Autodesk Maya 2020 Motion Graphics Book
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Author | : Serdar Hakan DÜZGÖREN |
Publisher | : Serdar Hakan DÜZGÖREN |
Total Pages | : 116 |
Release | : |
Genre | : Computers |
ISBN | : |
Motion Graphics Motion Graphics is a branch of visual design that typically involves rearranging and transforming abstract shapes into interesting animations. Below is a list of useful features for developing these kinds of effects.
Author | : Serdar Hakan DÜZGÖREN |
Publisher | : Serdar Hakan DÜZGÖREN |
Total Pages | : 701 |
Release | : |
Genre | : Computers |
ISBN | : |
Animation Maya animation provides you with the powerful tools you need to bring the characters and objects in your scenes to life. These tools give you the freedom to animate any attribute of an object and the control you need to successfully transform joints and bones, IK handles, and models over time. Start with the Animation Basics section for information on the various animation techniques in Maya, how to use the different types of animation, and how to preview, playback, and save your animations.
Author | : Serdar Hakan DÜZGÖREN |
Publisher | : Serdar Hakan DÜZGÖREN |
Total Pages | : 413 |
Release | : |
Genre | : Computers |
ISBN | : |
Character Animation Before you animate the characters and objects in your scene, set up the scene by rigging all your characters and by applying the appropriate constraints and deformers to all the objects you want to animate. Rigging a character, also known as character setup, involves creating skeletons and IK handles for your characters, binding skins to the skeletons, and setting up deformers and constraints. You can also create deformers for your character and animate them to produce effects; for example, the jiggling belly (jiggle deformer), furrowing brow (wire deformer), and flexing biceps (lattice deformer) of a sumo wrestler model. Non-character objects are also very important to bringing your scene to life. You can limit and control the transformations of objects by constraining them to characters or other models in your scene. You can also create deformers for objects to create complex deformation effects. For example, you can apply a squash deformer to the model of a ball and then parent constrain the ball to the hands of a character. With this setup, you can key the weights of the character’s hands and the squash deformer’s attributes to create an animation of the character bouncing the ball from hand to hand while the ball squashes on the ground and stretches as it rises back into the air. In addition to setting up characters and objects for animation, you can set up Maya® Dynamics™ for animation. You can constrain dynamic objects such as particle emitters, fields, and fluids to objects or characters in your scene. For more information, see nDynamics Simulation Framework and Fluid Effects.
Author | : Serdar Hakan DÜZGÖREN |
Publisher | : Serdar Hakan DÜZGÖREN |
Total Pages | : 116 |
Release | : |
Genre | : Computers |
ISBN | : |
Motion Graphics Motion Graphics is a branch of visual design that typically involves rearranging and transforming abstract shapes into interesting animations. Below is a list of useful features for developing these kinds of effects.
Author | : Prof. Sham Tickoo |
Publisher | : CADCIM Technologies |
Total Pages | : 835 |
Release | : 2020-04-08 |
Genre | : Computers |
ISBN | : 164057090X |
Autodesk Maya 2020 is a powerful, integrated 3D modeling, animation, visual effects, and rendering software developed by Autodesk Inc. This integrated node based 3D software finds its application in the development of films, games, and design projects. The intuitive user interface and workflow tools of Maya 2020 have made the job of design visualization specialists a lot easier. Autodesk Maya 2020: A Comprehensive Guide covers all features of Autodesk Maya 2020 software in a simple, lucid, and comprehensive manner. It will unleash your creativity, thus helping you create realistic 3D models, animation, and visual effects. In this edition, new tools and enhancements in modeling, animation, rigging as well as performance improvements in bifrost are covered. Additionally, the newly introduced Mash module, which is used for creating motion graphics, is also covered in the book. Salient Features: Consists of 17 chapters that are organized in a pedagogical sequence covering a wide range of topics such as Maya interface, Polygon modeling, NURBS modeling, texturing, lighting, cameras, animation, Paint Effects, Rendering, nHair, Fur, Fluids, Particles, nParticles and Bullet Physics in Autodesk Maya 2020. The first page of every chapter summarizes the topics that are covered in it. Consists of hundreds of illustrations and a comprehensive coverage of Autodesk Maya 2020 concepts & commands. Real-world 3D models and examples focusing on industry experience. Step-by-step instructions that guide the user through the learning process. Additional information is provided throughout the book in the form of tips and notes. Self-Evaluation test, Review Questions, and Exercises are given at the end of each chapter so that the users can assess their knowledge. Table of Contents Chapter 1: Exploring Maya Interface Chapter 2: Polygon Modeling Chapter 3: NURBS Curves and Surfaces Chapter 4: NURBS Modeling Chapter 5: UV Mapping Chapter 6: Shading and Texturing Chapter 7: Lighting Chapter 8: Animation Chapter 9: Rigging, Constraints, and Deformers Chapter 10: Paint Effects Chapter 11: Rendering Chapter 12: Particle System Chapter 13: Introduction to nParticles Chapter 14: Fluids Chapter 15: nHair Chapter 16: Bifrost Chapter 17: Bullet Physics and Motion Graphics Index
Author | : Serdar Hakan DÜZGÖREN |
Publisher | : Serdar Hakan DÜZGÖREN |
Total Pages | : 415 |
Release | : |
Genre | : Computers |
ISBN | : |
Bullet Rigid and Soft Body Dynamics The Bullet physics engine lets you create large-scale, highly-realistic dynamic and kinematic simulations. You can use Bullet to create content for rendered animations for film and visualization, as well as for the setup of game engine and real-time simulations. The Bullet plug-in provides seamless mapping of Bullet objects to Maya objects. The controls to the Bullet objects are exposed in Maya Objects, and the interaction follows the typical Maya dynamics paradigm. Bullet Physics is an open-source collision detection, rigid body and soft body dynamics library. The library provides a collection of objects each corresponding to the various aspects of dynamic simulations. For example, the Bullet solver, rigid bodies, soft bodies and constraints are all unique Bullet objects.
Author | : Kelly Murdock |
Publisher | : SDC Publications |
Total Pages | : 577 |
Release | : 2020 |
Genre | : Computers |
ISBN | : 1630572551 |
Written by renowned author and 3D artist Kelly L. Murdock, Autodesk Maya 2020 Basics Guide is designed to give new users a solid understanding of the fundamental skills needed to create beautiful 3D models and stunning animations with Autodesk Maya. Using clear and easy to follow instructions this book will guide you through learning all the major features of Maya. The text is complemented by video instruction. Each chapter has a corresponding video tutorial that introduces you to the topics and allows you to watch and learn how functions are performed in a way that a text alone cannot do. Autodesk Maya 2020 Basics Guide makes no assumptions about your previous experience with Autodesk Maya. It begins by helping you get comfortable with the user interface and navigating scenes before moving into modeling, texturing, lighting, animating, rendering and more. Additionally, more advanced features such as character rigging, skinning, animating with dynamics and MEL scripting are also introduced. Each chapter begins by examining the concept behind each task, the goal and the necessary features that are involved. Then you go in-depth with the objective of your task as you study examples and learn the steps necessary to complete it. Working your way through the comprehensive, step-by-step lessons, you'll develop the confidence you need to create incredible renderings and animations using Autodesk Maya. Who this book is for This text was created specifically for users with no prior 3D modeling or animation experience. If you want to work in a creative field or are just curious about how 3D animated movies are made this book is the perfect way to get started. Users who are migrating from another 3D application or upgrading from a previous version of Maya will also benefit greatly from this text. What you'll learn • How to create models using curves, NURBS, Polygons and more • How to assign materials and textures to make realistic-looking models • How to use Paint Effects to paint on and quickly create complex 3D Models • How to use lights, cameras, and depth of field to render captivating scenes • How to use keyframes, motion paths and the Graph Editor to create animations • How to use character rigging, skinning, and inverse kinematics to animate realistic movements • How to add influence objects, skin weights and hair to a character for a more realistic look • How to use dynamics to create fire, smoke, lightning, explosions, cloth and ocean effects • How to enable raytracing, motion blur, and fog effects for increased realism • How to render stills and animations using Maya Vector and Mental Ray for different looks • How to use the Command Line and MEL Scripting to work faster About Autodesk Maya Maya is a program, created by Autodesk, used to model, animate, and render 3D scenes. 3D scenes created with Maya have appeared in movies, television, advertisements, games, product visualizations, and on the Web. With Maya, you can create and animate your own 3D scenes and render them as still images or as animation sequences.
Author | : Kelly Murdock |
Publisher | : SDC Publications |
Total Pages | : 1303 |
Release | : 2019-08 |
Genre | : Computers |
ISBN | : 1630572535 |
Kelly L. Murdock's Autodesk 3ds Max 2020 Complete Reference Guide is a popular book among users new to 3ds Max and is used extensively in schools around the globe. The success of this book is found in its simple easy-to-understand explanations coupled with its even easier to follow tutorials. The tutorials are laser focused on a specific topic without any extra material, making it simple to grasp difficult concepts. The book also covers all aspects of the software, making it a valuable reference for users of all levels. The Complete Reference Guide is the ultimate book on 3ds Max, and like Autodesk’s 3D animation software, it just gets better and better with each release. Whether you're new to 3ds Max or an experienced user, you'll find everything you need in this complete resource. The book kicks off with a getting started section, so beginners can jump in and begin working with 3ds Max right away. Experienced 3ds Max users will appreciate advanced coverage of features like crowd simulation, particle systems, radiosity, MAXScript and more. Over 150 tutorials – complete with before and after files – help users at all levels build real world skills. What is Autodesk 3ds Max? Autodesk 3ds Max is a popular 3D modeling, animation, rendering, and compositing software widely used by game developers and graphic designers in the film and television industry. What you'll learn Discover all the new features and changes in 3ds Max 2020 Learn how to reference, select, clone, group, link and transform objects Explore 3D modeling and how to apply materials and textures Set impressive scenes with backgrounds, cameras and lighting Master smart techniques for rendering, compositing and animating Create characters, add special effects, and finish with dynamic animations such as hair and cloth Get comfortable with key tools such as Track View, Quicksilver, mental ray®, Space Warps, MassFX and more Who this book is for This comprehensive reference guide not only serves as a reference for experienced users, but it also easily introduces beginners to this complex software. Packed with expert advice from popular author Kelly Murdock, it begins with a getting started section to get you up and running, then continues with more than 150 step-by-step tutorials, in depth coverage of advanced features, and plenty of tips and timesavers along the way. Section Videos Each section of the book has a corresponding video. In each video author Kelly Murdock gives a brief overview of the contents of that section in the book, and covers some of the basics from the chapters within that section.
Author | : Serdar Hakan DÜZGÖREN |
Publisher | : Serdar Hakan DÜZGÖREN |
Total Pages | : 701 |
Release | : |
Genre | : Computers |
ISBN | : |
Animation Maya animation provides you with the powerful tools you need to bring the characters and objects in your scenes to life. These tools give you the freedom to animate any attribute of an object and the control you need to successfully transform joints and bones, IK handles, and models over time. Start with the Animation Basics section for information on the various animation techniques in Maya, how to use the different types of animation, and how to preview, playback, and save your animations.
Author | : Aylish Wood |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 201 |
Release | : 2024-01-11 |
Genre | : Performing Arts |
ISBN | : 1501390880 |
Invisible Digital helps us makes sense of something we cannot see by presenting an innovative approach to digital images and digital culture. At its heart is a novel method for exploring software used in the creation of moving images as markers of converging cultural, organizational and technological influences. The three main case studies of Invisible Digital are the animated feature Moana (2016) and the computer games No Man's Sky (2016) and Everything (2017). All three were created using procedural techniques: simulation software for Moana, and procedural content generation for No Man's Sky and Everything. Production culture disclosures associated with procedural techniques often emphasize the influences of automated systems and their algorithms, making them ideal for a study that interrogates digital processes. The approach of Invisible Digital is informed by relational theories and the concept of entanglement based on materialist perspectives, combined with insights from work that more explicitly interrogates algorithms and algorithmic culture. Aylish Wood employs the notion of assemblages to introduce the concept of material-cultural narratives. Using this conceptual framework, she draws out material-cultural narratives for each case study to demonstrate what they reveal about software and digital culture. These analyses of software provide a widely applicable method through which moving image studies can contribute more fully to the wider and growing debates about algorithmic culture.