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
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
Wednesday, October 15, 2008
October 2008 Intro Curriculum
Week One
Workspace
Modeling
Animation
Week Two
Shading
Lighting
Rendering
Week Three
Modeling
Animation
Shading
Lighting
Workspace
Workspace
Animation
Shading
Workspace
Modeling
Workspace
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
- Camera basics
- homework – Two-node Camera p.84
Workspace
- Hypergraph
- Curve creation and editing
- Revolves
- Construction History
- Extruded surfaces
- Lofting
- homework – Revolve & Extrude p.97
- homework – Lofting Fish p. 103
- Graph editor
- homework – Tangent Plane p. 114
- Texture maps
- Mapping coordinates
- homework – Barn Textures p. 120
- Soft shadows
- Depth maps
- Gobos
- homework – Soft Shadows p. 130
- homework – Gobos p. 133
Workspace
- Shelves
- 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
Shading
- Bump maps
- Transparency
- homework – Butterfly p. 172
- Area lights
- Raytraced soft shadows
- homework – Cornell Box Area Light p. 177
- homework – Raytraced Shadows p. 180
- Depth of Field
- homework – Depth of Field p. 136
Workspace
- Artisan select and sculpt
- Docking the tool settings
- homework – Artisan p. 191
- Motion paths
- Driven keys
- homework – Motion Path Plane p. 197
- homework – Driven Keys p. 203
- Displacement maps
- homework – Displacement Wing p. 227
- Three-point lighting
- homework – Three-point Lighting p. 252
- OptiFX
- homework – Optical FX p. 184
Modeling
- Text and Bevel Plus
- homework – Chicken Model p. 154
- Skeleton basics
- Added attributes
- homework – Skeleton p. 211
- TBA
- TBA
- Batch rendering animation
- homework – Camera Cuts p. 256
Workspace
- Show by type in view
- Snapping
- Cluster deformers
- Lattices
- homework – Clusters p. 269
- Constraints
- Inverse kinematics
- homework – Constraints p. 276
- homework – IK Rigging p. 279
- 3d painting
- homework – 3D Painting p. 291
- TBD
- Motion Blur
- homework – Motion Blur p. 299
- Touch of MEL
- Advanced poly modeling tools
- Skinning
- Reflection mapping
- TBD
- 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 )
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
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
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