Understanding Maya

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Understanding Maya

Maya Maya

Maya is a character life and ocular effects system designed for the professional energizer. Built on a procedural architecture called the Dependency graph, Maya offers unbelievable power and flexibleness for bring forthing digital images of alive characters and scenes. Equally shortly as you launch Maya and get down snaping on the assorted icons and bill of fares, you begin to acquire a sense of the possibilities that lie in front. This tutorial book is designed to rapidly do those possibilities existent by giving you hands-on experience with Maya as you complete a series of project-focused lessons. This book is designed to learn you how to work in MayaOs integrated environment. In each undertaking, you will pattern, inspire, texture map, add ocular effects and render. Shown below are the four undertakings that you will be inspiring as you complete this book:

Geting Started: Bouncing Ball

Undertaking One: Salty the Seal

Undertaking Two: Space Battle

Undertaking Three: Crude Man

Understanding Maya Understanding Maya

To understand Maya, it helps to understand how Maya works at a conceptual degree. This debut is designed to give you the narrative about Maya. This means that the focal point of this debut will be on how different Maya constructs are woven together to make an incorporate workspace. While this book teaches you how to pattern, inspire and render in Maya, these constructs are taught with a peculiar focal point on how MayaOs implicit in architecture supports the creative activity of alive sequences. You will shortly larn how MayaOs architecture can be explained utilizing a individual line. nodes with properties that are connected. As you work through this book, the significance of that statement becomes clearer and you will larn to appreciate how MayaOs interface lets you concentrate on the act of creative activity, while giving you entree to the power inherent in the implicit in architecture.

A typical Maya workspace layout

The user interface The user interface

The Maya user interface includes a figure of tools, editors and controls. You can entree these utilizing the chief bill of fare or utilizing particular context-sensitive marker bill of fare. You can besides utilize shelves to hive away of import icons or hotkeys to rush up work flow. Maya is designed to allow you configure the user interface as you see fit.

Taging bill of fare Marking bill of fare

To work with objects, you can come in values utilizing coordinate entry or you can utilize more synergistic 3D operators. Manipulator handles allow you redact your objects with a simple click-drag.

Maya operators Maya operators

MayaOs user interface supports multiple degrees of undo and redo and includes a retarding force anddrop paradigm for accessing many parts of the workspace.

You will larn how to us

e the assorted user interface elements in Lesson One and the Working in 3D.

In Maya, you will construct and inspire objects in three dimensions. These dimensions are defined by the cardinal axes which are labeled as Ten, Y and Z. These represent the length ( X ) , tallness ( Y ) and deepness ( Z ) of your scene. These axes are represented by colourss.

ruddy for X, green for Y and blue for Z.

The central axes The central axes

In Maya, the Y-axis is indicating up which is besides referred to as Y-up.

As you place, graduated table and revolve your objects, these three axes will function as your chief points of mention. The centre of this co-ordinate system is called the beginning and has a value of 0, 0, 0.

UV co-ordinate infinite UV co-ordinate infinite

As you build surfaces in Maya, they are created with their ain co-ordinate infinite that is define by U in one way and V in another. You can utilize these co-ordinates when you are working with curve on surface objects or when you are positioning textures on a surface. One corner of the surface acts as the beginning of the system and all co-ordinates lie straight on the surface. You can do surfaces live in order to work straight in the UV co-ordinate infinite. You will besides meet U and V attributes when you place textures onto surfaces.

Positions Positions

In Maya, you visualize your scenes utilizing position panels that let you see into the 3D universe.

Perspective positions allow you see your scene as if you were looking at it with your ain eyes or through the lens of a camera.

Orthographic positions are parallel to the scene and offer a more nonsubjective position. They focus on two axes at a clip and are referred to as the Top, Side and Front positions.

In many instances, you will necessitate several positions to assist you specify the proper location of your objects. An objectOs place that looks good in the Top position may non do sense in a Side position. Maya lets you view multiple positions at one clip to assist organize what you see.

Perspective position Perspective position

Orthographic positions

Cameras Cameras

To accomplish a peculiar position, you look through a digital camera. An orthographic camera defines the position utilizing a parallel plane and a way while a perspective camera uses an oculus point, a expression at point and a focal length.

Orthographic camera

Perspective camera

Position and orthographic cameras

Image planes Image planes

When you work with cameras, it is possible to put particular background objects called.

Image planes onto the camera. An image plane can be placed onto the camera so that as the camera moves, the plane corsets aligned.

Image planeCamera

The image plane has several properties that allow you to track and scale the image. These properties can be animated to give the visual aspect that the plane is traveling.

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