Monday, December 01, 2008

Makeup class

As we decided last week (very democratically, I think!) the makeup class will be on Friday, Dec. 19th at 7pm. There's still a Monday class that week, this is the "bonus" class.

Sunday, November 09, 2008

Updated Curriculum

I updated the first three weeks in the curriculum post down below to more accurately reflect reality. See you tomorrow night.

Monday, November 03, 2008

Class 2 tonight

I'm back in town and will see everyone for class tonight. Nothing else to report.

Thursday, October 23, 2008

Week 2 with Pascal

I'll be out for week 2 (we'll do a makeup lecture/bonus class at some point in the future) so Pascal will be there to take you through some review of the basic
  • camera,
  • move,
  • rotate,
  • scale and
  • keyframe
skills we covered in week 1. Also, please have him show you the basics of opening and saving files, in case there are any questions about getting the project file's from the book lessons to work.

Wednesday, October 15, 2008

October 2008 Intro Curriculum

Week One
Workspace
  • Introduction to the Maya Interface
  • Cartesian Coordinates and 3D space
  • Project Management
  • Layers
  • Outliner
  • Hotkeys - Q,W,E,R,4,5
  • Camera navigation
  • 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
  • optional – 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


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
Week Six

Animation
  • Hierarchies and groups
  • homework – Wagon Groups p. 163
  • homework – Toon Tire p. 167

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
  • TBA
Lighting
  • TBA
Rendering
  • Batch rendering animation
  • homework – Camera Cuts p. 256
Week Nine
Workspace
  • Show by type in view
  • 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
  • TBD
Rendering
  • Motion Blur
  • homework – Motion Blur p. 299
Week Ten
  • Touch of MEL
Modeling
  • Advanced poly modeling tools
Animation
  • Skinning
Shading
  • Reflection mapping
Lighting
  • TBD
Rendering
  • Rendering in layers

Wednesday, January 24, 2007

Odds and ends

Here are some questions I got from Bart. I'll go over them on Thursday night.

1) How can Subdivision Surfaces be added to the polygon building workflow? I understand that one can just convert the model to SubD,s and continue working, making creases and getting all the SubD details, and then convert it back to Poly’s. But won’t all those details be compromised or lost when converted back?

2) Please demonstrate how to create a Z-depth pass.

3) Not to take up class time with this, but last week you demonstrated how to create a fully reflective ray-traced object ( two toruses actually ). I recall that moved some material sliders to zero and that you assigned a file you created called “toyroom_refl.tif” into the Reflective Color node. In any case I’ve been unable to recreate the image you came up with, which was: a totally reflective surface with an environmental map as well. ( I may be confused on one or two parts of this recall of events )

Tuesday, December 12, 2006

Move a CV to absolute coordinates

Here's the question I got from Bart:

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