• Mel scriptingMel scripting

    In the Outliner, select the blue_nParticle object, and open its Attribute Editor to the blue_nParticleShape tab. 3. Scroll down and expand the Add Dynamic Attributes section below the Per Particle Array Attributes list. 4. Click the General button to open the Add Attribute window. 5. In the Add Attribute window, switch to the Particle tab. 6. Scrol...

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  • Adding Fur to CharactersAdding Fur to Characters

    Editing the Fur Description: Direction You can use the Artisan Brush interface to comb the fur by painting the Direction attribute. 1. Continue with the scene from the previous section, or open the hound_v03.ma scene from the chapter15\scenes directory on the DVD. You’ll notice that there is no Direction or Comb attribute listed in the attributes f...

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  • Introducing particlesIntroducing particles

    Switch to a side view, and turn on wireframe mode. 5. Play the animation, and observe the behavior of the nParticles. If you look at the Collisions settings for moltenMetal, you’ll see that the Self Collide attribute is off, but the nParticles are clearly colliding with each other. This type of collision is part of the liquid behavior defined by th...

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  • Bump and Normal MappingBump and Normal Mapping

    There are two types of normal maps, object space and tangent space: Object space mapsâã‡â㉠âã‡â㉠These are used for nondeforming objects, such as walls, spaceships, trash cans, and the like. They are calculated based on the local object space of the object. Up in object space means toward the top of the object. If the object is rotated upside dow...

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  • Lighting with mental rayLighting with mental ray

    The Caustics settings are similar to the Global Illumination settings. In the spotlight’s Attribute Editor, lower Photon Intensity to 3000. Set Caustic Photons to 80000. You can adjust the color of the caustic highlight by changing the caustic photon color or by changing the color of the transparency on the crystal shader. It’s probably a better id...

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  • Skinning GeometrySkinning Geometry

    Broken-Joint Skeletons Keep in mind that you also have the option of binding only selected joints. In some circumstances, this can be quite useful. For example, if you set up what is known as a broken-joint skeleton, which uses additional bones outside the main skeleton hierarchy as deformers, these additional joints are usually constrained to the ...

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  • Animation TechniquesAnimation Techniques

    Copying and Pasting Driven Keys The trick at this point is to create the same driven key arrangement for the other five legs in the easiest way possible. You can achieve this using Copy and Paste. The important thing to remember is that to paste driven keys from a channel on one object to another, you should have one driven key already created for ...

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  • Adding ComponentsAdding Components

    After placing the socket, spend a few minutes editing the position of the points on the torso so the socket fits more naturally. 39. Save the scene as torso_v05.ma. To see a version of the scene to this point, open the torso_v05.ma scene from the chapter4\ scenes directory on the DVD. Crease Sets If you create a crease for a number of selected edge...

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  • Virtual filmmaking with camerasVirtual filmmaking with cameras

    Camera Sequencing Maya 2011 introduces the Camera Sequencer tool, which allows you to create a sequence of shots for scenes that use multiple cameras. You can arrange and edit the camera sequence using the nonlinear camera sequence editor, which is similar to the Trax Editor. For more information on how to use this feature watch the CameraSequencer...

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  • Mastering Autodesk Maya 2011Mastering Autodesk Maya 2011

    No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or au...

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