CV to absolute coordinates
John:
>
> I've got a "move CVs" question. Is there something that can be entered in the Command Line that will force a CV to a certain value? For instance, I want to move some CVs to a Z value of "0". I know you showed us one technique for this. Can it be done in the command line as well?
>
> Thanks,
> Bart
Yes, you can click on the word CVs (click to show) in the channel box to see their relative coordinates. The problem is, all of them start life at relative 0,0,0 until you tweak them.
The MEL command to do an absolute move will work as expected, however.
Just pick a CV and then type:
move 0 0 0;
That'll send it to the origin.
To do an absolute translation on a single axis:
move -z 0;
That'll leave x and y alone.
For full info, type:
help move
into your script editor.
-JP
Monday, December 11, 2006
Ambient occlusion
Here is the recipe for doing an ambient occlusion render:
Assign a SurfaceShader material to your objects.
In the Out Color slot of the material click on the checkerboard box (create render node) and then choose the Mental Ray tab, Textures turndown and the mib_amb_occ texture.
Switch the renderer to mental ray from the Render Settings tab.
Hit render.
To adjust the quality, increase the samples to something like 64 - 128 in the mib_amb_occ node.
Tuesday, November 28, 2006
Intermediate notes
We'll be covering the main topics a well-rounded Maya user/T.D. needs to know. It's a ten week class, during which we'll create a shot with a character, set, props, camera, animation, shaders, lighting, and rendering. I've divided it up this way:
Week 1:
Modeling the character
Week 2:
Set and prop modeling
Week 3:
UV layout, including projections and pelt mapping
Week 4:
Textures/Paint/Shaders
Week 5:
Rigging the character
Character interface
Week 6:
Animation
Camera animation/Path animation
Week 7:
Lighting
Ambient Occlusion
Week 8:
Rendering
MEL
No class
Thursday, October 26, 2006
General help
Two good forums to find help:
Highend3D
http://www.highend3d.com/boards/index.php?showforum=291
CGTalk
http://forums.cgsociety.org/forumdisplay.php?f=7
Tuesday, October 10, 2006
Rolling ball is extra credit
Monday, October 09, 2006
Download the PLE
One thing to know -- you cannot save a file in Personal Learning Edition and then open it in Real I Paid For It edition.
-JP
Monday, October 02, 2006
Intro notes
Studio Arts
Introduction to Maya for Disney TV
Instructor: John Park jp@understandingmaya.com
Objective:
This class teaches the fundamentals of computer animation using Autodesk Maya 3D animation software. You’ll learn the basics of:
· Working in 3D space,
· Navigating the Maya interface,
· Creating models,
· Animating objects
· Building material shaders,
· Lighting scenes,
· Using cameras, and,
· Rendering finished work for output to print and video.
Methodology:
This is a ten-week course. Each class covers different aspects of the following topics: workspace, modeling, animation, shading, lighting, and rendering.
By covering the same topics each week, you’ll gain familiarity with the general 3D concepts very quickly. This allows the level of detail to increase quickly as well. Each class will include lectures, demonstrations and hands on work. You’ll learn a new concept and then immediately try it out.
Assignments:
The homework assignments will be exercises from the textbook Understanding 3D Animation Using Maya. I’ll also be posting updates to the blog mayaintro.blogspot.com if there are any handouts to supplement the text. You can always email me we questions at jp@understandingmaya.com.
Results:
Through continual refinement of your skills, I think you’ll come away from this class with a clear understanding of how to work in Maya. When you’ve completed the class you should be prepared for more specialized training in Maya, such as character animation, character rigging, modeling, lighting, and set design/previsualization.
Sunday, October 01, 2006
Curriculum
Workspace
❑ Introduction to the Maya Interface
❑ Cartesian Coordinates and 3D space
❑ Project Management
❑ homework – Transformation Tools p.13
Modeling
❑ Geometric primitives as building blocks
❑ homework – Barn p. 26
Animation
❑ Setting keyframes
❑ Ball bounce
❑ homework – Create Project p. 57
❑ homework – Build and Animate Ball Rolling p. 51
Week Two
Shading
❑ Shader basics
❑ homework – Shading Donuts p. 37
Lighting
❑ Point lights - intensity, color, shadow
❑ homework – Lighting Donuts p. 41
Rendering
❑ Render globals
❑ homework – Rendering Donuts p. 46
Week Three
Workspace
❑ Outliner
❑ Hotkeys
Modeling
❑ Geometry types
❑ Component mode
❑ homework – NURBS Components p. 63
Animation
❑ Pivot points
❑ homework – Pivot Points p. 73
Shading
❑ Material types
❑ homework – Material types p. 77
Lighting
❑ Spotlights
❑ homework – Spotlight p.80
Rendering
❑ Camera basics
❑ homework – Two-node Camera p.84
Week Four
Workspace
❑ Hypergraph
Modeling
❑ Curve creation and editing
❑ Revolves
❑ Construction History
❑ Extruded surfaces
❑ Lofting
❑ homework – Revolve & Extrude p.97
❑ homework – Lofting Fish p. 103
Animation
❑ Graph editor
❑ homework – Tangent Plane p. 114
Shading
❑ Texture maps
❑ Mapping coordinates
❑ homework – Barn Textures p. 120
Lighting
❑ Soft shadows
❑ Depth maps
❑ Gobos
❑ homework – Soft Shadows p. 130
❑ homework – Gobos p. 133
Week Five
Workspace
❑ Shelves
Modeling
❑ Polygon modeling techniques – box modeling
❑ Extrude face
❑ Split polygon
❑ Smooth proxy
❑ homework – Saddle p. 146
Animation
❑ Hierarchies and groups
❑ homework – Wagon Groups p. 163
❑ homework – Toon Tire p. 167
Week Six
Shading
❑ Bump maps
❑ Transparency
❑ homework – Butterfly p. 172
Lighting
❑ Area lights
❑ Raytraced soft shadows
❑ homework – Cornell Box Area Light p. 177
❑ homework – Raytraced Shadows p. 180
Rendering
❑ Depth of Field
❑ homework – Depth of Field p. 136
Week Seven
Workspace
❑ Artisan select and sculpt
❑ Docking the tool settings
❑ homework – Artisan p. 191
Animation
❑ Motion paths
❑ Driven keys
❑ homework – Motion Path Plane p. 197
❑ homework – Driven Keys p. 203
Shading
❑ Displacement maps
❑ homework – Displacement Wing p. 227
Lighting
❑ Three-point lighting
❑ homework – Three-point Lighting p. 252
Rendering
❑ OptiFX
❑ homework – Optical FX p. 184
Week Eight
Modeling
❑ Text and Bevel Plus
❑ homework – Chicken Model p. 154
Animation
❑ Skeleton basics
❑ Added attributes
❑ homework – Skeleton p. 211
Shading
❑ Toon shading
Lighting
❑ Global Illumination caustics
❑ homework – GI handout
Rendering
❑ Batch rendering animation
❑ homework – Camera Cuts p. 256
Week Nine
Workspace
❑ Show by type in view
❑ Hiding/showing, layers
❑ Snapping
Modeling
❑ Cluster deformers
❑ Lattices
❑ homework – Clusters p. 269
Animation
❑ Constraints
❑ Inverse kinematics
❑ homework – Constraints p. 276
❑ homework – IK Rigging p. 279
Shading
❑ 3d painting
❑ homework – 3D Painting p. 291
Lighting
❑ final gather in mental ray
❑ homework – Final Gather p. 294
Rendering
❑ Motion Blur
❑ homework – Motion Blur p. 299
Week Ten
❑ Touch of MEL
Modeling
❑ Advanced poly modeling tools
Animation
❑ Skinning
Shading
❑ Reflection mapping
Lighting
❑ Image based lighting basics
Rendering
❑ Rendering in layers