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How to cheat in Maya 2017 tools and techniques for character animation Paul Naas

By: Material type: TextTextPublisher: Boca Raton Taylor & Francis, CRC Press 2018Description: pages cmContent type:
  • Text
Media type:
  • ohne Hilfsmittel zu benutzen
Carrier type:
  • Band
ISBN:
  • 9781498797085
  • 1498797083
  • 9780815379942
  • 0815379943
Subject(s): DDC classification:
  • 006.6/96
LOC classification:
  • TR897.7
Holdings
Item type Current library Call number Copy number Status Date due Barcode
Standard Loan Clonmel Library Main Collection 006.696 NAA (Browse shelf(Opens below)) 1 Available 39002100637165

Enhanced descriptions from Syndetics:

This is not a book about Maya software with a few animation pointers thrown in here and there. This is a guide to Maya software written by professional animators. This book provides you with complete, set-by-step walkthroughs of essential animation techniques that increase your speed and efficiency while using Maya 2017 for character animation. From curves to constraints, this book covers all of the methods available in the latest version of Maya. Featuring gold-mine coverage this book teaches you new techniques for working with characters in animation tests and short films. Accompanied by a companion site, this is the one and only guide to get you up to speed.

Key Features

Complete step-by-step, walkthroughs of essential techniques every animator needs to know. Features interviews with leading experts and experienced animation leads. Companion web site including all exercise/example scene files and extras such as video tutorials and animation files. Interlude articles covering everything from Reference Video to Resumes.

Includes index

Table of contents provided by Syndetics

  • How to Cheat and Why (p. ix)
  • Acknowledgments (p. xiii)
  • How to Use This Book (p. xv)
  • 1 Animation Principles (p. 1)
  • Squash and Stretch (p. 2)
  • Anticipation (p. 6)
  • Staging (p. 10)
  • Straight Ahead/Pose to Pose (p. 15)
  • Overlapping Action/Follow-through (p. 22)
  • Slow In/Slow Out (p. 26)
  • Arcs (p. 30)
  • Secondary Action (p. 33)
  • Timing (p. 38)
  • Exaggeration (p. 42)
  • Solid Drawing (p. 46)
  • Appeal (p. 50)
  • Interlude (p. 54)
  • 2 Splines (p. 59)
  • How Splines Work (p. 61)
  • Splines and Spacing (p. 67)
  • Tangent Types (p. 74)
  • Tangent Handles (p. 82)
  • Spline Technique (p. 89)
  • Spline Reference (p. 92)
  • Interlude (p. 96)
  • 3 Graph Editor (p. 103)
  • Graph Editor Windup (p. 104)
  • Visual Tools (p. 107)
  • Working with Keys (p. 116)
  • Value Operators (p. 120)
  • Buffer Curves (p. 124)
  • Speed Cheats (p. 128)
  • 4 Techniques (p. 133)
  • Auto Key (p. 134)
  • Timeline Techniques (p. 138)
  • Cartoony Motion (p. 144)
  • Trax Editor (p. 147)
  • Copying Curves (p. 151)
  • Editable Motion Trails (p. 159)
  • IK and FK (p. 167)
  • IK/FK Switching (p. 171)
  • Character Sets (p. 178)
  • Grease Pencil Tool (p. 182)
  • Grease Pencil and Trails (p. 190)
  • Interlude (p. 196)
  • 5 Constraints (p. 199)
  • Parenting (p. 200)
  • Parent Constraints (p. 205)
  • Constraining a Prop (p. 210)
  • Constraint Weights (p. 214)
  • Animating with Constraints (p. 219)
  • Interlude (p. 229)
  • 6 Rigging Cheats (p. 233)
  • Rig Testing (p. 234)
  • Sprucing it Up (p. 246)
  • Rigging Props (p. 254)
  • Interlude (p. 257)
  • 7 Standing Out (p. 261)
  • Adding BlendShapes (p. 262)
  • Adding Clusters (p. 270)
  • Wrap Deformer (p. 280)
  • Adding Hair and Cloth (p. 286)
  • Interlude (p. 294)
  • 8 Workflow (p. 299)
  • Planning/Reference (p. 300)
  • Converting Cycles (p. 308)
  • Stepped Keys (p. 311)
  • Stepped Preview (p. 318)
  • Moving Holds When Splining (p. 322)
  • Moving Holds with the Retime Tool (p. 332)
  • Refining Arcs in Polish (p. 335)
  • Final Texture (p. 340)
  • Interview (p. 344)
  • 9 Cycles (p. 353)
  • Cycle Basics (p. 354)
  • Stride Length (p. 361)
  • Walk Cycle (p. 370)
  • Flying Cycle (p. 376)
  • Quad Cycles (p. 386)
  • 10 Referencing (p. 391)
  • Referencing Basics (p. 392)
  • Offline Edits (p. 399)
  • Saving Reference Edits (p. 405)
  • Interlude (p. 411)
  • 11 Facial Animation (p. 415)
  • Planning and Prep (p. 416)
  • Core Poses (p. 420)
  • Up Sync 1-Jaw Motion (p. 426)
  • Lip Sync 2-Mouth Corners (p. 430)
  • Up Sync 3-Mouth Shapes (p. 434)
  • Up Sync 4-Tongue (p. 439)
  • Blinks (p. 443)
  • Blink and Brows (p. 448)
  • Eye Darts (p. 457)
  • Final Touches (p. 463)
  • Interlude (p. 468)
  • 12 Animation Layers (p. 471)
  • How Animation Layers Work (p. 472)
  • Animation Layer Basics (p. 474)
  • Cheating a Cycle (p. 481)
  • Layers for Texture (p. 489)
  • Interlude (p. 494)
  • Index (p. 499)

Author notes provided by Syndetics

Paul Naas is an animator, illustrator, professor, and author of two previous books on Maya. He is currently the Program Coordinator for the Digital Art Animation program at Caada College in Redwood City, California. Prior to teaching, worked for nearly 20 years as a professional animator in games, independent film, TV spots, and location-based entertainment. He continues to work frequency on freelance and independent projects.

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