Maya 7 (Record no. 784)
[ view plain ]
000 -LEADER | |
---|---|
fixed length control field | 05465cam a22002297a 4500 |
001 - CONTROL NUMBER | |
control field | 2095 |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20220720131503.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 060824s2006 caua 001 0 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9788131701539 |
040 ## - CATALOGING SOURCE | |
Transcribing agency | PK |
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER | |
Classification number | 006.696 |
Item number | R5431 |
100 1# - MAIN ENTRY--PERSONAL NAME | |
Personal name | Riddell, Danny. |
245 10 - TITLE STATEMENT | |
Title | Maya 7 |
Statement of responsibility, etc | / Danny Riddell, Morgan Robinson, and Nathaniel Stein. |
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) | |
Place of publication, distribution, etc | New Delhi : |
Name of publisher, distributor, etc | Pearson, |
Date of publication, distribution, etc | 2006 |
300 ## - PHYSICAL DESCRIPTION | |
Extent | xii, 548 p. |
Other physical details | ill. (some col.) ; |
Dimensions | 23 cm. |
500 ## - GENERAL NOTE | |
General note | includes index |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Computer animation |
General subdivision | Computer programs. |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Robinson, Morgan. |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Stein, Nathaniel. |
942 ## - ADDED ENTRY ELEMENTS (KOHA) | |
Koha item type | Books |
505 0# - FORMATTED CONTENTS NOTE | |
Formatted contents note | 1. Chapter 1: maya basics <br/>2. About maya <br/>3. Mayas interface <br/>4. Beginning a project <br/>5. Importing, exporting, and referencing <br/>6. Maya help <br/>7. Chapter 2: navigating and changing<br/>8. The interface <br/>9. Dollying, tracking, and tumbling <br/>10. Using the view menu <br/>11. Changing the layout <br/>12. Changing the interface <br/>13. About display options and smoothness <br/>14. Keyboard shortcuts <br/>15. Chapter 3: creating primitives and text <br/>16. About primitive types <br/>17. About nurbs primitives <br/>18. About polygon primitives <br/>19. About subdiv primitives <br/>20. About text <br/>21. Naming objects <br/>22. About construction history <br/>23. Chapter 4: transforming objects<br/>24. And components <br/>25. Moving, rotating, and scaling objects <br/>26. About pivot points <br/>27. Duplication options <br/>28. Mirroring and instancing objects <br/>29. Soft-modifying objects <br/>30. Chapter 5: selection modes, hiding,<br/>31. And templating <br/>32. Selecting objects <br/>33. Selection modes and masks <br/>34. Using quick select sets <br/>35. Hiding and templating <br/>36. About layers <br/>37. Chapter 6: grouping, parenting, and aligning <br/>38. Grouping <br/>39. Parenting <br/>40. Grouping vs. Parenting <br/>41. Aligning and snapping objects <br/>42. The snap align tools <br/>43. Chapter 7: nurbs curves and surfaces <br/>44. About nurbs objects <br/>45. About nurbs curves <br/>46. Creating nurbs curves <br/>47. Editing nurbs curves <br/>48. Opening, closing, and attaching curves <br/>49. Altering whole curves <br/>50. Interactions between curves <br/>51. Creating surfaces from curves <br/>52. Surface curves and trims <br/>53. Modifying and matching nurbs surfaces <br/>54. Chapter 8: polygons <br/>55. Modeling polygons <br/>56. Creating and deleting polygon components <br/>57. Splitting and merging polygon components <br/>58. Subdividing and merging <br/>59. Refining polygons <br/>60. Surface normals and display <br/>61. Chapter 9: subdiv surfaces <br/>62. Subdiv surface components <br/>63. Refining subdiv surfaces <br/>64. Creasing subdiv surfaces <br/>65. Mirroring and subdivs <br/>66. Subdiv hierarchies <br/>67. Working in polygon mode <br/>68. Sculpting subdivs <br/>69. Chapter 10: skeletons and rigging <br/>70. About joints <br/>71. Adjusting hierarchies <br/>72. About ik handles and solvers <br/>73. About spline ik <br/>74. About constraints <br/>75. The connection editor <br/>76. Basic rigging <br/>77. About full body ik <br/>78. Chapter 11: parenting and binding<br/>79. To a skeleton <br/>80. Parenting to a skeleton <br/>81. Using rigid bind <br/>82. Using smooth bind <br/>83. Chapter 12: animation <br/>84. Animation controls <br/>85. About setting keyframes <br/>86. Setting animation preferences <br/>87. Importing sound files <br/>88. About the graph editor <br/>89. About the dope sheet <br/>90. Muting animation channels <br/>91. Ghosting <br/>92. Path animation <br/>93. About the trax editor <br/>94. Previewing your animation <br/>95. Chapter 13: deformers <br/>96. Nonlinear deformers <br/>97. Blend shapes <br/>98. Lattices clusters <br/>99. Sculpt deformers <br/>100. Jiggle deformers <br/>101. Wire deformers <br/>102. Wrinkle deformers <br/>103. Wrap deformers <br/>104. About deformer weights <br/>105. About the deformation order <br/>106. Hiding, showing, and deleting deformers <br/>107. Chapter 14: shaders, materials, and mapping <br/>108. About the hypershade <br/>109. About ipr renders <br/>110. About materials <br/>111. About texture-mapping nurbs surfaces <br/>112. Combining materials <br/>113. About projection maps <br/>114. About texturing polygons <br/>115. Editing uvs <br/>116. Swimming textures <br/>117. Texturing using painting tools <br/>118. Chapter 15: creating lights <br/>119. About lighting <br/>120. Setting up for lighting <br/>121. About lights <br/>122. Mapping images to lights <br/>123. Looking through a light <br/>124. Light linking <br/>125. About shadows <br/>126. Chapter 16: cameras and rendering <br/>127. About cameras <br/>128. About rendering <br/>129. About the maya software renderer <br/>130. About the maya hardware renderer <br/>131. About the maya vector renderer <br/>132. About mental ray <br/>133. About render layers <br/>134. Chapter 17: mel and expressions <br/>135. About the script editor <br/>136. About mel commands <br/>137. About variables <br/>138. About loops and if statements <br/>139. About procedures <br/>140. Using mel scripts <br/>141. Using expressions <br/>142. Chapter 18: dynamics <br/>143. Particles <br/>144. Emitters <br/>145. Render types <br/>146. Fields <br/>147. Collisions <br/>148. Rigid-body dynamics <br/>149. Soft-body dynamics <br/>150. Effects <br/>151. The dynamic relationships editor <br/><br/> |
Withdrawn status | Damaged status | Not for loan | Home library | Current library | Date acquired | Source of acquisition | Full call number | Barcode | Date last seen | Price effective from | Koha item type |
---|---|---|---|---|---|---|---|---|---|---|---|
UE-Central Library | UE-Central Library | 20.06.2018 | U.E.17148 | 006.696 R5431 | T2095 | 20.06.2018 | 20.06.2018 | Books |